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Scrolling platformer (hard)
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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\n@Player\n\nwhen flag clicked\nset [your time v] to [0]\n\nwhen flag clicked\nhide variable [your time v]\nwait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>\nshow variable [your time v]\nrepeat until <(LEVEL) = [4]>\n change [your time v] by (0.1)\n wait (0.1) seconds\nend\nif <[] > (your time)> then\n wait (5) seconds\n set [your time v] to [0]\n stop [this script v]\nelse\n set [your time v] to [0]\n wait (5) seconds\n stop [this script v]\nend\n\ndefine game on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (50) %\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2.5)\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)\nposition\ntest die\nset [scroll x v] to (X)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (9)))\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 (trampoline v)?> then\n set [sy v] to [35]\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (setup v) and wait\n game on\n repeat until <(EXIT) > [0]>\n tick\n broadcast (tick v)\n end\n if <(EXIT) = [win]> then\n Game- win\n else\n game die\n end\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (tło3 v)\nhide variable [points all v]\nhide variable [collected v]\nwait (6.5) seconds\nhide variable [collected v]\nswitch backdrop to (dzień v)\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\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((X) - (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)?> or <touching (moving 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 [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game die\nset [exit v] to []\nrepeat (15)\n change [ghost v] effect by (7)\nend\nhide\nwait (0.5) seconds\n\nhide\nwait (0.1) seconds\nshow\nwait (0.1) seconds\n\ndefine test die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game- win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nwait (6.5) seconds\nforever\n play sound [Closer - The Chainsmokers, Halsey \(320kbps\).mp3 v] until done\nend\n\nwhen flag clicked\nif <(username) = [slonslonslon777]> then\n broadcast (slonslonslon777 v)\nend\n\nwhen I receive [slonslonslon777 v]\nchange [☁ slonslonslon777 v] by (1)\n\nwhen flag clicked\nif <(username) = [griffpatch]> then\n broadcast (griffpatch v)\nend\n\nwhen I receive [griffpatch v]\nchange [☁ griffpatch v] by (1)\n\nwhen flag clicked\nforever\n set [points all v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX.)))\nend\n\nwhen flag clicked\nforever\n hide variable [mouse v]\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\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: [500] y: [0]\n clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n clone at x: [-87] y: [298]\n clone at x: [100] y: [600]\n clone at x: [1000] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n clone at x: [1200] y: [0]\n clone at x: [500] y: [0]\n clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [noc v]\nset [brightness v] effect to (-30)\n\nwhen I receive [dzień v]\nset [brightness v] effect to (-12)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\ngo [forward v] (2) layers\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: [119] y: [-108]\n clone at x: [704] y: [-69]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n clone at x: [-142] y: [590]\n clone at x: [100] y: [250]\n clone at x: [900] y: [0]\n clone at x: [600] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n clone at x: [700] y: [-100]\n clone at x: [500] y: [0]\n clone at x: [700] y: [0]\n else\n switch costume to (level 3 5 v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [dzień v]\nclear graphic effects\n\n@points\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max. v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n clone at x: [120] y: [-40]\n clone at x: [170] y: [-40]\n clone at x: [473] y: [68]\n clone at x: [530] y: [310]\n clone at x: [700] y: [-30]\n clone at x: [900] y: [-30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n clone at x: [-85] y: [75]\n clone at x: [140] y: [-10]\n clone at x: [-100] y: [250]\n clone at x: [-30] y: [570]\n clone at x: [-150] y: [930]\n clone at x: [137] y: [930]\n clone at x: [337] y: [930]\n clone at x: [545] y: [930]\n clone at x: [943] y: [930]\n clone at x: [1117] y: [930]\n clone at x: [1188] y: [1210]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n clone at x: [85] y: [-25]\n clone at x: [200] y: [-25]\n clone at x: [330] y: [-25]\n clone at x: [500] y: [-25]\n clone at x: [700] y: [40]\n clone at x: [900] y: [-40]\n clone at x: [1000] y: [50]\n clone at x: [1685] y: [301]\n clone at x: [1930] y: [301]\n clone at x: [2200] y: [301]\n clone at x: [2460] y: [301]\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 [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX.)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [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\nhide\n\nwhen I receive [noc v]\nset [brightness v] effect to (-15)\n\nwhen I receive [dzień v]\nclear graphic effects\n\n@exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close v)\n clone at x: [1100] y: [-20]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (close v)\n clone at x: [1450] y: [1060]\n else\n if <(LEVEL) = [3]> then\n switch costume to (close v)\n clone at x: [2700] y: [40]\n else\n if <(LEVEL) = [4]> then\n switch costume to (close v)\n clone at x: [2700] y: [10000]\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 [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\nwhen I receive [noc v]\nset [brightness v] effect to (-15)\n\nwhen I receive [dzień v]\nclear graphic effects\n\nwhen flag clicked\ngo to [back v] layer\n\n@Clouds\n\nwhen flag clicked\ngo [forward v] (4) layers\nwait (6.5) seconds\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 [forward v] (5) 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\nhide\n\n@moving platforms\n\nwhen I receive [green flag v]\nhide\nswitch costume to (level 1 3 v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(LEVEL) = [1]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n hide\n else\n hide\n end\nelse\n if <(LEVEL) = [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n hide\n else\n hide\n end\n else\n if <(LEVEL) = [3]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n else\n if <(LEVEL) = [4]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n hide\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition (((([sin v] of ((timer) * (30)) ) * (300)) + (X)) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n set [x v] to [750]\n set [y v] to [-45]\n end\nend\n\nwhen I receive [noc v]\nset [brightness v] effect to (-30)\n\nwhen I receive [dzień v]\nset [brightness v] effect to (-12)\n\n@trampoline\n\nwhen I receive [green flag v]\nhide\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)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 2 v)\n clone at x: [1250] y: [0]\n else\n switch costume to (level 1 1 v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [noc v]\nset [brightness v] effect to (-15)\n\nwhen I receive [dzień v]\nset [brightness v] effect to (0)\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nclear graphic effects\nset size to (100) %\nstart sound [Dance Snare Beat2 v]\nset volume to (500) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (3)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (3)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (-5) y: (30)\nhide\ngo to [back v] layer\nwait (6.5) seconds\nbroadcast (dzień v)\nshow\nforever\n if <(dzień) = [1]> then\n clear graphic effects\n glide (30) secs to x: (325) y: (70)\n glide (30) secs to x: (651) y: (30)\n if <(x position) > [649]> then\n go to x: (-5) y: (30)\n hide\n wait (czas) seconds\n switch backdrop to (dzień2 v)\n wait (czas) seconds\n switch backdrop to (dzień3 v)\n wait (czas) seconds\n switch backdrop to (dzień4 v)\n wait (czas) seconds\n switch backdrop to (dzień5 v)\n wait (czas) seconds\n switch backdrop to (dzień6 v)\n wait (czas) seconds\n switch backdrop to (dzień7 v)\n wait (czas) seconds\n switch backdrop to (dzień8 v)\n wait (czas) seconds\n broadcast (noc v)\n show\n end\n else\n set [ghost v] effect to (3)\n glide (30) secs to x: (325) y: (70)\n glide (30) secs to x: (651) y: (30)\n if <(x position) > [550]> then\n go to x: (-5) y: (30)\n hide\n wait (czas) seconds\n switch backdrop to (noc2 v)\n wait (czas) seconds\n switch backdrop to (noc3 v)\n wait (czas) seconds\n switch backdrop to (noc4 v)\n wait (czas) seconds\n switch backdrop to (noc5 v)\n wait (czas) seconds\n broadcast (dzień v)\n show\n end\n end\nend\n\nwhen flag clicked\nset [dzień v] to [1]\n\nwhen I receive [dzień v]\nset [dzień v] to [1]\n\nwhen I receive [noc v]\nset [dzień v] to [0]\n\nwhen I receive [dzień v]\nswitch costume to (kostium1 v)\n\nwhen I receive [noc v]\nswitch costume to (kostium2 v)\n\nwhen flag clicked\nset [czas v] to [0.03]\n\nwhen I receive [dzień v]\nswitch backdrop to (dzień v)\n\nwhen I receive [noc v]\nswitch backdrop to (noc v)\n\nwhen flag clicked\nhide variable [collected v]\n\n@Duszek2\n\nwhen flag clicked\nhide\nwait (6.5) seconds\ngo to x: (3) y: (200)\nchange y by (20)\nbroadcast (wysuń v)\n\nwhen I receive [wysuń v]\nforever\n hide\n wait (50) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n glide (0.65) secs to x: (3) y: (165)\n wait (1) seconds\n glide (0.65) secs to x: (3) y: (188)\n repeat (10)\n change [ghost v] effect by (10)\n end\n change y by (20)\nend\n\n
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Moving: left arrow, up arrow, right arrow or W, A, S, D\n\nThanks @griffpatch for some scripts\n\n\nplease love and follow. I worked on this project for many hours.\n\n200 like= new version\n\nlink to my yt channel\n\nhttps://www.youtube.com/channel/UCuNIninYPcXMIlwN4z8EgUw
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Remix - A Platformer (mobile-friendly)
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <([costume # v] of [platforms v]) = [11]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\ndefine Special Detections\nif <<touching (spikes v)?> or <<touching (sprite1 v)?> or <touching (the water v)?>>> then\n play sound [Crunch v] until done\n change [deaths v] by (1)\n repeat (20)\n change [pixelate v] effect by (10)\n end\n hide\n clear graphic effects\n show\n go to x: (-207) y: (-79)\nend\n\nwhen flag clicked\nshow\ngo to x: (-207) y: (-39)\nforever\n switch costume to (11319744_48x3 v)\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [x v] by (1)\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 [x v] by (-1)\n end\n change x by (x)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n change [y v] by (14)\n end\n change y by (1)\n Special Detections\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-207) y: (-79)\n\nwhen flag clicked\nreset timer\nset [timer: v] to [0]\nhide variable [timer: v]\nhide variable [deaths v]\nset [deaths v] to [0]\nchange [☁ data v] by (1)\nswitch costume to (11319744_48x3 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n switch costume to (2 v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\n end\n delete this clone\n else\n switch costume to ( v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\n end\n delete this clone\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n change [timer: v] by (1)\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [0]\nset [level v] to [0]\n\n@end\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (new level v)\n change [level v] by (1)\n end\nend\n\nshow\n\nhide variable [level v]\n\n@Spikes\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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*RESHARED*\nWelcome to remix - a platformer ! \n\nInstructions :\nArrow keys/WASD/tap to move\nPress space to switch characters\nAvoid spikes and lava\n\nHope you enjoy! <3\nIt's EASY!\n\nAlso, follow @-messages- and @-Scratchy_Scratch- <3
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Platformer World
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [ᴍᴜsɪᴄs v] until done\nend\n\nwhen I receive [メッセージ1 v]\nnext backdrop\n\n@you\n\ngo to x: (-200) y: (-93)\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nset size to (90) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-200) y: (999)\nforever\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.89))\n change x by (x)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト2 v)?> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (スプライト2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [190]> then\n go to x: (-200) y: (999)\n broadcast (メッセージ1 v)\n end\n if <<touching color (#ff0000)?> or <touching color (#a70000)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (0.5) seconds\n go to x: (-200) y: (999)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n show\n end\nend\n\ngo to x: (-200) y: (-93)\n\n@スプライト2\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [メッセージ1 v]\nnext costume\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
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シンプルなplatformerです。\n\n操作・・矢印キーorクリック
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Sandy | A Scrolling Platformer | #games #all
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@Stage\n\n@Blank\n\n@Player\n\nwhen flag clicked\nshow\nset size to (50) %\nforever\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n change [y v] by (2)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-2)\n end\n else\n if <touching (water v)?> then\n set [in air v] to [0]\n end\n if <touching (jump boost v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [in air v] to [0]\n end\n if <touching (clouds v)?> then\n set [y vilosity v] to [10]\n set [y vilosity v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (y vilosity)\n change [y vilosity v] by (-1)\n end\n set [going up v] to [0]\n end\n end\nend\n\ndefine Ladder\nif <touching (ladders v)?> then\n set [sy v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [sy v] to [6]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [sy v] to [-3]\n end\nelse\n set size to (50) %\nend\n\ndefine Change player box x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (boxes v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (boxes v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (boxes 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 Change player box y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (boxes 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\nwhen flag clicked\nhide variable [mouse v]\nswitch costume to (player v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [sy v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (50) %\nset [ghost v] effect to (0)\nshow\nset [scroll x v] to (CHECKPOINT-X)\nset [scroll y v] to ((CHECKPOINT-Y) - (34))\nset [x v] to (CHECKPOINT-X)\nset [y v] to ((CHECKPOINT-Y) - (34))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\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 broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (q v) pressed?> or <key (a v) pressed?>>> then\n Change Player x by [-8]\n if <touching (boxes v)?> then\n Change player box x by [-8]\n end\n if <touching (longer distance boxes v)?> then\n Change player box far x by [-8]\n end\n if <touching (crusher v)?> then\n Crusher collision X [-8]\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Change Player x by [8]\n if <touching (boxes v)?> then\n Change player box x by [8]\n end\n if <touching (longer distance boxes v)?> then\n Change player box far x by [8]\n end\n if <touching (crusher v)?> then\n Crusher collision X [8]\n end\nend\nif <<key (up arrow v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>> then\n if <not <<touching (ladders v)?> or <touching (water v)?>>> then\n if <(in air) < [4]> then\n if <(Transformed?) = [No]> then\n set [sy v] to [17]\n end\n if <(Transformed?) = [YES]> then\n set [sy v] to [23]\n end\n end\n end\nend\nchange [sy v] by (-2)\n\n set [sy v] to [-10]\nend\nChange Player y by (sy)\nChange player box y by (sy)\nChange player box far by (sy)\nCrusher collision Y (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (3)))\nif <(SCROLL Y) < [70]> then\n set [scroll y v] to [70]\nend\nLadder\nPosition\nwater\nif <(y) < [-210]> then\n set [exit v] to [Die]\nend\nif <<touching color (#9691a0)?> or <touching color (#a9a9b6)?>> then\n set [exit v] to [Die]\nend\nif <<touching color (#9691a0)?> or <touching color (#a9a9b6)?>> then\n show\n if <<touching color (#9691a0)?> or <touching color (#a9a9b6)?>> then\n show\n end\nend\nif <touching (flying saw v)?> 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 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 (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n set [exit v] to [die]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n set [exit v] to [die]\n end\nend\n\ndefine water\nif <touching (water v)?> then\n set [sy v] to [-1]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [sy v] to [6]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [sy v] to [-3]\n end\nelse\n set size to (50) %\nend\n\nwhen flag clicked\nforever\n if <touching (transform v)?> then\n switch costume to (player v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n switch costume to (player king v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n if <(Transformed?) = [No]> then\n set [transformed? v] to [YES]\n end\n end\nend\n\nwhen flag clicked\nset [transformed? v] to [No]\n\nwhen flag clicked\nforever\n if <touching (transform back v)?> then\n switch costume to (player king v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n switch costume to (player v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n if <(Transformed?) = [YES]> then\n set [transformed? v] to [No]\n end\n end\nend\n\nwhen flag clicked\nif <(Trees) = (((50) + (((length of (Trees)) mod ([abs v] of ((Value) mod (450)) )) * ((7) - (Friction)))) * ((((88) + (round (604))) + (length of (Trees))) / ((93) + ((MOUSE) - (my variable)))))> then\n wait (1) seconds\n Variable check\nend\n\ndefine Variable check\nhide variable [mouse v]\nhide variable [my variable v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [going up v]\nhide variable [coins v]\nhide variable [checkpoint-x v]\nhide variable [checkpoint-y v]\nhide variable [mouse v]\nhide variable [my variable v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [going up v]\nhide variable [coins v]\nhide variable [checkpoint-x v]\nhide variable [checkpoint-y v]\n\ndefine Change player box far by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (longer distance boxes v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change player box far x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (longer distance boxes v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (longer distance boxes v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (longer distance boxes 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 Crusher collision X (sx)\nchange [x v] by (sx)\nPosition\nif <<touching color (#696969)?> or <<touching color (#5cff61)?> and <touching color (#57f35d)?>>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching color (#696969)?> or <<touching color (#5cff61)?> and <touching color (#57f35d)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <<touching color (#696969)?> or <<touching color (#5cff61)?> and <touching color (#57f35d)?>>>\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 Crusher collision Y (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching color (#696969)?> or <<touching color (#5cff61)?> and <touching color (#57f35d)?>>>>\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 Check (input) (output)\nadd (input) to [set v]\nadd (output) to [set v]\nif <(Set) < [100000]> then\n delete (output) of [set v]\n replace item (input) of [set v] with (output)\nend\n\nwhen flag clicked\nforever\n Check ((x position) * ((Friction) / ((9) + (mouse x)))) ((y position) * ((Friction) / (mouse x)))\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nreset timer\nshow list [set v]\nif <(Value) < [80]> then\n if <(MOUSE) < [80]> then\n Game - reduce lag\n end\nend\n\ndefine Game - reduce lag\nadd (item (10) of [reduce lag v]) to [set v]\nadd (item (450) of [set v]) to [reduce lag v]\nset [value v] to (((x position) * (y position)) / ((direction) + (1)))\nset drag mode [not draggable v]\n\nwhen flag clicked\nif <touching (boxes v)?> then\n add (Friction) to [set v]\nelse\n if <(Set) = (Friction)> then\n replace item (450) of [reduce lag v] with (item ((10) * (Value)) of [set v])\n Game - reduce lag\n Check ([abs v] of (Value) ) (round (Value))\n end\nend\n\nwhen I receive [input v]\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching color (#696969)?> or <<touching color (#5cff61)?> and <touching color (#57f35d)?>>>>\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\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (WIN! v)\n end\nend\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nswitch costume to (hack v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo [backward v] (0) layers\nswitch costume to (id)\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 platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [0] [0] [1]\nplatfom [450] [370] [2]\nplatfom [1130] [370] [3]\nplatfom ((1130) + (450)) [370] [4]\nplatfom [2220] [370] [5]\nplatfom [2670] [0] [6]\nplatfom [3150] [0] [7]\nplatfom [3600] [0] [8]\nplatfom [4050] [0] [9]\nplatfom [4500] [0] [10]\nplatfom [5200] [0] [11]\nplatfom [5700] [0] [12]\nplatfom [6200] [0] [13]\nplatfom [6700] [366] [14]\n\n@platforms art\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] ((id) - (-10)) layers\nswitch costume to (id)\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 platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nhide\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [0] [0] [1]\nplatfom [450] [370] [2]\nplatfom [1130] [370] [3]\nplatfom ((1130) + (450)) [370] [4]\nplatfom [2220] [370] [5]\nplatfom [2670] [0] [6]\nplatfom [3150] [0] [7]\nplatfom [3600] [0] [8]\nplatfom [4050] [0] [9]\nplatfom [4500] [0] [10]\nplatfom [5200] [0] [11]\nplatfom [5700] [0] [12]\nplatfom [6200] [0] [13]\nplatfom [6700] [366] [14]\nset [x v] to [100000000000000000000]\nset [y v] to [0]\n\n@Winning\n\nwhen flag clicked\nhide\n\nwhen I receive [win! v]\nshow\ngo to [front v] layer\ngo [forward v] (100000000) layers\nstop [all v]\n\n@Portal\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\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 [6700] [450]\nset [x v] to [-99999]\n\n@Sword\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n point towards (mouse-pointer v)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n point towards (mouse-pointer v)\n show\n else\n hide\n end\nend\n\n@Longer distance Boxes\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\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 [4770] [0]\nset [x v] to [-99999]\n\nwhen flag clicked\nforever\n repeat (80)\n change [x v] by (2)\n end\n wait (0.03) seconds\n repeat (80)\n change [x v] by (-2)\n end\n wait (0.03) seconds\nend\n\nwhen I start as a clone\nforever\n repeat (80)\n change [x v] by (2)\n end\n wait (0.03) seconds\n repeat (80)\n change [x v] by (-2)\n end\n wait (0.03) seconds\nend\n\n@Flying saw\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (saw v)\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 [140] [370]\nset [x v] to [-99999]\n\nwhen flag clicked\nforever\n repeat (30)\n change [x v] by (2)\n turn right (10) degrees\n end\n wait (0.03) seconds\n repeat (30)\n change [x v] by (-2)\n turn left (10) degrees\n end\n wait (0.03) seconds\nend\n\nwhen I start as a clone\nforever\n repeat (30)\n change [x v] by (2)\n turn right (10) degrees\n end\n wait (0.03) seconds\n repeat (30)\n change [x v] by (-2)\n turn left (10) degrees\n end\n wait (0.03) seconds\nend\n\n@Checkpoint\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 go to [front v] layer\n switch costume to (flag v)\n Clone at x: ((1130) + (450)) y: [447]\n Clone at x: [4250] y: [77]\n Clone at x: [5950] y: [76]\nend\nset [x v] to [100000000000000]\nset [y v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: ((y) - (50))\nturn right (((direction) - (90)) / (-8)) degrees\nset [brightness v] effect to (((direction) - (90)) * (2))\nif <<(x) = (x position)> and <((y) - (50)) = (y position)>> then\n show\n if <touching (player v)?> then\n if <not <(CHECKPOINT-X) = (x)>> then\n point in direction (135)\n set [brightness v] effect to (((direction) - (90)) * (2))\n end\n set [checkpoint-x v] to (x)\n set [checkpoint-y v] to (y)\n end\n if <<(CHECKPOINT-Y) = (y)> and <(CHECKPOINT-X) = (x)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nshow\nset size to (140) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint-y v] to [130]\nset [checkpoint-x v] to [0]\n\n@Sign 1\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [green flag v]\nset size to (100) %\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 [70] [65]\nset [x v] to [-99999]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\n@Enemy\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\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 [2670] [40]\nset [x v] to [-99999]\n\nwhen flag clicked\nclear graphic effects\nforever\n switch costume to (enemy right v)\n repeat (85)\n change [x v] by (2)\n end\n wait (0.03) seconds\n switch costume to (enemy left v)\n repeat (85)\n change [x v] by (-2)\n end\n wait (0.03) seconds\n if <touching (sword v)?> then\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nforever\n switch costume to (enemy right v)\n repeat (85)\n change [x v] by (2)\n end\n wait (0.03) seconds\n switch costume to (enemy left v)\n repeat (85)\n change [x v] by (-2)\n end\n wait (0.03) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@Saw\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to [front 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) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [green flag v]\ngo to [front v] layer\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 [1130] [373]\nClone at [3600] [3]\nset [x v] to [-99999]\n\nwhen flag clicked\nforever\n go to [front v] layer\n turn right (7) degrees\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n turn right (7) degrees\nend\n\n@Boxes\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\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 [705] [366]\nClone at [1815] [366]\nset [x v] to [-99999]\n\nwhen flag clicked\nforever\n repeat (85)\n change [x v] by (2)\n end\n wait (0.03) seconds\n repeat (85)\n change [x v] by (-2)\n end\n wait (0.03) seconds\nend\n\nwhen I start as a clone\nforever\n repeat (85)\n change [x v] by (2)\n end\n wait (0.03) seconds\n repeat (85)\n change [x v] by (-2)\n end\n wait (0.03) seconds\nend\n\n@assets\n\nwhen flag clicked\nforever\n set drag mode [draggable v]\n hide\nend\n\n@Transform back\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] ((id) - (-10)) layers\nswitch costume to (id)\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 platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nhide\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [0] [0] [1]\nplatfom [450] [400] [2]\nplatfom [1130] [400] [3]\nplatfom ((1130) + (450)) [400] [4]\nplatfom [2220] [400] [5]\nplatfom [2670] [0] [6]\nplatfom [3150] [0] [7]\nplatfom [3600] [0] [8]\nplatfom [4050] [0] [9]\nplatfom [4500] [0] [10]\nplatfom [5200] [0] [11]\nset [x v] to [100000000000000000000]\nset [y v] to [0]\n\n@Transform\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] ((id) - (-10)) layers\nswitch costume to (id)\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 platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nhide\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [0] [0] [1]\nplatfom [450] [400] [2]\nplatfom [1130] [400] [3]\nplatfom ((1130) + (450)) [400] [4]\nplatfom [2220] [400] [5]\nplatfom [2670] [0] [6]\nplatfom [3150] [0] [7]\nplatfom [3600] [0] [8]\nplatfom [4050] [0] [9]\nplatfom [4500] [0] [10]\nset [x v] to [100000000000000000000]\nset [y v] to [0]\n\n@ladders\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] ((id) - (-10)) layers\nswitch costume to (id)\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 platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nhide\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [0] [0] [1]\nplatfom [450] [400] [2]\nplatfom [1130] [400] [3]\nplatfom ((1130) + (450)) [400] [4]\nplatfom [2220] [400] [5]\nplatfom [2670] [0] [6]\nplatfom [3150] [0] [7]\nplatfom [3600] [0] [8]\nplatfom [4050] [0] [9]\nplatfom [4500] [0] [10]\nplatfom [5200] [0] [11]\nplatfom [6200] [0] [13]\nset [x v] to [100000000000000000000]\nset [y v] to [0]\n\n@Danger\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] ((id) - (-10)) layers\nswitch costume to (id)\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 platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nhide\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [0] [0] [1]\nplatfom [450] [400] [2]\nplatfom [1130] [400] [3]\nplatfom ((1130) + (450)) [400] [4]\nplatfom [2220] [370] [5]\nplatfom [2670] [0] [6]\nplatfom [3150] [0] [7]\nplatfom [3600] [0] [8]\nplatfom [4050] [0] [9]\nplatfom [4500] [0] [10]\nplatfom [5200] [0] [11]\nplatfom [5700] [0] [12]\nset [x v] to [100000000000000000000]\nset [y v] to [0]\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\n@Water\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to [back v] layer\nswitch costume to (id)\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 platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nhide\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [0] [0] [1]\nplatfom [450] [400] [2]\nplatfom [1130] [400] [3]\nplatfom ((1130) + (450)) [400] [4]\nplatfom [2220] [400] [5]\nplatfom [2670] [0] [6]\nplatfom [3150] [0] [7]\nplatfom [3600] [0] [8]\nplatfom [4050] [0] [9]\nplatfom [4500] [0] [10]\nplatfom [5200] [0] [11]\nset [x v] to [100000000000000000000]\nset [y v] to [0]\n\n
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Escape from the Shadow - a Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <(level) < [12]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\n@rendering\n\nwhen flag clicked\nset [previous level v] to [0]\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen I receive [switch level v]\nif <(level) > [0]> then\n set [previous level v] to (level)\nend\nchange [level v] by (1)\n\nwhen I receive [switch previous level v]\nif <(level) > [1]> then\n set [previous level v] to (level)\nend\nchange [level v] by (-1)\n\n@background\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n switch costume to (level)\nend\n\n@tiny bloops\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [bloops v] to [0]\nset [stable? v] to [0]\nset [cloneid bloop v] to [0]\nrepeat (7)\n change [cloneid bloop v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I start as a clone\nif <(CloneID bloop) = [1]> then\n forever\n go to x: (-58) y: (-75)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [2]> then\n forever\n go to x: (-13) y: (-65)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [3]> then\n forever\n go to x: (25) y: (-75)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [4]> then\n forever\n go to x: (67) y: (-65)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [5]> then\n forever\n go to x: (118) y: (-63)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [6]> then\n forever\n go to x: (160) y: (-65)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [7]> then\n forever\n go to x: (202) y: (-75)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\n\ndefine movement\nset [y v] to [0]\nset [x v] to [0]\nshow\nif <(pick random (1) to (10)) > [5]> then\n set [bloops v] to [1]\nelse\n set [bloops v] to [2]\nend\nrepeat until <touching (rendering v)?>\n change [y v] by (-1)\n change y by (y)\nend\nif <touching (rendering v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nforever\n if <(bloops) = [1]> then\n change [x v] by (1)\n turn right (5) degrees\n end\n if <(bloops) = [2]> then\n change [x v] by (-1)\n turn right (-5) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change x by ((x) * (-1))\n change y by (-4)\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 [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (rendering v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (_edge_ v)?> then\n hide\n delete this clone\n end\n if <not <(level) = [10]>> then\n hide\n delete this clone\n end\nend\n\ndefine show?\nif <(stable?) = [0]> then\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\nset [y v] to [10]\n\nset [level v] to [10]\n\ndefine movement check\nif <(stable?) = [0]> then\n\nrepeat until <<touching (_edge_ v)?> or <not <(level) = [10]>>>\n\n@hitbox\n\nwhen I receive [next level v]\nset [y v] to [0]\ngo to x: (-230) y: (-110)\n\nwhen I receive [previous level spawn v]\nset [y v] to [0]\ngo to x: (230) y: (-110)\n\nchange [ghost v] effect by (25)\nchange [color v] effect by (25)\n\nwhen I receive [death spawn v]\nset [y v] to [0]\nif <(level) > (previous level)> then\n go to x: (-230) y: (-110)\nend\nif <(previous level) > (level)> then\n go to x: (230) y: (-110)\nend\n\nset [y v] to [0]\n\nwhen flag clicked\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-200) y: (-50)\nshow\nset [ghost v] effect to (100)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (4)\n set [left/right. v] to [2]\n else\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [left/right. v] to [0]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-4)\n set [left/right. v] to [1]\n else\n if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [left/right. v] to [0]\n end\n end\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<mouse down?> and <(x position) > (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [left/right. v] to [0]\n end\n set [x v] to ((X) * (0.5))\n change x by (X)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change x by ((X) * (-1))\n change y by (-4)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (rendering v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (rendering v)?> then\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n if <not <(level) = [12]>> then\n broadcast (prepare next level v) and wait\n end\n end\n if <[-238] > (x position)> then\n if <(level) > [1]> then\n broadcast (previous level v) and wait\n end\n end\n if <[-180] > (y position)> then\n broadcast (death v) and wait\n end\n if <touching (death v)?> then\n broadcast (death v) and wait\n end\nend\n\n@player\n\nwhen flag clicked\nset [left/right. v] to [2]\nset rotation style [left-right v]\n\nrepeat until <<<not <key (left arrow v) pressed?>> and <not <key (a v) pressed?>>> or <<mouse down?> and <(mouse x) > (x position)>>>\n if <<<not <key (right arrow v) pressed?>> and <not <key (d v) pressed?>>> and <<mouse down?> and <(x position) > (mouse x)>>> then\nend\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nrepeat until <<not <key (right arrow v) pressed?>> and <not <key (d v) pressed?>>>\n if <<not <key (left arrow v) pressed?>> and <not <key (a v) pressed?>>> then\n next costume\n next costume\n next costume\n wait (0) seconds\n else\n switch costume to (costume2 v)\n end\nend\nswitch costume to (costume2 v)\n\nwhen I receive [death v]\nif <(death) = [0]> then\n set [death v] to [1]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0) seconds\n broadcast (death spawn v)\n wait (.1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nset [death v] to [0]\n\nwhen I receive [death spawn v]\nset [death v] to [0]\n\nwhen I receive [__ v]\nforever\n go to (hitbox v)\n if <(left/right.) = [1]> then\n point in direction (-90)\n switch costume to (costume2 v)\n repeat until <not <(left/right.) = [1]>>\n next costume\n next costume\n next costume\n wait (0) seconds\n end\n end\n if <(left/right.) = [2]> then\n point in direction (90)\n switch costume to (costume2 v)\n repeat until <not <(left/right.) = [2]>>\n next costume\n next costume\n next costume\n wait (0) seconds\n end\n end\n if <(left/right.) = [0]> then\n switch costume to (costume2 v)\n end\nend\n\n@next level\n\nwhen I receive [prepare next level v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat (11)\n change x by (75)\nend\nbroadcast (switch level v)\nbroadcast (next level v)\nrepeat (7)\n change x by (-75)\nend\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [previous level v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat (11)\n change x by (75)\nend\nbroadcast (switch previous level v)\nbroadcast (previous level spawn v)\nrepeat (7)\n change x by (-75)\nend\nhide\n\n@ball droppy thingy\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [lvl 2 drop v] to [0]\nforever\n if <(level) = [2]> then\n show\n if <touching (hitbox v)?> then\n if <(lvl 2 drop) = [0]> then\n set [lvl 2 drop v] to [1]\n change y by (2)\n wait (0) seconds\n change y by (3)\n broadcast (spider burst v)\n wait (0) seconds\n change y by (-2)\n wait (0) seconds\n change y by (-3)\n wait (0) seconds\n change y by (-4)\n wait (0) seconds\n change y by (-5)\n wait (0) seconds\n change y by (-6)\n wait (0) seconds\n change y by (-7)\n wait (0) seconds\n change y by (-8)\n wait (0) seconds\n change y by (-9)\n wait (0) seconds\n change y by (-10)\n repeat (5)\n change y by (-10)\n end\n end\n end\n else\n hide\n end\nend\n\nchange y by (5)\nchange y by (5)\nwait (0) seconds\nchange y by (5)\nwait (0) seconds\n\n@insect thingy \n\nwhen flag clicked\ngo to x: (12) y: (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n if <(level) = [3]> then\n show\n if <[100] > (distance to [player v])> then\n change y by (1)\n end\n else\n hide\n end\nend\n\nwait (0) seconds\n\n@insect thingy 2\n\nwhen flag clicked\ngo to x: (72) y: (-46)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n if <(level) = [4]> then\n show\n if <[50] > (distance to [player v])> then\n hide\n broadcast (explode v) and wait\n forever\n hide\n end\n end\n else\n hide\n end\nend\n\nwait (0) seconds\n\nforever\nend\n\n@smoke exploding effect\n\nwhen flag clicked\nset [explode v] to [0]\nhide\ngo to [front v] layer\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset size to (10) %\nshow\nclear graphic effects\nset [brightness v] effect to (-50)\ngo to x: (70) y: (-45)\npoint in direction (pick random (0) to (360))\nrepeat (5)\n go to [front v] layer\n turn right (pick random (-15) to (15)) degrees\n move (4) steps\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [explode v]\nif <(explode) = [0]> then\n set [explode v] to [1]\n set size to (10) %\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\n@insect thingy 3\n\nwhen flag clicked\ngo to x: (-49) y: (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n if <(level) = [4]> then\n show\n set y to ((((distance to [player v]) / (5)) * (-1)) + (50))\n else\n hide\n end\nend\n\nwait (0) seconds\n\nchange y by (10)\n\n@ignore\n\nset [movement_mobile v] to [0]\n\ndefine resize_left\nrepeat until <touching (_edge_ v)?>\n change x by (-1)\nend\nchange x by (1)\nrepeat until <touching (_edge_ v)?>\n change y by (-1)\nend\nchange x by (-1)\n\ndefine resize_right\nrepeat until <touching (_edge_ v)?>\n change x by (1)\nend\nchange x by (-1)\nrepeat until <touching (_edge_ v)?>\n change y by (-1)\nend\nchange x by (1)\n\nwhen flag clicked\n\nset [clone_id v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (70)\nhide\ngo to [front v] layer\nrepeat (2)\n change [clone_id v] by (1)\n create clone of (_myself_ v)\nend\n\nresize_left\n\nresize_right\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nif <(clone_id) = [1]> then\n forever\n if <(mobile_user.) = [1]> then\n switch costume to (left - jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [2]> then\n switch costume to (left -no_jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [3]> then\n switch costume to (left - jump v)\n go to x: (0) y: (0)\n end\n end\n end\n set size to (size) %\n resize_left\n end\nend\nif <(clone_id) = [2]> then\n forever\n if <(mobile_user.) = [1]> then\n switch costume to (right -no_jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [2]> then\n switch costume to (right -jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [3]> then\n switch costume to (right -jump v)\n go to x: (0) y: (0)\n end\n end\n end\n set size to (size) %\n resize_right\n end\nend\n\nwhen flag clicked\n\nforever\n if <key (1 v) pressed?> then\n set [mobile_user. v] to [1]\n else\n if <key (2 v) pressed?> then\n set [mobile_user. v] to [2]\n else\n if <key (3 v) pressed?> then\n set [mobile_user. v] to [3]\n end\n end\n end\nend\n\nchange size by (-1)\n\nchange size by (-1)\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\nforever\n show\n if <(mobile_user.) = [1]> then\n switch costume to (left - jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [2]> then\n switch costume to (left -no_jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [3]> then\n switch costume to (left - jump v)\n go to x: (0) y: (0)\n end\n end\n end\n set size to (size) %\n resize_left\nend\n\nhide\n\nwhen flag clicked\nhide\n\nforever\n if <<(x position) > ((mouse x) + ((10) + (((x position) * (1)) / (20))))> and <(y position) > ((mouse y) + ((-23) + (((y position) * (-1)) / (20))))>> then\n if <<(x position) > ((mouse x) + ((10) + (((x position) * (1)) / (20))))> and <((mouse y) + ((50) + (((y position) * (1)) / (20)))) > (y position)>> then\n set [mobile_movments_#_ v] to [1]\n else\n set [mobile_movments_#_ v] to [0]\n end\n else\n set [mobile_movments_#_ v] to [0]\n end\nend\n\n@ignore2\n\nwhen flag clicked\nhide\n\n@platformer engine\n\nwhen flag clicked\nhide\n\nset [spider v] to [0]\n\ndefine spider burst\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (0) y: (0)\nshow\nforever\n if <(pick random (1) to (10)) > [5]> then\n set [spider v] to [1]\n else\n set [spider v] to [2]\n end\n if <(pick random (1) to (10)) > [9]> then\n set [spider v] to [3]\n end\n if <(spider) = [1]> then\n change [x v] by (2)\n end\n if <(spider) = [2]> then\n change [x v] by (-2)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <(spider) = [3]> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (rendering v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (rendering v)?> then\n if <(spider) = [3]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <touching (_edge_ v)?> then\n hide\n delete this clone\n end\n if <not <(level) = [2]>> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [spider burst v]\nspider burst\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(level) = [11]> then\n show\n else\n hide\n end\nend\n\n@end scene\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(level) = [12]> then\n hide variable [time v]\n show\n go to [front v] layer\n stop [all v]\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-100)\nset size to (1000) %\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@song\n\nwhen flag clicked\nforever\n play sound [Lavender Town \(Original Japanese Version from Pokemon Red and Green\) v] until done\nend\n\n@death\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n switch costume to (level)\nend\n\n@story\n\nwhen flag clicked\nhide variable [time v]\nshow\nset [time v] to [100]\nswitch costume to (costume1 v)\nclear graphic effects\nforever\n go to [front v] layer\n if <key (any v) pressed?> then\n if <(costume [number v]) = [3]> then\n broadcast (__ v)\n hide\n stop [this script v]\n end\n repeat (10)\n change [ghost v] effect by (1)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-1)\n end\n wait until <not <key (any v) pressed?>>\n end\nend\n\nwhen I receive [__ v]\nshow variable [time v]\nrepeat until <(Time) = [0]>\n wait (1) seconds\n change [time v] by (-1)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait until <(Time) = [0]>\nshow\nhide variable [time v]\ngo to [front v] layer\nstop [all v]\n\n
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story in game\nwasd or arrows to move\nthere are lots of little interactive things too!\n\n\n\n#games #music #stories
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Dark night - Platformer #games #all
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@Stage\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n if <(level) = [14]> then\n switch backdrop to (backdrop3 v)\n else\n if <(level) = [15]> then\n switch backdrop to (backdrop4 v)\n end\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<<touching (spikes v)?> or <touching (saws v)?>> or <(y position) = [-209]>> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n go to x: (-240) y: (y position)\n change [level v] by (1)\n end\n if <<(x position) < [-240]> and <not <(level) = [1]>>> then\n go to x: (240) y: (y position)\n change [level v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n hide\nend\n\n
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Dark night - Platformer\nyou were lost ! try to guide yourself in this games\nRULES :\nUse arrow Keys or Tap to move\n'R' key to reset\ncomment 'I win' if you win'\nNo advertising \n\nMy first Platformer please don't say this is bad it takes time to make these and this is my first platformer.\nyou can remix this but make sure to change something\nand give credit\n\nFollow me \nI can collab with you\nPlease make me a logo !
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Platformer Part-7 (Desert)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 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 flag clicked\nset [level v] to [1]\ngo to [front v] layer\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 [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)?>> 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 [start v]\nforever\n play sound [Another Step Forward v] until done\nend\n\nif <touching (speed ups v)?> then\n set [xs v] to [20]\nend\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwait (0.5) seconds\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@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 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@cactus\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9) 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
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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 (red) and spikes (grey).\nThere are 8 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n18th May 2021 - shared\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
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A Hard Platformer
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@Stage\n\n@Sprite1\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop2 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n \n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\nhide variable [☁ win! v]\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#66ff76)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#0c00d4)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen backdrop switches to [backdrop102 v]\nchange [☁ win! v] by (1)\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen backdrop switches to [backdrop34 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop34]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop38 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop9 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop98 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop99]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop99 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop85 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop89]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop37]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop55 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop56]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop37 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop38]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [ComputerVirus v] until done\nend\n\n@Sprite2\n\nwhen this sprite clicked\nnext backdrop\nhide\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\n\n
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Use Arrow Keys.\n\nThere is a SKIP button, but you can only use it ONCE, so be careful.
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100% Pen Platformer v1.2
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@Stage\n\nwhen flag clicked\nask [What's your name?] and wait\nset [your name: v] to (answer)\nbroadcast (answered name v) and wait\n\n@Render\n\ndefine Render\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tick v)\n\ndefine Draw Player // Width: (width) X: (x) Y: (y) Size: (size)\nset pen color to (#65ff00)\nLine // X: ((x) - (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) + (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) - (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) + (width)) Size: (size)\n\ndefine Line // X: (x) Y: (y) X2: (x2) Y2: (y2) Size: (size)\nset pen size to (size)\npen up\ngo to x: ((x) - (Cam X)) y: ((y) - (Cam Y))\npen down\ngo to x: ((x2) - (Cam X)) y: ((y2) - (Cam Y))\npen up\n\ndefine Physics // Move Speed: (speed) Jump Height: (jump)\ngo to x: ((Player X) - (Cam X)) y: ((Player Y) - (Cam Y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n change [xvel v] by ((0) - (speed))\nend\nset [xvel v] to ((xvel) * (0.9))\nif <([abs v] of (xvel) ) > [0.9]> then\n Change X // Change: (round (xvel))\nend\nchange [yvel v] by (-2)\nif <(in air) < [6]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (x position)> and <mouse down?>>> then\n set [yvel v] to (jump)\n end\nend\nif <[collisions v] contains [b]?> then\n set [yvel v] to [30]\nend\nChange Y // Change: (yvel)\nif <<<[collisions v] contains [l]?> or <(Player Y) < [-300]>> or <(Player Y) > [800]>> then\n set [dead v] to [1]\nend\nchange [cam x v] by (((Player X) - (Cam X)) / (5))\nchange [cam y v] by (((Player Y) - (Cam Y)) / (5))\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [w]?> then\n set [win v] to [1]\nend\n\ndefine Change X // Change: (change)\nchange [player x v] by (change)\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [p]?> then\n repeat (8)\n change [player y v] by (1)\n Collisions // Width: (Collision Width)\n if <not <[collisions v] contains [p]?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n repeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n if <(change) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nReset\n\ndefine Render Grid\nset pen color to (#191919)\nset pen size to (10)\ngo to x: (((-240) - (((Cam X) * (0.5)) mod (Grid Length))) + (() mod (Grid Length))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - (((Cam Y) * (0.5)) mod (Grid Length))) + (() mod (Grid Length)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\ndefine Draw Platform // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [p] to [platform-type v]\nset pen color to (#00a9ff)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#009dff)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Platforms\nDraw Platform // X: [2] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [394] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [660] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1000] Y: [150] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1354] Y: [150] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1400] Y: [-50] Length: ((4) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1697] Y: [-50] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [2074] Y: [-300] Length: ((4) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [2506] Y: [-300] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [2700] Y: [-200] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2600] Y: [-100] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2400] Y: [0] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2500] Y: [-50] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2500] Y: [200] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2500] Y: [200] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2597] Y: [200] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2865] Y: [220] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [3050] Y: [0] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [3500] Y: [200] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [3930] Y: [200] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [4187] Y: [-200] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [4620] Y: [-200] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\n\ndefine Change Y // Change: (change)\nif <(Reverse?) = [0]> then\n change [player y v] by (change)\nelse\n change [player y v] by ((0) - (change))\nend\nchange [in air v] by (1)\nCollisions // Width: (Collision Width)\nrepeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n set [yvel v] to [0]\n if <(Reverse?) = [1]> then\n if <((0) - (change)) > [0]> then\n change [player y v] by (-1)\n set [in air v] to [0]\n else\n change [player y v] by (1)\n end\n else\n if <(change) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n end\nend\n\ndefine Collisions // Width: (width)\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat (length of [platform-x v])\n change [i v] by (1)\n if <not <(Player X) > (((item (i) of [platform-x v]) + (item (i) of [platform-length v])) + (width))>> then\n if <not <(Player Y) > (((item (i) of [platform-y v]) + (item (i) of [platform-height v])) + (width))>> then\n if <not <(Player X) < (((item (i) of [platform-x v]) - (item (i) of [platform-length v])) - (width))>> then\n if <not <(Player Y) < (((item (i) of [platform-y v]) - (item (i) of [platform-height v])) - (width))>> then\n add (item (i) of [platform-type v]) to [collisions v]\n end\n end\n end\n end\nend\n\ndefine Loop\nerase all\nRender\nPhysics // Move Speed: [1.5] Jump Height: [16]\n\ndefine Draw Bounce // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [b] to [platform-type v]\nset pen color to (#ff0061)\nset pen (brightness v) to (80)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ff006e)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Draw Lava // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd (([abs v] of (height) ) + ((0) - (pen tick))) to [platform-height v]\nadd [l] to [platform-type v]\nset pen color to (#ff8800)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nset pen color to (#ff7b00)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\n\nwhen I receive [scripts v]\nforever\n change [pen tick v] by (1)\n if <(pen tick) > [20]> then\n repeat until <(pen tick) < [1]>\n change [pen tick v] by (-1)\n end\n end\nend\n\nwhen I receive [scripts v]\nforever\n set [reverse? v] to [0]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [1]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [0]\nend\n\ndefine Draw Gravity Switch // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd (length) to [platform-length v]\nadd (height) to [platform-height v]\nadd [r] to [platform-type v]\nset pen color to (#2aff00)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#2aff00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Lava\nDraw Lava // X: [218] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1616] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1178] Y: [151] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1616] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2310] Y: [-300] Length: ((1.5) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2732] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Lava // X: [3715] Y: [200] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [4404] Y: [-200] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\n\ndefine Reset\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\ndelete all of [collisions v]\nset [reverse? v] to [0]\nset [dead v] to [0]\nset [collision width v] to [23]\nset [grid length v] to [40]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [player x v] to [0]\nset [player y v] to [50]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [player width v] to [15]\nset [win v] to [0]\n\ndefine Bouncy\nDraw Bounce // X: [795] Y: [-40] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Bounce // X: [795] Y: [-40] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Bounce // X: [2305] Y: [] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Bounce // X: [3225] Y: [0] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Bounce // X: [4050] Y: [-200] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\n\ndefine Win\nDraw Win // X: [4800] Y: [-100] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Draw Win // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [w] to [platform-type v]\nset pen color to (#ff00e9)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ff00e7)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\nwhen [timer v] > (0.01)\nerase all\nset [player x v] to [0]\nset [player y v] to [25]\nset [cam x v] to [0]\nset [cam y v] to [40]\nset [player width v] to [15]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tn v)\n\nwhen I receive [scripts v]\nforever\n reset timer\nend\n\ndefine Gravitiy\n\nwhen I receive [scripts v]\nforever\n play sound [ACDC-Shoot-to-Thrill v] until done\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>>> then\n play sound [Jump v] until done\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff7b00)?> then\n broadcast (kill v)\n end\nend\n\nwhen flag clicked\nshow list [highscores v]\n\nwhen I receive [answered name v]\nwait (0.1) seconds\nbroadcast (Scripts v)\nbroadcast (reset v) and wait\nforever\n Loop\n if <(Dead) = [1]> then\n stop [other scripts in sprite v]\n broadcast (Scripts v)\n broadcast (reset v) and wait\n end\n if <[1] = (win)> then\n repeat until <<(round (item (item # of [w] in [platform-type v]) of [platform-x v])) = (round (Player X))> and <(round (item (item # of [w] in [platform-type v]) of [platform-y v])) = (round (Player Y))>>\n change [player x v] by (((item (item # of [w] in [platform-type v]) of [platform-x v]) - (Player X)) / (5))\n change [player y v] by (((item (item # of [w] in [platform-type v]) of [platform-y v]) - (Player Y)) / (5))\n set [cam x v] to (Player X)\n set [cam y v] to (Player Y)\n change [player width v] by (-0.3)\n erase all\n Render\n end\n set [win text v] to [You Win!]\n broadcast (win v) and wait\n stop [this script v]\n end\nend\n\n@Score\n\nwhen I receive [win v]\nhide list [highscores v]\nif <(Your Time:) < (☁ Highscore)> then\n if <[highscores v] contains (Your Name:)?> then\n replace item (Your Name:) of [highscores v] with (join (Your Name:) (join [ - ] (Your Time:)))\n else\n add (join (Your Name:) (join [ - ] (Your Time:))) to [highscores v]\n end\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [your name: v] to []\nset [your time: v] to [0]\nbroadcast (asking name v)\n\nwhen I receive [answered name v]\nforever\n wait (1) seconds\n change [your time: v] by (1)\nend\n\nwhen I receive [win v]\nif <(Your Time:) < (☁ Highscore)> then\n set [☁ highscore v] to (Your Time:)\nend\n\nwhen flag clicked\nshow list [highscores v]\nshow variable [☁ highscore v]\nshow variable [your time: v]\n\n@Screen\n\nwhen flag clicked\nshow\nswitch costume to (kostüm2 v)\nshow list [collisions v]\n\nwhen I receive [win v]\nswitch costume to (kostüm1 v)\nshow\nwait (5) seconds\nhide list [highscores v]\n\nwhen I receive [answered name v]\nhide\n\n@Lag Reducer\n\n
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-------------------------------------------------------------------------\nPlease ❤️ and ⭐! And if you want more projects, then don't forget to follow me too.\n-------------------------------------------------------------------------\nInstructions:\n->Move the player with wasd and arrow keys (mobile \n friendly)\n->Don't touch the lava (orange)\n->Pink is bouncy\n->Try to beat the high score\n-------------------------------------------------------------------------\nImportant:\n->If you are a new Scratcher and beat the high score, \n then it won't be changed into your time. Because \n you don't have cloud variables. When it is so, please \n write a comment with your time. And please don't lie.\n->This game is not made by myself, I just remixed it \n from @-zerx-\n (I changed the colour, added music, make a larger \n level, added a timer, added high score ...)\n->If it's too laggy try turbowarb: \n https://turbowarp.org/530638751\n-------------------------------------------------------------------------\nAbout:\n->I remixed this project and made my own level\n-------------------------------------------------------------------------
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The Dark Cave | A BoTW 2 platformer |#all #games
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (2adfe767-effe-4544-9ab3-6e2fcf3b055f v)\nforever\n if <([costume # v] of [ground v]) = [15]> then\n switch backdrop to (c2ac69e5-dd31-45f0-9fba-72a88f190523 v)\n end\nend\n\n@Weapon\n\nwhen flag clicked\nset [brightness v] effect to (-25)\nset size to (150) %\nforever\n go to (player v)\n go to [back v] layer\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n show\n switch costume to (weapon v)\n repeat (7)\n turn right (15) degrees\n end\n repeat (7)\n turn left (15) degrees\n end\n hide\n wait (0.1) seconds\n end\n if <(mouse x) > ([x position v] of [player v])> then\n point in direction (90)\n end\n if <([x position v] of [player v]) > (mouse x)> then\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nrepeat (2)\n change [ghost v] effect by (50)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nchange [lv# v] by (1)\n\nwhen I receive [boss killed v]\nforever\n play sound [Undertale ost - bird background v] until done\nend\n\nwhen flag clicked\nforever\n switch costume to (Lv#)\nend\n\nwhen I receive [start v]\nset [lv# v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Lv#)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [boss killed v]\nswitch costume to ( v)\ngo to x: (0) y: (0)\n\nplay sound [Midna's Lament.mp3 v] until done\n\nbroadcast (Editor v)\n\nwhen I receive [start v]\nshow\nswitch costume to ( v)\nset size to (100) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (subterrarians v)?>> then\n broadcast (Die v)\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set size to (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 if <not <(Lv#) = [15]>> 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 else\n broadcast (Utopia v)\n end\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [start v]\nset volume to (100) %\nforever\n play sound [Midna's Lament.mp3 v] until done\nend\n\nwhen I receive [start v]\nforever\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [start v]\nforever\n switch costume to (Lv#)\nend\n\n@Subterrarians\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nhide variable [y vel v]\nhide variable [x vel v]\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n change [y vel v] by (-1)\n if <([x position v] of [player v]) < (x position)> then\n change [x vel v] by (-1.5)\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x vel v] by (1.5)\n point in direction (90)\n end\n set [x vel v] to ((X Vel) * (0.9))\n change x by (X Vel)\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 Vel) * (-1))\n if <key (up arrow v) pressed?> then\n set [y vel v] to [17]\n if <(X Vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n else\n set [x vel v] to [0]\n end\n end\n change y by (Y Vel)\n if <touching (ground 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 <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y vel v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [6]> then\n show\n go to x: (210) y: (0)\n stop [this script v]\n end\nend\n\nwhen I receive [die v]\nif <([costume # v] of [ground v]) = [6]> then\n show\n go to x: (210) y: (0)\nend\nif <([costume # v] of [ground v]) = [8]> then\n show\n go to x: (210) y: (0)\nend\nif <([costume # v] of [ground v]) = [9]> then\n show\n go to x: (210) y: (0)\nend\nif <([costume # v] of [ground v]) = [12]> then\n show\n go to x: (210) y: (0)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [8]> then\n show\n go to x: (210) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (weapon v)?> then\n repeat (10)\n change [whirl v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [9]> then\n show\n go to x: (210) y: (0)\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [12]> then\n show\n go to x: (210) y: (0)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nhide\n\nwait (.01) seconds\n\n@Sprite2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nwait (2) seconds\nbroadcast (L I N K 0 2 v)\nnext costume\nrepeat (4)\n wait (.1) seconds\n change [ghost v] effect by (-25)\nend\nbroadcast (Link_02 v)\n\nrepeat (4)\n wait (.1) seconds\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nstart sound [Nintendo - Breath of the Wild - Trailer Theme.mp3 v]\nwait (10) seconds\nrepeat (10)\n wait (.1) seconds\n change volume by (-5)\nend\n\nwhen flag clicked\nwait (10) seconds\nrepeat (4)\n wait (.1) seconds\n change [ghost v] effect by (25)\nend\nwait (.1) seconds\nbroadcast (start v)\nhide\n\nwhen I receive [start v]\nstop all sounds\n\nwhen flag clicked\nset volume to (100) %\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [l i n k 0 2 v]\nshow\nrepeat (4)\n wait (.1) seconds\n change [ghost v] effect by (-25)\nend\nwait (1) seconds\nrepeat (4)\n wait (.1) seconds\n change [pixelate v] effect by (25)\nend\nnext costume\nrepeat (4)\n wait (.1) seconds\n change [pixelate v] effect by (-25)\nend\n\nwhen flag clicked\nwait (10) seconds\nrepeat (4)\n wait (.1) seconds\n change [ghost v] effect by (25)\nend\nwait (.1) seconds\nhide\n\n
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This platformer is based on the first trailer of BoTW 2.\nFor me, it's the best platformer I ever made.\nI REALY hope you'll like it. If yes, do not hesitate to smash ❤️ and ⭐️ buttons! And you also can follow me to see all my other platformers and games when I get them out! But... Why are you reading this?! Go find the misteries of this cave, hurry!\n\nYay! #2 on trendings!\n
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Server 1 ☁cloud platformer onlimer
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@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@blank\n\n@player\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop2 v)\nbroadcast (LVsilvers v) and wait\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n player tick\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nadd (costume [number v]) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [4]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine player tick\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change x by ((Xv) * (-1.25))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n set [yv v] to [11.5]\n end\nend\nchange y by (1)\nchange [x v] by (round ((x position) - ((x) - (scroll x))))\nchange [y v] by (round ((y position) - ((y) - (scroll y))))\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (costume4 v)\n else\n switch costume to (costume5 v)\n end\n end\nend\n\ndefine move (x) (y)\ngo to x: (((x) + (x)) - (scroll x)) y: (((y) + (y)) - (scroll y))\nif <not <touching color (#000000)?>> then\n change [x v] by (x)\n change [y v] by (y)\nend\n\nwhen I receive [begin v]\nset [checkpoint v] to [0]\nforever\n if <<<touching color (#8b8794)?> or <touching color (#efe8ff)?>> or <(y) < [-200]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [-5]\n set [scroll y v] to [30]\n if <(checkpoint) = [1]> then\n set [x v] to [1048]\n set [y v] to [523]\n set [scroll x v] to [1044]\n set [scroll y v] to [526]\n end\n if <(checkpoint) = [2]> then\n set [x v] to [2056]\n set [y v] to [871]\n set [scroll x v] to [2052]\n set [scroll y v] to [876]\n end\n if <(checkpoint) = [3]> then\n set [x v] to [-919]\n set [y v] to [1346]\n set [scroll x v] to [-914]\n set [scroll y v] to [1351]\n end\n end\n if <touching color (#66ff94)?> then\n set [checkpoint v] to [1]\n end\n if <touching color (#0b00ff)?> then\n set [checkpoint v] to [2]\n end\n if <touching color (#ff0000)?> then\n set [checkpoint v] to [3]\n end\n if <touching color (#fbff00)?> then\n set [checkpoint v] to [4]\n end\n if <(scroll y) < [-1605]> then\n set [scroll y v] to [-1605]\n end\n if <(scroll y) > [1605]> then\n set [scroll y v] to [1605]\n end\n if <(scroll x) < [-2147]> then\n set [scroll x v] to [-2147]\n end\n if <(scroll x) > [2147]> then\n set [scroll x v] to [2147]\n end\n set [check v] to (checkpoint)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\nbroadcast (Connecting v) and wait\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nset [check v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [checkpoint v] to [0]\nset [max player v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup - opponent v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\nelse\n broadcast (Full v)\nend\nset [ghost v] effect to (0)\nswitch backdrop to (blank v)\nbroadcast (begin v)\n\n@opponent\n\ndefine begin decoded of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine val=read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nset [color v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYER) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n position ((x) - (scroll x)) and ((y) - (scroll y))\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ p5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ p6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ p7)\n else\n set [value v] to (☁ p8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponent v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decoded of (value)\n val=read from encoded\n say (join (player #) (join [ : ] (value)))\n val=read from encoded\n val=read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n val=read from encoded\n end\n switch costume to (value)\n val=read from encoded\n broadcast (decode chat v)\nend\nif <(length of [buffer v]) > [0]> then\n set [x v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n set [y v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n switch costume to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nset x to (-203)\n\nset y to (180)\n\ndelete (1) of [buffer v]\ndelete (1) of [buffer v]\n\ndefine position (x) and (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nsay (value) for (4) seconds\nval=read from encoded\n\nwhen I receive [decode chat v]\ndecode chat (value)\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 end\n end\nend\n\n@ground\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [win v]\nhide\n\n@win\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n if <(check) = [4]> then\n show\n broadcast (stop v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@background\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [win v]\nhide\n\n@LVsilvers\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n switch costume to (2 v)\n go to x: (-240) y: (0)\n glide (1) secs to x: (-30) y: (0)\nend\nif <(id) = [2]> then\n switch costume to (3 v)\n go to x: (240) y: (0)\n glide (1) secs to x: (30) y: (0)\nend\nif <(id) = [3]> then\n switch costume to (4 v)\n start sound [Ricochet v]\n go to x: (240) y: (-40)\n glide (0.3) secs to x: (30) y: (-40)\n wait (1) seconds\n broadcast (start v)\nend\n\nwhen I receive [lvsilvers v]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\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
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>>>>>>>>>>>>Here is the remix tree<<<<<<<<\nhttps://scratch.mit.edu/projects/531125341/remixtree\n\n>>>>>>>>>>>>minecraft creative<<<<<<<<\nhttps://scratch.mit.edu/projects/512829793/\n\n:) :) :) :) :) :) :)\n\n>>>>>>>>>>>>>my test profile<<<<<<<<<<<\nhttps://scratch.mit.edu/users/LVsilver_Test/
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Platformer Engine
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@Stage\n\n@Sprite1\n\nwhen I receive [loop v]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (0)\n change x by (speedx)\n change y by (speedy)\n change [speedx v] by ((-4) * (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>))\n set [speedx v] to ((speedx) * (0.6))\n if <touching (level v)?> then\n change y by ((0) - (speedy))\n set [speedy v] to [0]\n if <touching (level v)?> then\n change y by (1)\n switch costume to (costume1 v)\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 (-2)\n set [speedx v] to ((0) - (speedx))\n end\n end\n end\n end\n end\n end\n end\n change [speedy v] by (-0.8)\n change y by (-1)\n if <touching (level v)?> then\n change [speedy v] by (<key (up arrow v) pressed?> * (12))\n end\n change y by (1)\n if <[240] < (x position)> then\n set x to (-210)\n broadcast (next v)\n end\n if <(cost) = [1]> then\n go to x: (-240) y: (0)\n set [cost v] to [0]\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n
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\n\n thumbs up!\nspace to stop the cray z ness
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Among Us 4 || A Platformer #games #sus #amongus
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [AMONG US Theme Song \(Moondai EDM Remix\) \(128 kbps\) \(abdwap2 v] until done\nend\n\n@Sus\n\nwhen I start as a clone\nclear graphic effects\n\nwhen flag clicked\npoint in direction (90)\nset size to (28) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume3 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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<<touching color (#ff0000)?> or <touching color (#800000)?>> or <touching (lightning v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-197) y: (-63)\n end\n if <touching color (#fff700)?> then\n set [yv v] to [20]\n end\n if <<(x position) > [-250]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [253]> then\n next backdrop\n go to x: (-197) y: (-63)\n end\nend\n\nwhen I receive [you win! v]\nhide\n\nwhen I receive [yoy v]\nhide\n\n@TB\n\nwhen flag clicked\nhide\n\n@Love & Fav\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (17) to (32)) 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\nif <(Costume) > [0]> then\n hide\n stop [this script v]\nend\n\nwhen I receive [you win! v]\nhide\n\nwhen I receive [yoy v]\nhide\n\n@BLUE\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (104) y: (-108)\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen this sprite clicked\nnext costume\nwait (1.5) seconds\nhide\n\nwhen I receive [yoy v]\nhide\n\n@CHAT\n\nwhen flag clicked\nshow\ngo to x: (-198) y: (137)\nrepeat (5)\n wait (1) seconds\n next costume\n wait (1) seconds\n next costume\nend\nswitch costume to (chat v)\n\nwhen this sprite clicked\nbroadcast (I'll keel you v)\n\nwhen I receive [hidey ally v]\nhide\nwait (1) seconds\n\nwhen I receive [yoy v]\nhide\n\n@SPOILER\n\nwhen flag clicked\nhide\ngo to x: (-67) y: (130)\n\nwhen I receive [i'll keel you v]\nshow\nwait (3) seconds\nhide\n\nwhen I receive [hidey ally v]\nhide\n\nwhen I receive [yoy v]\nhide\n\n@RED\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (22) y: (-108)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen this sprite clicked\nnext costume\nwait (1.5) seconds\nhide\n\nwhen I receive [yoy v]\nhide\n\n@GREEN\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (104) y: (-108)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen this sprite clicked\nnext costume\nwait (1.5) seconds\nhide\n\nwhen I receive [yoy v]\nhide\n\n@WHITE\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (104) y: (-108)\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen this sprite clicked\nnext costume\nwait (1.5) seconds\nhide\n\nwhen I receive [yoy v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (person1 v)\nhide\ngo to x: (138) y: (-91)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (person1 v)\nshow\nwait (2) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (2) seconds\nnext costume\nbroadcast (BRING IN THE WINS v)\n\nwhen I receive [yoy v]\nnext costume\nwait (3) seconds\n\nwhen I receive [yoy v]\nhide\n\n@Sprite2\n\nwhen I receive [bring in the wins v]\ngo to x: (33) y: (-90)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [yoy v]\nhide\n\n@Sprite3\n\nwhen I receive [bring in the wins v]\ngo to x: (-35) y: (-90)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [yoy v]\nhide\n\n@Sprite4\n\nwhen I receive [bring in the wins v]\ngo to x: (-106) y: (-90)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [yoy v]\nhide\n\n@Sprite5\n\nwhen I receive [bring in the wins v]\ngo to x: (-49) y: (-30)\nshow\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nbroadcast (YOY v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [yoy v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [yoy v]\nshow\n\n
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AMONG US 4 || A PLATFORMER\n\nWelcome to Among Us 4, a platformer!\nLike and fav pls!\nPART 5 at 250 likes!!!\nFollow for more great content!\nENJOY!!!\n\nINSTRUCTIONS:\n\nArrow keys or WASD to move\nDodge spikes \nJump over blood\nHeal crewmates\nWatch the end animation\nHave fun!\n\n#games #games #games #games #games #games
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Simple Platformer Game remix
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@Stage\n\n@Player\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n point in direction (-90)\n else\n switch costume to (costume1 v)\n end\n end\n wait (0.04) seconds\nend\n\n@Hitbox\n\nwhen flag clicked\nshow\nset size to (50) %\nset [spawnx v] to [-203]\nset [spawny v] to [-71]\ngo to x: (SpawnX) y: (SpawnY)\nset rotation style [left-right v]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (MakePlayerFollowHitbox v)\n Up/Down Movement [12] [-1]\n Right/Left Movement [10] [0.6]\n CheckNextLevel\n CheckFallOffScreen\nend\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yVelocity)\nif <touching (level v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <touching (level v)?> then\n change y by (((yVelocity) / ([abs v] of (yVelocity) )) * (-1))\n end\n end\n if <<not <(yVelocity) > [0]>> and <key (up arrow v) pressed?>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (level v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (level v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [xvelocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\ndefine CheckNextLevel\nif <(x position) > [235]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckTouchingLava\nif <touching color (#ff0000)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckFallOffScreen\nif <(y position) < [-170]> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n play sound [Cave v] until done\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nif <(costume [number v]) = [11]> then\n stop [all v]\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n
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Use arrow keys to move.\n\n
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Troll Platformer
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@Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n next costume\n wait (0.25) seconds\nend\n\nwhen flag clicked\nplay sound [bensound-theelevatorbossanova v] until done\nplay sound [Local Forecast - Elevator v] until done\nplay sound [bensound-theelevatorbossanova v] until done\nplay sound [Local Forecast - Elevator v] until done\nplay sound [bensound-theelevatorbossanova v] until done\nplay sound [Local Forecast - Elevator v] until done\nplay sound [bensound-theelevatorbossanova v] until done\nplay sound [Local Forecast - Elevator v] until done\nplay sound [bensound-theelevatorbossanova v] until done\n\n@Thumbnail\n\ngo to x: (25) y: (-10)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
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|=====< Troll Platformer >=====|\n\nControls: WASD or Arrow Keys to move. Space Bar to jump.\n\nEnjoy :) Try Not To Rage.\n\nOmg this is getting so popular and I didn't even put that much work into it, thank you for all of the support :)\n\n#troll #platformer #trollgame #afoxinasuit
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The Quest Of Darkness | 100 Follower Special | A platformer | #Games #All
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@Stage\n\nwhen flag clicked\nSet World to # [5]\nforever\n switch backdrop to (World #)\nend\n\nwhen I receive [game v]\nforever\n play sound [Mysterioso March v] until done\nend\n\ndefine Set World to # (world)\nset [world # v] to (world)\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?>>) * (2)) * (acceleration))\nset [sx v] to ((sx) * (deacceleration))\nif <touching (trampoline v)?> then\n if <(Level #) = [13]> then\n set [sy v] to [20]\n else\n set [sy v] to [18]\n end\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 <<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 if <(Fix Outro Glitch) = [1]> then\n stop [this script v]\n end\n Outro check\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)?>>> then\n stop [other scripts in sprite v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n if <(Level #) = [2]> 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 #) = [14]> then\n if <touching (portal v)?> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [level # v] by (1)\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (Start Game Loop v)\n end\nelse\n if <[220] < (x position)> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\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 (10)\n change [ghost v] effect by (-10)\n end\n broadcast (Start Game Loop v)\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\nset [fix outro glitch v] to [0]\nhide\n\ndefine Outro check\nif <(Level #) = [15]> then\n stop [other scripts in sprite v]\n set [fix outro glitch v] to [1]\n broadcast (Outro v)\nend\n\nwhen I receive [outro v]\nset [world # v] to [2]\nbroadcast (Create clone v)\nRespawn [-180] [0]\nbroadcast (sx outro v)\nswitch costume to (moving player v)\nforever\n Run Outro [1] [0.8] [-1] [14]\nend\n\nwhen I receive [create clone v]\nforever\n create clone of (_myself_ v)\nend\n\nset [level # v] to [14]\n\ndefine Run Outro (acceleration) (deacceleration) (gravity) (jump height)\nchange [sy v] by (gravity)\nset [sx v] to ((sx) * (deacceleration))\nif <touching (trampoline v)?> then\n if <(Level #) = [13]> then\n set [sy v] to [20]\n else\n set [sy v] to [18]\n end\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))\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)\nchange y by (1)\n\nwhen I receive [sx outro v]\nwait (8) seconds\nsay [Where am I?] for (4) seconds\nwait (8) seconds\nsay [NEVER! GIVE ME MY PARENTS BACK!] for (2) seconds\nset [sx v] to [25]\nwait (8) seconds\nsay [Nooooooooo!] for (3) seconds\nbroadcast (fin v)\n\n@Level\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 #) + (4))\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nswitch costume to (level 15 v)\n\n@Lava\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (Level #)\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [11]>> then\n go to x: (([cos v] of (((timer) - (3)) * (200)) ) * (50)) y: (0)\n else\n if <(costume [number v]) = [10]> then\n go to x: (([cos v] of (((timer) - (3)) * (300)) ) * (20)) y: (0)\n else\n go to x: (0) y: ((([cos v] of (((timer) - (3)) * (200)) ) * (7)) - (10))\n end\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\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\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@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 <(Fix Outro Glitch) = [1]> then\n stop [this script v]\n end\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\nwhen I receive [outro v]\nwait (8) seconds\nhide\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 (tb v)\nshow\nstop [all v]\n\n@Trampoline\n\nwhen I receive [start game loop v]\nwait (0.01) seconds\nhide\nwait until <(Clone Adder Glitch) = [0]>\nCreate Level Trampoline\nswitch costume to (costume1 v)\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Create Level Trampoline\nif <(Level #) = [3]> then\n clone at x: [-170] y: [-75]\nend\nif <(Level #) = [8]> then\n clone at x: [-100] y: [-75]\n clone at x: [20] y: [-75]\n clone at x: [140] y: [-75]\nend\nif <(Level #) = [13]> then\n clone at x: [40] y: [-75]\nend\n\nwhen I receive [start game loop v]\nforever\n set [mouse v] to (join (mouse x) (join [, ] (mouse y)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Clone Adder Glitch) = [1]> then\n delete this clone\n end\n if <touching (player v)?> then\n repeat (3)\n next costume\n wait (0.01) seconds\n end\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start game loop v]\nset [clone adder glitch v] to [1]\nwait (0.01) seconds\nset [clone adder glitch v] to [0]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Saw\n\nwhen I receive [start game loop v]\nhide\nwait until <(Clone Adder Glitch) = [0]>\nCreate Level Trampoline\nswitch costume to (costume1 v)\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Create Level Trampoline\nif <(Level #) = [4]> then\n clone at x: [-68] y: [105]\nend\nif <(Level #) = [7]> then\n clone at x: [-70] y: [-90]\n clone at x: [5] y: [-90]\n clone at x: [85] y: [-90]\nend\n\nwhen I receive [start game loop v]\nforever\n set [mouse v] to (join (mouse x) (join [, ] (mouse y)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Clone Adder Glitch) = [1]> then\n delete this clone\n end\n turn right (10) degrees\nend\n\nwhen I receive [start game loop v]\nset [clone adder glitch v] to [1]\nwait (0.01) seconds\nset [clone adder glitch v] to [0]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Intro\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (emblem v)\nset size to (100) %\ncreate clone of (_myself_ v)\nhide\ngo to x: (0) y: (0)\npoint in direction (75)\nshow\nset [counter v] to [3]\nrepeat (15)\n turn right (1) degrees\n change size by (Counter)\n change [counter v] by (-1)\nend\nset [counter v] to [1]\nrepeat (12)\n change [counter v] by (2)\n turn right (2) degrees\n change size by (Counter)\nend\nwait (0.3) seconds\nset [counter v] to [1]\nrepeat (14)\n turn right (-3) degrees\n change [counter v] by (-2)\n change size by (Counter)\nend\nhide\n\nwhen flag clicked\nset [costume v] to [3]\nwait (1.5) seconds\nrepeat (6)\n change [costume v] by (1)\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n repeat (25)\n change [ghost v] effect by (4)\n end\nelse\n if <(costume [number v]) = [10]> then\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (emblem v)\n set size to (100) %\n switch costume to (back v)\n show\n go to x: (0) y: (0)\n repeat (12)\n go to x: (0) y: (0)\n repeat (13)\n change x by (-10)\n end\n end\n delete this clone\n else\n if <(timer) > [1]> then\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (Costume)\n show\n set [ghost v] effect to (0)\n repeat (100)\n change size by (10)\n change [ghost v] effect by (2)\n end\n delete this clone\n else\n point in direction (90)\n go to [front v] layer\n switch costume to (close v)\n set [brightness v] effect to (0)\n go to x: (0) y: (300)\n go to [front v] layer\n hide\n wait (5) seconds\n show\n set [counter v] to [-2]\n repeat (17)\n change y by (Counter)\n change [counter v] by (-4)\n end\n broadcast (game v)\n switch costume to (open v)\n wait (1) seconds\n set [counter v] to [2]\n repeat (17)\n change y by (Counter)\n change [counter v] by (4)\n end\n hide\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nwait (5) seconds\nset [counter v] to [-2]\nrepeat (14)\n change [counter v] by (-1)\nend\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 (quest of darkness tb v)\nshow\nwait (2) seconds\ncreate clone of (_myself_ v)\nwait until <(hide) = [1]>\nhide\nbroadcast (Green Flag v)\n\nwhen flag clicked\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: (25) y: (-30)\nrepeat (50)\n change [ghost v] effect by (-2)\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@Setup\n\n@Sprite1\n\nwhen I receive [game v]\nwait (5) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [game v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nwait (.4) seconds\nrepeat (4)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (3) seconds\n set [ghost v] effect to (100)\n next costume\nend\nswitch costume to (5 v)\nset [ghost v] effect to (0)\nbroadcast (Game - Play v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwait (1) seconds\n\nwhen flag clicked\nset [world # v] to [1]\nhide\n\n@Snow\n\nwhen I start as a clone\nshow\nrepeat (6)\n change size by (-10)\n change [ghost v] effect by (-10)\nend\nforever\n set size to (100) %\n set [ghost v] effect to (40)\n glide (pick random (1.5) to (2.5)) secs to x: ((x position) + (pick random (30) to (-30))) y: ((y position) + (pick random (-30) to (30)))\n repeat (12)\n change size by (10)\n change [ghost v] effect by (5)\n end\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <(World #) = [5]> then\n show\n else\n hide\n end\nend\n\nset [world # v] to [5]\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\nset size to (160) %\nset [ghost v] effect to (100)\nrepeat (21)\n create clone of (_myself_ v)\n go to (random position v)\n wait (0.2) seconds\nend\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n if <(Level #) = [14]> then\n set size to (60) %\n go to x: (160) y: (30)\n show\n else\n hide\n end\nend\n\n@Evil King\n\ndefine Run Outro (acceleration) (deacceleration) (gravity) (jump height)\nchange [sy v] by (gravity)\nset [sx v] to ((sx) * (deacceleration))\nif <touching (trampoline v)?> then\n if <(Level #) = [13]> then\n set [sy v] to [20]\n else\n set [sy v] to [18]\n end\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))\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)\nchange y by (1)\n\nwhen I receive [outro v]\nshow\ngo to x: (140) y: (-68)\nwait (12) seconds\nsay [You never saw me? As you can see, you survived my attack, so I am here to destroy you once and for all!] for (8) seconds\nwait (3) seconds\nsay [Okay then. I'll let you meet you parents, NEVER. You will always be trapped, forever and ever.] for (5) seconds\nbroadcast (Drop cage v)\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [drop cage v]\nset [sy v] to [0]\nshow\ngo to x: (-80) y: (300)\nrepeat until <touching (level v)?>\n change [sy v] by (-1)\n change y by (sy)\nend\n\n@Sprite3\n\nwhen I receive [fin v]\nwait (1) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nhide\n\n
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Take a look at this project: https://scratch.mit.edu/projects/537889227/\nAfter 75+ hours of work, I present to you... The Quest Of Darkness! I worked really hard on this, and this is probably my best project so far! If you enjoyed, please love and favorite! Blue = Sad! Click the follow button on @sciencedolphin9 's profile!\nThank you so much for the 100 followers! And thank you to @----oxygen---- for doing the follow race! I still can't even believe how close it was! 3 hours difference! I originally planned to make this to try to win the follow race, but now that I did it, I decided to make this my 100 followers special! Also, happy scratch week! I got 100 followers on Wednesday, the middle of Scratch week, so it was like it was meant to be on scratch week! Now lets get to the instructions!\n\n---How To Play---\nWASD or arrow keys to move. Avoid lava and spikes.\n\n---Lag---\nIf it is laggy, go here: turbowarp.org/531809970\n\n---Credits---\nThe music is "Mysterioso March" Kevin MacLeod (incompetech.com) (Licensed under Creative Commons:\nBy Attribution 3.0) License http://creativecommons.org/licenses/by/3.0/\nHope you enjoy the spooky music! Turn up your volume because it is really quiet!\n@Crystalkeeper7 for inspiration of the intro\n\n---Scratch Week---\nHappy Scratch Week!\n\n\n\n\n\n\n\n#All #Art #Platformer #Animation #The #Best #Games #Ever #Trending
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Cat Splat-A Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Cat \n\nwhen [up arrow v] key pressed\nrepeat until <not <key (up arrow v) pressed?>>\n change y by (-5)\nend\n\nwhen [down arrow v] key pressed\nrepeat until <not <key (down arrow v) pressed?>>\n change y by (5)\nend\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n change x by (5)\nend\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n change x by (-5)\nend\n\nwhen flag clicked\ngo to x: (-177) y: (-118)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-177) y: (-118)\n speak [ow]::tts\n end\nend\n\nwhen flag clicked\nset voice to (giant v)::tts\n\nwhen flag clicked\nforever\n if <touching (brick wall v)?> then\n broadcast (sprite changer v)\n end\nend\n\nwhen I receive [thingy v]\ngo to x: (-177) y: (-118)\n\nwhen flag clicked\nforever\n if <touching (spikes2 v)?> then\n go to x: (-177) y: (-118)\n speak [ow]::tts\n end\nend\n\nwhen I receive [ha ha v]\ngo to x: (-177) y: (-118)\n\nwhen flag clicked\nforever\n if <touching (spikes3 v)?> then\n go to x: (-177) y: (-118)\n speak [ow]::tts\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes4 v)?> then\n go to x: (-177) y: (-118)\n speak [ow]::tts\n end\nend\n\nwhen I receive [thing v]\nhide\n\nwhen flag clicked\nforever\n if <touching (wall v)?> then\n broadcast (thing v)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (thing v)?> then\n go to x: (-177) y: (-118)\n speak [ow]::tts\n end\nend\n\n@brick wall\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [5]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [thing v]\nhide\n\nwhen flag clicked\nshow\n\n@ground\n\nwhen I receive [sprite changer v]\nnext costume\nbroadcast (thingy v)\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [ha ha v]\ngo to x: (15) y: (-83)\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [thing v]\nswitch costume to (costume7 v)\nwait (5) seconds\n\nwhen flag clicked\nshow\n\n@spikes\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [thing v]\nhide\n\nwhen flag clicked\nshow\n\n@spikes2\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [thing v]\nhide\n\nwhen flag clicked\nshow\n\n@skip button\n\nwhen this sprite clicked\nbroadcast (Ha Ha v)\n\nwhen flag clicked\nshow\n\nwhen I receive [thing v]\nhide\n\n@spikes3\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [thing v]\nhide\n\nwhen flag clicked\nshow\n\n@spikes4\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [thing v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [thing v]\nforever\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [7]> then\n forever\n show\n end\n else\n hide\n end\nend\n\n@wall\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@thing\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [Movie 2 v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nset size to (140) %\nshow\ngo to x: (-8) y: (-8)\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\n
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Arrow keys to move.
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Platformer - A Completely Normal Platformer
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@Stage\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nshow variable [lives v]\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\ndefine Platform (gravity) MoveSpeed: (speed) Jump Height (height) Friction (friction) Slope (slope)\nchange [yvelocity v] by (gravity)\nchange y by (YVelocity)\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by ((([abs v] of (YVelocity) ) / (YVelocity)) * (-1))\n end\n set [yvelocity v] to (<<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(([abs v] of (YVelocity) ) / (YVelocity)) = [1]>> * (height))\nend\nset [xvelocity v] to (((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * (speed)) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * ((speed) * (-1)))) * (friction))\nchange x by (XVelocity)\nif <touching color (#000000)?> then\n change y by (Slope)\n repeat until <not <touching color (#000000)?>>\n change x by ((([abs v] of (XVelocity) ) / (XVelocity)) * (-1))\n end\nend\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching color (#000000)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\nelse\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n end\nend\nif <touching color (#00a2a2)?> then\n change [level v] by (1)\n go to x: (-260) y: (0)\nend\n\nwhen flag clicked\nset [lives v] to [0]\ngo to x: (-260) y: (0)\nswitch costume to (reg v)\npoint in direction (90)\nforever\n Platform [1] MoveSpeed: [7] Jump Height [-15] Friction [0.7] Slope [7]\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> and <not <(Lives) < [1]>>> then\n change [lives v] by (-1)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (obstacles v)?> then\n change [lives v] by (1)\n wait (0.5) seconds\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n change [xvelocity v] by ((XVelocity) * (0.7))\nend\n\n@Game Over\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(Lives) > [4]> then\n show\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen backdrop switches to [1 v]\nshow\n\nwhen backdrop switches to [3 v]\nshow\n\nwhen backdrop switches to [2 v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n wait (0.01) seconds\n hide\n end\nend\n\n@Mechanics Handler\n\nwhen flag clicked\nhide\npoint in direction (0)\ngo to x: (210) y: (0)\nwait until <(Level) = [5]>\nshow\nwait until <touching (player v)?>\nrepeat (10)\n turn right (18) degrees\nend\nbroadcast (Cutscene v)\n\n@Cutscene\n\nwhen I receive [cutscene v]\ngo to [front v] layer\nshow\nhide variable [lives v]\nswitch costume to (costume1 v)\nwait (0.08) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume3 v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nwait (0.08) seconds\nswitch costume to (costume5 v)\nwait (0.08) seconds\nswitch costume to (costume6 v)\nwait (0.08) seconds\nswitch costume to (costume7 v)\nwait (0.08) seconds\nswitch costume to (costume8 v)\nwait (0.08) seconds\nswitch costume to (costume9 v)\nstop [all v]\n\nwhen flag clicked\nhide\n\n@thumby\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n
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Arrow Keys to move. Click green flag twice. This platformer is really not what it seems!\nStory: You woke up ready to go into the obstacle course but when you went in it, the roles were reversed! Your objective is to find the obstacle course's Mechanics Handler and flip it back.
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Scratch Cat A Platformer #games #games #games #games #games #games #games #games #games #game #games
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@Stage\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n next backdrop\n wait until <(Level) = [9]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n next backdrop\n wait until <(Level) = [15]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n next backdrop\n wait until <(Level) = [16]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n next backdrop\n wait until <(Level) = [234567]>\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n play sound [bensound-moose v] until done\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\n@Hitbox\n\nwhen flag clicked\nshow\nset size to (50) %\nset [spawnx v] to [-203]\nset [spawny v] to [-71]\ngo to x: (SpawnX) y: (SpawnY)\nset rotation style [left-right v]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (MakePlayerFollowHitbox v)\n Up/Down Movement [12] [-1]\n Right/Left Movement [10] [0.6]\n CheckNextLevel\n CheckFallOffScreen\nend\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yVelocity)\nif <touching (level v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <touching (level v)?> then\n change y by (((yVelocity) / ([abs v] of (yVelocity) )) * (-1))\n end\n end\n if <<not <(yVelocity) > [0]>> and <key (up arrow v) pressed?>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (level v)?> then\n CheckTouchingLava\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (level v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [xvelocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\ndefine CheckNextLevel\nif <(x position) > [235]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckTouchingLava\nif <touching color (#ff0000)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckFallOffScreen\nif <(y position) < [-170]> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\n@Player\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n point in direction (-90)\n else\n switch costume to (costume1 v)\n end\n end\n wait (0.04) seconds\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n repeat until <(Level) = [30]>\n broadcast (Next Level v)\n end\n broadcast (MakePlayerFollowHitbox v)\n end\nend\n\nforever\n\nrepeat (29)\n\n
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arrow keys\n\nFUN GAME: https://scratch.mit.edu/projects/657616915/
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minecraft platformer
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@Stage\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n change [x vel v] by (speed)\n switch costume to (r2 v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (20))>>>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (l2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen I receive [end v]\ngo to x: (-198) y: (-5)\n\nwhen I receive [intro v]\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (l2 v)\nReset Position [-198] [-10]\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if then\n Reset Position [-198] [-10]\n start sound [Crunch v]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [intro v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (25)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (intro v)\n\ndefine Reset Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [intro v]\nforever\n key check\nend\n\nwhen I receive [intro v]\nforever\n if <(x position) = [249]> then\n broadcast (end v)\n Reset Position [-198] [-10]\n end\nend\n\ndefine key check\nif <key (up arrow v) pressed?> then\n switch costume to (u v)\nelse\n if <key (right arrow v) pressed?> then\n switch costume to (r2 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (l2 v)\n else\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (l1 v)\n else\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (r1 v)\n else\n if <not <key (any v) pressed?>> then\n switch costume to (s v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [c v]\nstart sound [Coin v]\n\nwhen I receive [intro v]\nforever\n if <touching (c v)?> then\n broadcast (c v)\n end\nend\n\nwhen I receive [intro v]\n\nwhen flag clicked\nforever\n if <<[219] < (x position)> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n Reset Position [-198] [-10]\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(level) = [3]> then\n switch costume to (costume3 v)\n end\n if <(level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(level) = [5]> then\n switch costume to (costume5 v)\n end\n if <(level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <(level) = [3]> then\n switch costume to (costume1 v)\n show\n go to [back v] layer\n else\n if <(level) = [5]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n glide (1) secs to x: (36) y: (28)\n glide (1) secs to x: (36) y: (20)\n else\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [sound v] to [1]\n\nwhen this sprite clicked\nchange [sound v] by (1)\nif <(sound) = [3]> then\n set [sound v] to [1]\nend\nif <(sound) = [2]> then\n set volume to (-100) %\n switch costume to (costume2 v)\nend\nif <(sound) = [1]> then\n set volume to (100) %\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n play sound [Short Relaxing Soft Music v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
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Hello guys this is a mobile friendly platformer\nsoo\ncontrols - mouse/arrow keys/ WSDA\n\ncomment - games\n\n\n\n\n\n\n\n\nbruh....\n\n\n\n\n\n\nnothing to see here ....\n\n\n\n\n\n\n\n\n\njust stop\n\n\n\n\n\n#all #games #music #mobile #mine #craft #minecraft #platformer #dirt #cubes #cube #platformers #traps #lava #hard #cool #nice #great #wow #insane #crazy #lol #ground #bla #bla #bla #all #all #games #music #mobile #mine #craft #minecraft #platformer #dirt #cubes #cube #platformers #traps #lava #hard #cool #nice #great #wow #insane #crazy #lol #ground #bla #bla #bla #all
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Elements || A Scrolling Platformer
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@Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nhide variable [mouse v]\n\nwhen flag clicked\nforever\n set [display collected v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\nend\n\nwhen flag clicked\nset [timer v] to [0]\nset [timer state v] to [yes]\nforever\n if <(TIMER STATE) = [yes]> then\n wait (0.1) seconds\n change [timer v] by (0.1)\n end\nend\n\nwhen flag clicked\nset volume to (20) %\nforever\n play sound [Agni Kai - Avatar The Last AirbenderEPIC VERSION v] until done\nend\n\nwhen I receive [completed v]\nset [timer state v] to [no]\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]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [sx v] by (2)\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 [18]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine 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 [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [completed v]\ngo to [back v] layer\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]\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: [600] 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: [600] y: [65]\n Clone at x: [1000] y: [250]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [700] y: [100]\n Clone at x: [600] y: [350]\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: [500] y: [300]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [5]> and <(TIMER) > [20]>> then\n broadcast (Completed v)\n stop [this script v]\n end\nend\n\n@Danger\n\nwhen I receive [green flag v]\nshow\ngo [forward v] (50) layers\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: [600] 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: [600] y: [65]\n Clone at x: [1000] y: [250]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [700] y: [100]\n Clone at x: [600] y: [350]\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: [500] y: [300]\n else\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: [65]\nClone at x: [1000] y: [250]\n\n@Collectables\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to (join (COLLECTED) (COLLECTED MAX))\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n Clone at x: [165] y: [-70]\n Clone at x: [560] y: [-70]\n Clone at x: [560] y: [65]\n Clone at x: [1200] y: [-55]\n Clone at x: [1260] y: [130]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin v)\n Clone at x: [225] y: [10]\n Clone at x: [340] y: [10]\n Clone at x: [600] y: [10]\n Clone at x: [760] y: [150]\n Clone at x: [925] y: [355]\n else\n if <(LEVEL) = [3]> then\n switch costume to (coin v)\n Clone at x: [287] y: [-45]\n Clone at x: [612] y: [85]\n Clone at x: [612] y: [138]\n Clone at x: [693] y: [345]\n Clone at x: [1266] y: [474]\n Clone at x: [1305] y: [745]\n else\n if <(LEVEL) = [4]> then\n switch costume to (coin v)\n Clone at x: [138] y: [-48]\n Clone at x: [477] y: [-12]\n Clone at x: [715] y: [-112]\n Clone at x: [934] y: [181]\n end\n end\n end\nend\nset [x v] to [-999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine 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\n@Portal\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1400] y: [35]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1900] y: [480]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1540] y: [725]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [900] y: [520]\n else\n set [x v] to [-99999]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Thumbnail\n\nwhen flag clicked\nshow variable [display collected v]\nshow variable [timer v]\nhide\n\nhide variable [display collected v]\nhide variable [mouse v]\nhide variable [timer v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\n@End Screen\n\nwhen I receive [completed v]\nshow\nif <(TIMER) > [5]> then\n play sound [Win v] until done\n stop [all v]\nend\n\nwhen flag clicked\nhide\n\n
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================Instructions================DOUBLE CLICK GREEN FLAG\n1. Use WASD or Arrow Key. \n2. Don't touch spikes or lava.\n3.Collect all coins to open portal\nALL LEVELS ARE POSSIBLE \n\nno longer working here My other account: \n @--Cynic--
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What!? — An Unexpected Platformer
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@Stage\n\n@player\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nplay sound [Alan Walker K-391 Emelie Hollow - Lily \(Lyrics\) v] until done\n\nforever\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n show\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [y variable v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [-10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [10]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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 if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [y variable v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y variable v] by (-1)\n change y by (Y variable)\n if <touching (ground v)?> then\n change y by ((Y variable) * (-1))\n set [y variable v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y variable v] to [12]\n end\n end\n if <touching (bounce pad v)?> then\n set [y variable v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <<touching (spikes v)?> or <touching (spinny v)?>>> then\n reset\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Next level! v)\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n broadcast (Hide v)\n broadcast (bounce pad hide v)\n broadcast (hide \(secret passage\) v)\n broadcast (Chain hide v)\n end\n if <(level) = [2]> then\n broadcast (Hide v)\n broadcast (bounce pad hide v)\n broadcast (hide \(secret passage\) v)\n end\n if <(level) = [3]> then\n broadcast (Spin v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad hide v)\n end\n if <(level) = [4]> then\n broadcast (Hide v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad hide v)\n end\n if <(level) = [5]> then\n broadcast (Spin v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad hide v)\n end\n if <(level) = [6]> then\n broadcast (Hide v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad show v)\n end\n if <(level) = [7]> then\n broadcast (Hide v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad hide v)\n end\n if <(level) = [8]> then\n broadcast (Hide v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad hide v)\n end\n if <(level) = [9]> then\n broadcast (bounce pad show v)\n broadcast (hide \(secret passage\) v)\n broadcast (Hide v)\n end\n if <(level) = [10]> then\n broadcast (Hide v)\n broadcast (show \(secret passage\) v)\n broadcast (bounce pad hide v)\n end\n if <(level) = [11]> then\n broadcast (Spin v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad hide v)\n end\n if <(level) = [12]> then\n broadcast (Hide v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad show v)\n end\n if <(level) = [13]> then\n broadcast (Hide v)\n broadcast (hide \(secret passage\) v)\n broadcast (bounce pad hide v)\n end\n if <(level) = [18]> then\n broadcast (bounce pad show v)\n broadcast (Hide v)\n broadcast (hide \(secret passage\) v)\n end\n if <(level) = [19]> then\n broadcast (bounce pad show v)\n broadcast (Hide v)\n broadcast (Chain show v)\n broadcast (show \(secret passage\) v)\n end\n if <(level) = [20]> then\n broadcast (bounce pad hide v)\n broadcast (Hide v)\n broadcast (Chain hide v)\n broadcast (hide \(secret passage\) v)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <(level) = [20]> then\n broadcast (Stop! v)\n stop [this script v]\n end\nend\n\nwhen I receive [stop! v]\nsay (join [Congratulations! Your time was ] (timer))\n\n@Chain\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(level) = [19]> then\n show\n go to x: (103) y: (122)\nend\n\nwhen I receive [chain hide v]\nhide\n\nwhen I receive [chain show v]\nshow\ngo to x: (103) y: (122)\n\n@stars\n\nwhen flag clicked\nhide\nwait (0) seconds\nforever\n wait (pick random (0.1) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\ngo [backward v] (100) layers\nshow\nset size to (100) %\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (7)\n change size by (1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-7)\n change size by (-1)\nend\ndelete this clone\n\n@Secret passage\n\nwhen flag clicked\nhide\n\nwhen I receive [hide \(secret passage\) v]\nhide\n\nwhen I receive [show \(secret passage\) v]\nif <(level) = [10]> then\n show\n switch costume to (costume1 v)\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [show \(secret passage\) v]\nif <(level) = [19]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n show\n if <touching (player v)?> then\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\n@Bounce Pad\n\nwhen flag clicked\nhide\n\nwhen I receive [bounce pad hide v]\nhide\n\nwhen I receive [bounce pad show v]\nshow\n\nwhen I receive [bounce pad show v]\nforever\n if <(level) = [6]> then\n go to x: (-100) y: (-120)\n end\n if <(level) = [12]> then\n go to x: (50) y: (-120)\n end\n if <(level) = [18]> then\n go to x: (-80) y: (-122)\n end\nend\n\n@Spinny\n\nwhen I receive [spin v]\nshow\ngo to [back v] layer\nforever\n turn right (7) degrees\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\nplay sound [Alan Walker K-391 Emelie Hollow - Lily \(Lyrics\) v] until done\n\nwhen this sprite clicked\nstop all sounds\n\nforever\nend\n\n@Sprite2\n\nwhen flag clicked\n\nplay sound [pop v] until done\n\nwhen this sprite clicked\nplay sound [Alan Walker K-391 Emelie Hollow - Lily \(Lyrics\) v] until done\n\n
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My record is 30.997! Can you beat this?\nNow 29.888\nNow 29.831\nIt is mobile friendly\nScroll down.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI’m Botswane \nScroll down.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDrinking Kokanee
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UNDERFELL =Platformer=
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [ v] until done\nend\n\nwhen [timer v] > (0)\nswitch backdrop to (背景2 v)\n\n@Player\n\ndefine 初期化\nset [ok v] to [1]\nshow\nswitch costume to (ソウル v)\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Program\nif <(OK) = [1]> then\n show\n if <<<mouse down?> and <(mouse x) > [0]>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1.1)\n point in direction ([abs v] of (direction) )\n end\n if <<<mouse down?> and <[0] > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1.1)\n point in direction (() - ([abs v] of (direction) ))\n end\n set [x v] to ((X) * (0.888))\n change x by (X)\n repeat (8)\n if <touching (platformer v)?> then\n change y by (1)\n end\n end\n if <touching (platformer v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n if <(X) = ([abs v] of (X) )> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <touching (platformer v)?> then\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (platformer v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n end\nend\n\nProgram\n\nwhen flag clicked\n初期化\nset [ok v] to [1]\nforever\n if <(OK) = [1]> then\n Program\n end\nend\n\nwhen flag clicked\nforever\n if <[235] < (x position)> then\n set [ok v] to [1]\n change [l v] by (1)\n 初期化\n set [ok v] to [1]\n end\n if <(y position) < [-180]> then\n change [the number of times you died v] by (1)\n change [☁ みんなが死んだ回数 v] by (1)\n 初期化\n end\n if <touching (スプライト18 v)?> then\n if <(OK) = [1]> then\n change [the number of times you died v] by (1)\n change [☁ みんなが死んだ回数 v] by (1)\n broadcast (GAMEOVER v)\n end\n end\nend\n\nwhen I receive [gameover v]\nstart sound [MY damege v]\nset [ok v] to [0]\nswitch costume to (ソウル v)\nshow\nrepeat (10)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\nend\nchange [死亡回数 v] by (1)\nswitch costume to (ソウル タヒ v)\nwait (0) seconds\npoint in direction (0)\nswitch costume to (「パキッ…」赤 v)\nstart sound [heartbeatbreaker v]\nset [ソウル落ちろ v] to [5]\nwait (1) seconds\nstart sound [ソウル 壊れる v]\nhide\nset [dame v] to [1]\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\nset [ソウル落ちろ v] to [5]\nrepeat (25)\n change [ソウル落ちろ v] by (-1)\nend\nwait (1) seconds\nset [ok v] to [1]\n初期化\n\nif <not <(dame) = [1]>> then\n\nwhen I start as a clone\nshow\npoint in direction (pick random (-90) to (90))\nrepeat until <(y position) < [-170]>\n change y by (ソウル落ちろ)\n move (4) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\nif <not <(L) = [10]>> then\n\nrepeat (1300)\n change [死亡回数 v] by (1)\nend\n\n@Platformer\n\nwhen flag clicked\nset [the number of times you died v] to [0]\nset [l v] to [1]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\ngo [forward v] (7) layers\nforever\n switch costume to (L)\nend\n\nwhen [timer v] > (0)\nhide\n\nif <not <(L) = [10]>> then\n\n@スプライト18\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to ([costume # v] of [platformer v])\nend\n\nwhen [timer v] > (0)\nhide\n\n
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ーーーーーーーー日本語は下ーーーーーーーーーーー\nUNDERFELL style platformer.\nUse the arrow keys to move. You can also do it on mobile.\nWhen it hits the bone, it returns to the beginning. When you die, it takes time to recover.\nPlease understand.\n\n=日本語=\nUNDERFELL風のプラットフォーマーです。\n矢印キーで移動します。モバイルでもできます。\n骨に当たると最初に戻ります。死ぬと復活までに時間がかかります。\nどうかご了承ください
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The Jungle || Contest Entry || Platformer!!
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@Stage\n\nwhen flag clicked\nforever\n play sound [Sounds of the Boreal Forest v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (-200) y: (36)\nset size to (20) %\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set rotation style [left-right v]\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set rotation style [left-right v]\n point in direction (-90)\n next costume\n end\n if <not <key (any v) pressed?>> then\n switch costume to (costume11 v)\n end\n if <<(costume [number v]) = [1]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (costume1 v)\n end\n if <<(costume [number v]) = [1]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [play v]\nshow\nset size to (50) %\nset rotation style [left-right v]\nset [in prog v] to []\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.5)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.5)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ground`` v)?> or <touching (turtle: moving river platform v)?>> then\n change y by (1)\n end\n if <<touching (ground`` v)?> or <touching (turtle: moving river platform v)?>> then\n change y by (1)\n end\n if <<touching (ground`` v)?> or <touching (turtle: moving river platform v)?>> then\n change y by (1)\n end\n if <<touching (ground`` v)?> or <touching (turtle: moving river platform v)?>> then\n change y by (1)\n end\n if <<touching (ground`` v)?> or <touching (turtle: moving river platform v)?>> then\n change y by (1)\n end\n if <<touching (ground`` v)?> or <touching (turtle: moving river platform v)?>> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (ground`` v)?> or <touching (turtle: moving river platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (ground`` v)?> or <touching (turtle: moving river platform v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (thorns v)?> then\n if <not <(In prog) = [Yes]>> then\n create clone of (_myself_ v)\n Respawn\n wait (0.2) seconds\n end\n end\n if <touching (turtle: moving river platform v)?> then\n set x to (round ([x position v] of [turtle: moving river platform v]))\n end\n if on edge, bounce\n if <touching (next level v)?> then\n broadcast (Next level v)\n Next level\n end\n if <touching (water v)?> then\n Water\n Respawn\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\ndefine Water\nswitch costume to (costume11 v)\ncreate clone of (_myself_ v)\n\ndefine Respawn\ngo to (respawner v)\n\nwhen I start as a clone\nrepeat (10)\n change y by (-10)\n go to [front v] layer\nend\ndelete this clone\n\ndefine Next level\nset [in prog v] to [Yes]\nglide (2) secs to x: (-220) y: (y position)\nswitch costume to (costume [number v])\nset [in prog v] to [No]\n\nwhen [r v] key pressed\nRespawn\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Ground``\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nNext level\n\ndefine Next level\nchange [level v] by (1)\ncreate clone of (_myself_ v)\nglide (2) secs to x: (-495) y: (0)\ngo to x: (0) y: (0)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\nnext costume\ngo to x: (500) y: (0)\nglide (2) secs to x: (0) y: (0)\ndelete this clone\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (Done v)\n end\nend\n\n@Leave things\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (Level)\nforever\n go to [front v] layer\n set [ghost v] effect to (10)\nend\n\ndefine Next level\ncreate clone of (_myself_ v)\nglide (2) secs to x: (-495) y: (0)\ngo to x: (0) y: (0)\nnext costume\n\nwhen I receive [next level v]\nNext level\n\nwhen I start as a clone\ngo to [front v] layer\nnext costume\ngo to x: (500) y: (0)\nglide (2) secs to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\n@Butterflies\n\nwhen flag clicked\nhide\nrepeat (3)\n Butterfly\nend\n\ndefine Butterfly\ngo to (random position v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n set size to (pick random (7) to (10)) %\n set [butterfly step v] to (pick random (5) to (10))\n set [butterfly turn v] to (pick random (3) to (30))\n repeat (3)\n repeat (3)\n if on edge, bounce\n move (Butterfly step) steps\n end\n repeat (1)\n if on edge, bounce\n turn right (Butterfly turn) degrees\n end\n if on edge, bounce\n end\nend\n\nwhen I start as a clone\nforever\n if on edge, bounce\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> or <touching (leave things v)?>> then\n change x by (([direction v] of [player v]) / (10))\n turn right (180) degrees\n end\nend\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Turtle: moving river platform\n\nwhen flag clicked\ngo to x: (-100) y: (-80)\nhide\nforever\n repeat (100)\n go to [back v] layer\n change x by (2.5)\n set rotation style [left-right v]\n point in direction (-90)\n end\n repeat (100)\n change x by (-2.5)\n set rotation style [left-right v]\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\n if <(Level) = [5]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@birds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (205) y: (pick random (150) to (120))\nshow\nswitch costume to (costume1 v)\nset size to (50) %\nrepeat until <touching (_edge_ v)?>\n wait (0.05) seconds\n next costume\n change x by ((pick random (5) to (10)) * (-1))\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n wait (pick random (6) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Next level\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Water\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nforever\n set [ghost v] effect to (5)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [next level v]\nNext level\n\nhide\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\ndefine Next level\ncreate clone of (_myself_ v)\nglide (2) secs to x: (-495) y: (0)\ngo to x: (0) y: (0)\nnext costume\n\nwhen I start as a clone\nnext costume\ngo to [back v] layer\ngo to x: (500) y: (0)\nglide (2) secs to x: (0) y: (0)\ndelete this clone\n\n@Thorns\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\nshow\n\nwhen I receive [next level v]\nNext level\n\nwhen I start as a clone\nshow\nnext costume\ngo to x: (500) y: (0)\nglide (2) secs to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\ndefine Next level\ncreate clone of (_myself_ v)\nglide (2) secs to x: (-495) y: (0)\ngo to x: (0) y: (0)\nnext costume\n\n@Respawner\n\nwhen flag clicked\nbroadcast (Respawner v)\n\ndefine (y) (level)\nif <(Level) = (level)> then\n go to x: (-225) y: (y)\nend\n\nwhen I receive [next level v]\nbroadcast (Respawner v)\n\nwhen I receive [respawner v]\nforever\n [-50] [1]\n [80] [3]\n [10] [4]\n [120] [6]\n [-50] [7]\n [30] [8]\n [-50] [9]\n [97] [12]\n [50] [13]\n [130] [14]\n [150] [15]\n [95] [16]\n [150] [17]\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nwhen [r v] key pressed\nbroadcast (Respawner v)\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (157)\nforever\n set size to (75) %\n if <touching (player v)?> then\n set [ghost v] effect to (80)\n else\n clear graphic effects\n end\nend\n\ndefine Next level\ncreate clone of (_myself_ v)\nglide (2) secs to x: (230) y: (157)\ngo to x: (0) y: (157)\nnext costume\n\nwhen I receive [next level v]\nNext level\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nnext costume\ngo to x: (-230) y: (157)\nglide (2) secs to x: (0) y: (157)\ndelete this clone\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Ground art\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(Level) = [10]> then\n show\n else\n hide\n end\n go to [back v] layer\n go [backward v] (5000000000000) layers\nend\n\ndefine Next level\ncreate clone of (_myself_ v)\nglide (2) secs to x: (-495) y: (0)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nNext level\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (0)\nend\n\n
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So.. ya might be a teensy bit generic? Comment if u think it is, or if it isn’t..\nYay its my most successful project til now! (No not anymore)\nI legit had to discuss with my dad which contest to enter this in, @theCharpy won!\nBasic things:\nArrow keys, WASD, Mobile controls to move\nAvoid thorns (generic part) and water (also generic)\nTurtles prove to be moving platforms (totally non generic)\nYa thats all...\n\nUr basically trapped in the jungle and have to make it back to the city\nYup thats all\nThere’s nothing else\nNothin else......\nLiterally nothin left! EXCEPT THE CREDITS PLEASE LOOK AT THAT!\nO yea! I remembered something! The butterflies are very scarcely interactive! YA! LET’S NOT FORGET THAT!\nOtherwise there is nothing left....\nEXCEPT FOR YOU TO LOVE AND FAV THIS PROJECT!\nThank you so very much for reading this entire essay and wasting your precious time.. pat on the back for you! =D
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An Unexpected Platformer
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@Stage\n\n@Blockhead\n\ndefine touch ground\nrepeat until <<not <touching (moving platform v)?>> and <not <touching (ground v)?>>>\n if <(ySpeed) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n set [yspeed v] to [0]\nend\n\ndefine walk (speed)\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 if <key (up arrow v) pressed?> then\n change x by ((0) - ((speed) * (4)))\n set [yspeed v] to [10]\n else\n change y by ((0) - (slope))\n change x by ((0) - (speed))\n end\nelse\n set [xspeed v] to (speed)\n change x by ((0) - (speed))\nend\n\nwhen I receive [play v]\nwait (0.25) seconds\nforever\n look for traps\n set [ghost v] effect to (0)\nend\n\nwhen I receive [play v]\nset [xspeed v] to [0]\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-50)\nset [yspeed v] to [0]\nforever\n if <(level) = [16]> then\n hide\n broadcast (complete v)\n stop [this script v]\n else\n loop\n end\nend\n\nwhen flag clicked\nbroadcast (play v)\n\ndefine jump\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <<touching (moving platform v)?> or <touching (ground v)?>>> then\n set [yspeed v] to [12]\nend\nchange y by (1)\n\ndefine look for traps\nchange y by (-2)\nif <<(y position) < [-170]> or <touching (traps v)?>> then\n broadcast (die v)\nend\nchange y by (2)\n\nwhen I receive [die v]\nchange [blunders v] by (1)\nstop [other scripts in sprite v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (play v)\nstop [this script v]\n\ndefine hittop\nif <[0] < (ySpeed)> then\n change y by (ySpeed)\n if <<touching (moving platform v)?> or <touching (ground v)?>> then\n repeat until <<not <touching (moving platform v)?>> and <not <touching (ground v)?>>>\n change y by (-1)\n set [yspeed v] to [-1]\n end\n end\n change y by ((0) - (ySpeed))\nend\n\ndefine moveOnPlatform\nchange y by (-2)\nif <touching (moving platform v)?> then\n change x by (platformPushX)\nend\nchange y by (2)\n\ndefine slow down\nchange y by (-2)\nif <touching color (#32e6f0)?> then\n set [xspeed v] to ((xSpeed) * (0.95))\nelse\n set [xspeed v] to [0]\nend\nchange y by (2)\n\ndefine loop\nshow\nlayer\nif <key ((item (2) of [arrowkeys v]) v) pressed?> then\n walk [4]\nelse\n if <key ((item (1) of [arrowkeys v]) v) pressed?> then\n walk [-4]\n else\n slow down\n end\nend\nif <[235] < (x position)> then\n broadcast (next level v)\n broadcast (play v)\nend\nchange x by (xSpeed)\nchange y by (ySpeed)\nchange [yspeed v] by (-1)\njump\ntouch ground\nhittop\nmoveOnPlatform\n\ndefine layer\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [blunders v] to [0]\nreset timer\n\nwhen flag clicked\ndelete all of [arrowkeys v]\nadd [right arrow] to [arrowkeys v]\nadd [left arrow] to [arrowkeys v]\n\nwhen [e v] key pressed\nif <(item (1) of [arrowkeys v]) = [right arrow]> then\n delete all of [arrowkeys v]\n add [left arrow] to [arrowkeys v]\n add [right arrow] to [arrowkeys v]\nelse\n delete all of [arrowkeys v]\n add [right arrow] to [arrowkeys v]\n add [left arrow] to [arrowkeys v]\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\nset [level v] to (costume [number v])\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n layer\n set [level v] to (costume [number v])\nend\n\ndefine layer\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Traps\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\n@Ha, fooled you!\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Moving Platform\n\nwhen flag clicked\nhide\nforever\n if <<(level) = [8]> or <(level) = [12]>> then\n if <(level) = [8]> then\n go to x: (-131) y: (-112)\n else\n go to x: (0) y: (0)\n end\n show\n repeat (60)\n set [platformpushx v] to [3]\n change x by (3)\n end\n repeat (60)\n set [platformpushx v] to [-3]\n change x by (-3)\n end\n else\n hide\n go to x: (-134) y: (-112)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(level) = [8]> or <(level) = [12]>> then\n show\n else\n hide\n end\nend\n\n@Splash\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nshow\n\n@Highscore Table\n\nwhen I receive [complete v]\nDecode (☁ data)\nif <not < [] contains (username)?>> then\n set [completers v] to (join (join (username) [ , ]) (Completers))\nend\nEncode (Completers)\nset [☁ data v] to (Return)\n\ndefine Encode (characters)\nset [encoded message v] to []\nset [repeats v] to [1]\nrepeat (length of (characters))\n switch costume to ( v)\n repeat until <(costume [name v]) = (letter (Repeats) of (characters))>\n next costume\n end\n set [encoded message v] to (join (Encoded Message) ((costume [number v]) + (10)))\n change [repeats v] by (1)\nend\nset [☁ data v] to (Encoded Message)\n\ndefine Decode (numbers)\nset [return v] to []\nset [repeats v] to [0]\nrepeat (round ((length of (numbers)) / (2)))\n repeat until <((costume [number v]) + (10)) = (join (letter ((Repeats) + (1)) of (numbers)) (letter ((Repeats) + (2)) of (numbers)))>\n next costume\n end\n set [return v] to (join (Return) (costume [name v]))\n change [repeats v] by (2)\n if <(costume [name v]) = [ ]> then\n set [return v] to []\n set [completers v] to (join (Return) (Completers))\n end\nend\n\n
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Expect the Unexpected in this Blockhead platformer. Everything in this platformer is not as it seems. Anything could be safe. Anything could be a trap.\nUse the usual arrow keys (up, right, left) to control Blockhead.\nIf we get to 100 likes, I'll make a sequel!
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A Platformer Game v2.0
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@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nwait (7) seconds\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\nswitch costume to (player v)\nset size to (60) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> 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 <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<mouse down?> and <[1] < (mouse y)>> 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 (((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 <<<mouse down?> and <[1] < (mouse y)>> 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 end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\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\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [play game v]\nforever\n if <<<mouse down?> and <[1] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n play sound [Jump v] until done\n wait (0.4) seconds\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (right arrow v) pressed?> or <key (a v) pressed?>>> then\n play sound [Footsteps v] until done\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (left arrow v) pressed?> or <key (d v) pressed?>>> then\n play sound [Footsteps v] until done\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 (level 1 v)\n x: [100] y: [0]\n x: [480] y: [0]\n x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 v)\n x: [480] y: [0]\n x: [600] y: [0]\n else\n switch costume to (level 3 v)\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 x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\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 if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n x: [-200] y: [200]\n x: [460] y: [-82]\n x: [600] y: [-82]\n x: [0] y: [-82]\n x: [70] y: [-82]\n x: [120] y: [-82]\n x: [300] y: [-82]\n switch costume to (kostüm1 v)\n x: [850] y: [30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n x: [-116] y: [14]\n x: [0] y: [-82]\n x: [300] y: [-82]\n x: [600] y: [14]\n x: [900] y: [14]\n x: [-116] y: [14]\n end\nend\nset [x v] to [-99999]\n\nswitch costume to (kostüm2 v)\nx: [0] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@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]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n x: [944] y: [22]\nelse\n if <(LEVEL) = [2]> then\n x: [1000] y: [170]\n else\n set [x v] to [-99999]\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 x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nplay sound [mixkit-cinematic-transition-brass-hum-2282 \(1\) \(1\) v] until done\nforever\n play sound [Xenogenesis v] until done\nend\n\nwhen flag clicked\nforever\n\n@Music\n\nwhen I receive [play game v]\nforever\n play sound [Medieval1 v] until done\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n x: [360] y: [-88]\n x: [200] y: [0]\n x: [400] y: [1]\n x: [300] y: [287]\n x: [-330] y: [-287]\n x: [-30] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n x: [70] y: [-89]\n x: [200] y: [0]\n x: [250] y: [0]\n x: [-20] y: [0]\n x: [-170] y: [0]\n x: [-200] y: [0]\n x: [-20] y: [0]\n x: [50] y: [0]\n else\n switch costume to (level 3 1 v)\n x: [1000] y: [2]\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 x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n repeat (1)\n play sound [Boing v] until done\n end\n end\nend\n\n
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Welcome to A Platformer Game v2.0 (mobile friendly)\n-------------------------------------------------------------------------\nInstructions:\n->Move and jump with arrow keys\n->Avoid spikes\n->My third platformer on my profile\n-------------------------------------------------------------------------\nAbout:\n->I spent a few weeks with it\n->There are only 3 levels \n->All levels are possible\n->There could be bugs (Please leave a comment so I \n can fix it)\n-------------------------------------------------------------------------
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Creative || A Mobile Friendly Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (empty v)\nwait (1) seconds\nswitch backdrop to (worlds v)\n\n@Ground W1\n\nwhen I receive [start v]\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [back! v]\nhide\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nchange [level v] by (1)\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n play sound [Happy Dreams v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> 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 w1 v)?> then\n change y by (1)\n end\n if <touching (ground w1 v)?> then\n change y by (1)\n end\n if <touching (danger w1 v)?> then\n change y by (1)\n end\n if <touching (ground w1 v)?> then\n change y by (1)\n end\n if <touching (ground w1 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 w1 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 <(y position) > (mouse y)>>> 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 w1 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [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 (danger w1 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?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (danger w1 v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen flag clicked\nhide variable [level v]\n\nwhen I receive [start v]\nshow variable [level v]\n\nwhen I receive [start v]\nset [level v] to [0]\n\nwhen I receive [back! v]\nhide\n\n@Landscape Art\n\nwhen flag clicked\ngo to [back v] layer\nshow\nwait (1) seconds\nhide\n\nwhen I receive [start v]\nswitch costume to (mythic valley v)\nshow\n\nwhen I receive [start world 2 v]\nswitch costume to (moonlight mountain v)\nshow\n\nwhen I receive [back! v]\nhide\n\n@Danger W1\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide variable [astronaut in the ocean v]\nhide\n\nwhen I receive [back! v]\nhide\n\n@Thumbnail G\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@Thumbnail F\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@World 1\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (Start v)\nswitch backdrop to (empty v)\nhide\n\nwhen I receive [start world 2 v]\nhide\n\nwhen I receive [back! v]\nshow\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 2 v]\nshow\nforever\n switch costume to (The Level)\nend\n\n@Player W2\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 2 v]\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 <(x position) > (mouse x)>>> 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 <(y position) > (mouse y)>>> 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 <<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 (moving 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?>> 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 if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [start world 2 v]\nshow\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 2 v]\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@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 2 v]\nshow\nforever\n switch costume to (The Level)\nend\n\n@Moving Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 2 v]\nshow\nforever\n switch costume to (The Level)\nend\n\n@World 2 b\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (Start World 2 v)\nswitch backdrop to (empty v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start world 2 v]\nhide\n\nwhen I receive [back! v]\nshow\n\n@World 2 f\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (Start World 2 v)\nswitch backdrop to (empty v)\nhide\n\nwhen I receive [start world 2 v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back! v]\nshow\n\n@World 3 b\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 3 v]\n\n@Thumbnail2\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 3 v]\n\n@Thumbnail3\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 3 v]\n\n@Thumbnail4\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 3 v]\n\n@Thumbnail5\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 3 v]\n\n@Thumbnail6\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 3 v]\n\n@Thumbnail7\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 3 v]\n\n@Thumbnail9\n\nwhen flag clicked\nhide\n\nwhen I receive [start world 3 v]\n\n@World 3 f\n\n@Sprite1\n\n
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Hi Scratcher\n\nThis is my entry for the platformer contest from @galaxymonster12 !\nI hope you like it! Have fun!\n\nRonaldo17709\n\nControl\nW,A,S,D. or arrow keys on PC/Laptop\nTouch on mobile or tablet.\n\n\nSteuerung\nW,A,S,D oder Pfeiltasten am PC/Laptop\nBerühren am Handy/Tablet
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Platformer LGDC
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@Stage\n\n@Chat\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nswitch costume to (d v)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (d v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (g v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (plate-forme v)?> or <touching (plate-forme 2 v)?>> then\n fast\n if <<touching (plate-forme v)?> or <touching (plate-forme 2 v)?>> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <<touching (plate-forme v)?> or <touching (plate-forme 2 v)?>> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(niveau) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-75)\n end\nend\n\ndefine xcoll\nrepeat until <not <<touching (plate-forme v)?> or <touching (plate-forme 2 v)?>>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <<touching (plate-forme v)?> or <touching (plate-forme 2 v)?>>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nset [niveau v] to [1]\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-75)\n\ndefine fast\nrepeat (6)\n if <<touching (plate-forme v)?> or <touching (plate-forme 2 v)?>> then\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-75)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (dangers v)?> then\n go to x: (-223) y: (-75)\n end\nend\n\nwhen I receive [someone pressed s key v]\nchange [niveau v] by (1)\n\nwhen I receive [message1 v]\nchange [niveau v] by (1)\n\nwhen flag clicked\nforever\n if <touching (vide v)?> then\n wait (0.1) seconds\n go to x: (-223) y: (-75)\n end\nend\n\n@Plate-forme\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (25)\nswitch costume to (1 v)\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\n@Plate-forme 2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (4 a v)\nwait (0.5) seconds\nwait until <(niveau) = [4]>\nshow\nrepeat (3)\n wait (0.1) seconds\n wait until <touching (griffes v)?>\n next costume\nend\nwait until <(niveau) = [5]>\ngo to x: (0) y: (30)\nswitch costume to (5 a v)\nwait (0.1) seconds\nwait until <touching (griffes v)?>\nnext costume\nwait until <(niveau) = [6]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (6 a v)\nrepeat (2)\n wait (0.1) seconds\n wait until <touching (griffes v)?>\n next costume\nend\nwait (0.1) seconds\nwait until <(niveau) = [7]>\nhide\nwait (0.5) seconds\nwait until <(niveau) = [11]>\nshow\nswitch costume to (11 a v)\nrepeat (3)\n wait (0.1) seconds\n wait until <touching (griffes v)?>\n next costume\nend\nwait until <(niveau) = [12]>\nswitch costume to (12 a v)\nwait (0.1) seconds\nwait until <touching (griffes v)?>\nnext costume\nwait until <(niveau) = [13]>\nswitch costume to (13 a v)\nwait (0.1) seconds\nwait until <touching (griffes v)?>\nnext costume\nwait until <(niveau) = [14]>\nhide\nwait (0.1) seconds\nwait until <(niveau) = [15]>\nshow\nswitch costume to (13 a v)\nrepeat (2)\n wait (0.1) seconds\n wait until <touching (griffes v)?>\n next costume\nend\nwait until <(niveau) = [16]>\nhide\n\nwhen flag clicked\nwait until <(niveau) = [6]>\nhide\n\n@Dangers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\n@Vide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Feuilles\n\nwhen flag clicked\nshow\nswitch costume to (2 v)\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 [feuilles v] to [0]\nforever\n wait (0.1) seconds\n wait until <touching (chat v)?>\n change [feuilles v] by (1)\n hide\nend\n\nwhen flag clicked\nwait until <(niveau) = [1]>\nshow\ngo to x: (150) y: (-60)\nwait until <(niveau) = [2]>\nshow\ngo to x: (70) y: (120)\nwait until <(niveau) = [3]>\nshow\ngo to x: (50) y: (-55)\nwait until <(niveau) = [4]>\nshow\ngo to x: (45) y: (-63)\nwait until <(niveau) = [5]>\nshow\ngo to x: (155) y: (10)\nwait until <(niveau) = [6]>\nshow\ngo to x: (-95) y: (50)\nwait until <(niveau) = [7]>\nshow\ngo to x: (50) y: (-55)\nwait until <(niveau) = [8]>\nshow\ngo to x: (-53) y: (105)\nwait until <(niveau) = [9]>\nshow\ngo to x: (-15) y: (-60)\nwait until <(niveau) = [10]>\nshow\ngo to x: (-190) y: (60)\nwait until <(niveau) = [11]>\nshow\ngo to x: (75) y: (-63)\nwait until <(niveau) = [12]>\nshow\ngo to x: (120) y: (115)\nwait until <(niveau) = [13]>\nshow\ngo to x: (175) y: (40)\nwait until <(niveau) = [14]>\nshow\ngo to x: (-40) y: (-75)\nwait until <(niveau) = [15]>\nshow\ngo to x: (-5) y: (40)\n\n@Collines\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (4 v)\nset size to (100) %\n\n@Griffes\n\nwhen flag clicked\nhide\nforever\n go to (chat v)\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [4]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [5]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [6]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [7]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [8]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [9]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [10]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [11]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [12]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [13]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [14]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau) = [14]> then\n wait until <key (space v) pressed?>\n show\n wait until <not <key (space v) pressed?>>\n hide\n end\nend\n\n@Nuages\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nswitch costume to (pick random (1) to (4))\nset size to (pick random (400) to (600)) %\ngo to x: (pick random (150) to (-150)) y: (pick random (150) to (-100))\nforever\n go to [back v] layer\n change x by (pick random (-0.1) to (-0.3))\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nset size to (pick random (400) to (600)) %\ngo to x: (pick random (150) to (-150)) y: (pick random (150) to (-100))\nforever\n go to [back v] layer\n change x by (pick random (-0.1) to (-0.3))\nend\n\nforever\nend\n\n@Nombre de F\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (-200) y: (150)\nswitch costume to (0 v)\nset size to (30) %\nwait (0.1) seconds\nrepeat until <(feuilles) = [10]>\n switch costume to (letter (1) of (feuilles))\nend\nswitch costume to (10 v)\nwait until <(feuilles) = [11]>\nswitch costume to (11 v)\nwait until <(feuilles) = [12]>\nswitch costume to (12 v)\nwait until <(feuilles) = [13]>\nswitch costume to (13 v)\nwait until <(feuilles) = [14]>\nswitch costume to (14 v)\nwait until <(feuilles) = [15]>\nswitch costume to (15 v)\n\n@Niveaux\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (-150)\nswitch costume to (1 v)\nset size to (100) %\nwait (0.1) seconds\nrepeat until <(niveau) = [10]>\n switch costume to (letter (1) of (niveau))\nend\nswitch costume to (10 v)\nwait until <(niveau) = [11]>\nswitch costume to (11 v)\nwait until <(niveau) = [12]>\nswitch costume to (12 v)\nwait until <(niveau) = [13]>\nswitch costume to (13 v)\nwait until <(niveau) = [14]>\nswitch costume to (14 v)\nwait until <(niveau) = [15]>\nswitch costume to (15 v)\n\n@Miniature\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [ghost v] effect to (30)\ncreate clone of (_myself_ v)\nshow\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (2 v)\nset [ghost v] effect to (0)\nshow\nhide\n\n@Fin\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(niveau) = [15]>\nshow\ngo to x: (0) y: (0)\n\n
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TOUT LIRE AVANT DE COMMENCER\n\n~ Pas de version mobile !!! ~\n\n• Flèches pour se diriger\n• Espace pour griffer la terre (oui ça existe griffer la terre)\n\nMerci beaucoup à @sammax123 pour le code du chat !\n\n15 niveaux 100% possibles, 1 souris dans chacun d'eux :) Il faut récupérer toutes les souris pour que ça marche bien !!
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Parkour - Platformer
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@Stage\n\n@character\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-216) y: (0)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [x v] to (x position)\n set [y v] to (y position)\n switch costume to (not moving v)\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (.9))\n change x by (xv)\n if <<touching color (#ffffff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#000000)?>> then\n change y by (1)\n end\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 [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((yv) * (1))\n if <<touching color (#ffffff)?> or <touching color (#000000)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#ffffff)?> or <touching color (#000000)?>> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (12)\n start sound [Low Whoosh v]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n go to x: (-216) y: (0)\n change [level v] by (1)\n wait (0.1) seconds\n end\n if <<touching color (#c1c1c1)?> or <touching color (#ff6300)?>> then\n broadcast (Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-216) y: (0)\n end\nend\n\n@levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n play sound [Imagine Dragons - Radioactive v] until done\nend\n\n@lava\n\nwhen flag clicked\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\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\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)\n\n
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Platformer Part-8 (Space)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (costume3 v)\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\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 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)?>> 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 (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nset [level v] to [8]\n\n@Shine\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\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 go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwait (0.5) seconds\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@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 x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Water\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\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@Trampoline\n\nwhen I receive [start v]\ngo to [front 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@Speed Ups\n\nwhen I receive [start v]\ngo to [front 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@Text\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\nset [level v] to [9]\n\n@Intro\n\ndefine Circle Spiral at X: (x) Y: (y) Amount: (amnt) Speed: (speed)\npoint in direction (90)\nset [circlex v] to (x)\nset [circley v] to (y)\nset [clone id v] to [CircleSpiral]\nset [circleidx v] to (speed)\nrepeat (amnt)\n create clone of (_myself_ v)\n turn right ((360) / (amnt)) degrees\nend\n\ndefine Line Explosion at x: (x) y: (y) Amount (amt) Speed: (speed)\npoint in direction (90)\nset [linex v] to (x)\nset [liney v] to (y)\nset [clone id v] to [LineExplosion]\nset [idx v] to (speed)\nrepeat (amt)\n turn right ((360) / (amt)) degrees\n create clone of (_myself_ v)\nend\n\ndefine Smooth glide to x: (x:) y: (y) size: (size) direction (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x:)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x:) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\ndefine Clone ID (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [1/1]> then\n wait ((1/1 Delay) / (10)) seconds\n point in direction (90)\n switch costume to (1/1 v)\n set size to (10) %\n show\n set [1/1 cs v] to [0]\n repeat (18)\n change size by (((1/1 Size) - (size)) / (5))\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (1/1 CS) ) * (68.6)) ) * (1/1 CS))\n change [1/1 cs v] by (5)\n end\n repeat (4)\n change size by (((1/1 Size) - (size)) / (5))\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\ndefine 1/1 Circle Shockwave at x: (x) y: (y) size: (size)\nset [1/1 delay v] to [0]\nset [1/1 size v] to (size)\ngo to x: (x) y: (y)\nClone ID [1/1]\n\ndefine Set Effects: Color: (color) Brightness: (brightness) Ghost: (ghost) Pixelated: (pixelated)\nclear graphic effects\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\nset [pixelate v] effect to (pixelated)\n\ndefine Spread Particles Amount: (amount)\nrepeat (amount)\n Clone ID [Particles]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n point in direction (pick random (-179) to (180))\n go to x: (0) y: (0)\n switch costume to (particle v)\n set size to (100) %\n set [particles x v] to (pick random (9) to (15))\n show\n repeat until <touching (_edge_ v)?>\n move (Particles X) steps\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine 1/4 Circle Shockwave at x: (x) y: (y) size: (size)\nset [1/4 delay v] to [0]\nset [1/4 size v] to (size)\npoint in direction (90)\ngo to x: (x) y: (y)\nrepeat (2)\n repeat (2)\n Clone ID [1/4]\n change [1/4 delay v] by (1)\n turn right (180) degrees\n end\n turn right (90) degrees\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1/4]> then\n wait ((1/4 Delay) / (10)) seconds\n switch costume to (1/4 v)\n set size to (10) %\n show\n set [1/4 cs v] to [0]\n repeat (18)\n change size by (((1/4 Size) - (size)) / (5))\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (1/4 CS) ) * (68.6)) ) * (1/4 CS))\n change [1/4 cs v] by (5)\n end\n repeat (4)\n change size by (((1/4 Size) - (size)) / (5))\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\ndefine 1/8 Circle Shockwave at x: (x) y: (y) size: (size)\nset [1/8 size v] to (size)\npoint in direction (90)\nset [1/8 delay v] to [0]\ngo to x: (x) y: (y)\npoint in direction (90)\nrepeat (2)\n repeat (4)\n Clone ID [1/8]\n turn right (90) degrees\n end\n turn right (45) degrees\n change [1/8 delay v] by (1)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1/8]> then\n wait ((1/8 Delay) / (10)) seconds\n switch costume to (1/8 v)\n set size to (10) %\n show\n set [1/8 cs v] to [0]\n repeat (18)\n change size by (((1/8 Size) - (size)) / (5))\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (1/8 CS) ) * (68.6)) ) * (1/8 CS))\n change [1/8 cs v] by (5)\n end\n repeat (4)\n change size by (((1/8 Size) - (size)) / (5))\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\ndefine Shake: Start X (startx) Start Y: (starty) Start Size: (start size) End Size: (end size)\nset size to (start size) %\nrepeat (50)\n go to x: (([sin v] of ((timer) * ((startx) * (100))) ) * (((size) - (end size)) / (10))) y: (([sin v] of ((timer) * ((starty) * (100))) ) * (((size) - (end size)) / (10)))\n change size by (((end size) - (size)) / (10))\nend\n\ndefine Bounce Effect from X: (x) Y: (y)\ngo to x: (x) y: (y)\nset size to (0) %\nset [bounce v] to [20]\nset [bounce x v] to [0]\nset [bounce y v] to [0]\nset [bounce rotate v] to [0]\nrepeat (40)\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (20)))\n change size by (Bounce)\n set [bounce x v] to (((Bounce X) * (.8)) + (((0) - (x position)) / (10)))\n change x by (Bounce X)\n set [bounce y v] to (((Bounce X) * (.8)) + (((0) - (y position)) / (10)))\n change y by (Bounce Y)\n set [bounce rotate v] to (((Bounce Rotate) * (.8)) + (((0) - (direction)) / (10)))\n turn right (Bounce Rotate) degrees\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Rotator]> then\n set rotation style [all around v]\n switch costume to (rotator13 v)\n go to x: (0) y: (0)\n set [turn v] to [0]\n point in direction (90)\n set size to (100) %\n show\n repeat (6)\n turn left (Turn) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn v] by (.3)\n end\n repeat (6)\n turn left (Turn) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn v] by (.8)\n end\n repeat (7)\n turn left (Turn) degrees\n change [turn v] by (2)\n end\n turn left (5) degrees\n repeat (8)\n turn left (Turn) degrees\n change [turn v] by (-1.9)\n end\n repeat (2)\n turn left (Turn) degrees\n change [turn v] by (-1)\n end\n repeat (7)\n turn left (Turn) degrees\n change [turn v] by (-.5)\n end\n set rotation style [left-right v]\n point in direction (-90)\n repeat (12)\n next costume\n end\n delete this clone\nend\n\ndefine Rotator\nClone ID [Rotator]\n\ndefine Stars Amount: (amount)\nrepeat (amount)\n Clone ID [Stars]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [NormalParticles]> then\n set rotation style [all around v]\n point in direction (90)\n turn right (pick random (0) to (360)) degrees\n set size to (pick random (75) to (125)) %\n set [brightness v] effect to (pick random (-50) to (50))\n switch costume to (particle v)\n set [i v] to (pick random (2) to (5))\n set [velocity v] to (pick random (-12) to (12))\n show\n repeat until <(round (y position)) < [-170]>\n change [i v] by (-0.3)\n change y by (I)\n move (Velocity) steps\n set [velocity v] to ((Velocity) * (0.95))\n end\n delete this clone\nend\n\ndefine Normal Particles Amount: (amount)\nrepeat (amount)\n Clone ID [NormalParticles]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Stars]> then\n clear graphic effects\n set [brightness v] effect to (100)\n switch costume to (star1 v)\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180.))\n set [i v] to (pick random (5) to (20))\n set size to (pick random (50) to (134.)) %\n show\n repeat until <(round (I)) = (round (1))>\n change [i v] by (((1) - (I)) / (pick random (2) to (30)))\n move (I) steps\n change size by (-2)\n end\n repeat (20)\n switch costume to (join [Star] (pick random (1) to (4)))\n change size by (-4)\n change [ghost v] effect by (5)\n move (I) steps\n end\n delete this clone\nend\n\ndefine Pinwheel Speed: (speed)\nset [pinwheel speed v] to (speed)\nClone ID [Pinwheel]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (pinwheel v)\n show\n forever\n turn right (Pinwheel Speed) degrees\n end\nend\n\ndefine 360 Degree Turn\nrepeat (3)\n turn right (33) degrees\nend\nrepeat (40)\n turn right (((90) - (direction)) / (4)) degrees\nend\n\ndefine Switch LE\nClone ID [SwitchLE]\n\nwhen I start as a clone\nif <(Clone ID) = [SwitchLE]> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (switch le 1 v)\n show\n repeat (3)\n change [ghost v] effect by (-33)\n next costume\n end\n repeat (16)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [LineExplosion]> then\n switch costume to (lineexplosion v)\n go to x: (LineX) y: (LineY)\n set size to (30) %\n show\n repeat (11)\n move (IDX) steps\n set [idx v] to ((IDX) * (1))\n next costume\n end\n repeat (10)\n move (IDX) steps\n set [idx v] to ((IDX) * (1))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [CircleSpiral]> then\n switch costume to (circle v)\n go to x: (CircleX) y: (CircleY)\n set size to (30) %\n show\n repeat (23)\n move (CircleIDX) steps\n turn right (CircleIDX) degrees\n set [circleidx v] to ((CircleIDX) * (1))\n end\n repeat (10)\n move (CircleIDX) steps\n turn right (CircleIDX) degrees\n set [circleidx v] to ((CircleIDX) * (1))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Flash: Options: (1=full 2=top 3=bottom 4=right 5=left)\nif <(1=full 2=top 3=bottom 4=right 5=left) = [1]> then\n switch costume to (full v)\n Clone ID [Flash]\nelse\n if <(1=full 2=top 3=bottom 4=right 5=left) = [2]> then\n switch costume to (top v)\n Clone ID [Flash]\n else\n if <(1=full 2=top 3=bottom 4=right 5=left) = [3]> then\n switch costume to (bottom v)\n Clone ID [Flash]\n else\n if <(1=full 2=top 3=bottom 4=right 5=left) = [4]> then\n switch costume to (right v)\n Clone ID [Flash]\n else\n switch costume to (left v)\n Clone ID [Flash]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Flash]> then\n Set Effects: Color: [0] Brightness: [100] Ghost: [100] Pixelated: [0]\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\nend\n\ndefine Frame Animation Size: (size) Speed: (speed) Costume: (costume)\nrepeat until <(round (size)) = (size)>\n switch costume to (sizehack v)\n change size by (((size) - (size)) / (speed))\n switch costume to (costume)\nend\n\ndefine Gauge Explosion at X: (x) Y: (y) Amount: (amount) Speed: (speed)\npoint in direction (90)\nset [gaugex v] to (x)\nset [gaugey v] to (y)\nset [clone id v] to [Gauge]\nset [gaugeidx v] to (speed)\nrepeat (amount)\n create clone of (_myself_ v)\n turn right ((360) / (amount)) degrees\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Gauge]> then\n switch costume to (gaugeexplosion v)\n go to x: (GaugeX) y: (GaugeY)\n set size to (50) %\n show\n repeat (9)\n move (GaugeIDX) steps\n set [gaugeidx v] to ((GaugeIDX) * (.999))\n next costume\n wait (.0325) seconds\n end\n repeat (10)\n set [gaugeidx v] to ((GaugeIDX) * (.999))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine LightRay Amount: (amount)\nrepeat (amount)\n Clone ID [LightRay]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [LightRay]> then\n go to x: (0) y: (0)\n point in direction (pick random (-179) to (180))\n switch costume to (l13 v)\n set size to (200) %\n show\n repeat (50)\n change [ghost v] effect by (pick random (1) to (3))\n switch costume to (join [l] (pick random (9) to (10)))\n end\n delete this clone\nend\n\ndefine Move (# steps) steps in run without screen refresh\nmove (# steps) steps\n\ndefine TileX\nswitch costume to (tile v)\nset x to (-225)\nrepeat (13)\n Clone ID [Tiles]\n change x by (40)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Tiles]> then\n point in direction (90)\n set size to (0) %\n show\n Smooth glide to x: (x position) y: (y position) size: [100] direction (direction) smoothness: [8]\nend\n\ndefine Tiles\nset y to (165)\nrepeat (10)\n TileX\n change y by (-40)\nend\n\ndefine Start Intro\nbroadcast (wolther v)\n\nwhen flag clicked\nStart Intro\n\nwhen I receive [wolther v]\nplay sound [Panda Eyes - Radiate v] until done\n\nwhen I receive [wolther v]\nClone ID [Top]\nClone ID [Bottom]\nClone ID [C1]\nwait (.05) seconds\nClone ID [C2]\nClone ID [Text]\n\nwhen I start as a clone\nif <(Clone ID) = [Top]> then\n Set Effects: Color: [0] Brightness: [-25] Ghost: [0] Pixelated: [0]\n switch costume to (top v)\n set size to (100) %\n go to x: (5000) y: (0)\n point in direction (90)\n show\n Smooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [4]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Bottom]> then\n wait (.3) seconds\n Set Effects: Color: [0] Brightness: [-25] Ghost: [0] Pixelated: [0]\n switch costume to (bottom v)\n set size to (100) %\n go to x: (-5000) y: (0)\n point in direction (90)\n show\n Smooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [4]\nend\n\ndefine pos\ngo to x: (item (T) of [grid v]) y: (item ((T) + (1)) of [grid v])\n\nwhen I start as a clone\nif <(Clone ID) = [test]> then\n show\n forever\n pos\n end\nend\n\ndefine Make a clone (x) (y)\nchange [t v] by (2)\nadd (x) to [grid v]\nadd (y) to [grid v]\nClone ID [test]\n\ndefine setup all\nset [t v] to [-1]\ndelete all of [grid v]\nMake a clone [-250] [0]\nMake a clone [0] [0]\nMake a clone [250] [0]\n\nwhen I start as a clone\nif <(Clone ID) = [C1]> then\n wait (.6) seconds\n Set Effects: Color: [0] Brightness: [100] Ghost: [0] Pixelated: [0]\n switch costume to (circle v)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n show\n Frame Animation Size: [2200] Speed: [10] Costume: [55]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [C2]> then\n wait (.6) seconds\n Set Effects: Color: [0] Brightness: [-100] Ghost: [0] Pixelated: [0]\n switch costume to (circle v)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n show\n Frame Animation Size: [2200] Speed: [10] Costume: [55]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n wait (.8) seconds\n Set Effects: Color: [0] Brightness: [0] Ghost: [0] Pixelated: [0]\n switch costume to (text v)\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n show\n Smooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [4]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n wait (1.75) seconds\n Shake: Start X [9] Start Y: [11] Start Size: [250] End Size: [100]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n wait (6.91) seconds\n Shake: Start X [9] Start Y: [11] Start Size: [250] End Size: [100]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n wait (3.5) seconds\n Shake: Start X [9] Start Y: [11] Start Size: [250] End Size: [100]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n wait (5.21) seconds\n 360 Degree Turn\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n wait (5.21) seconds\n Shake: Start X [9] Start Y: [11] Start Size: [250] End Size: [100]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n wait (8.6) seconds\n Shake: Start X [9] Start Y: [11] Start Size: [250] End Size: [100]\nend\n\nwhen flag clicked\nwait (1.75) seconds\nSet Effects: Color: [0] Brightness: [100] Ghost: [0] Pixelated: [0]\nrepeat (9)\n Clone ID [Chev]\n wait (.75) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chev]> then\n set size to (0) %\n switch costume to (chevron3 v)\n show\n 100\n Frame Animation Size: [200] Speed: [5] Costume: [94]\n Frame Animation Size: [400] Speed: [5] Costume: [94]\n delete this clone\nend\n\ndefine 100\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\n\nwhen flag clicked\nhide\nwait (1.75) seconds\n1/1 Circle Shockwave at x: [100] y: [0] size: [200]\n1/1 Circle Shockwave at x: [-100] y: [0] size: [200]\n1/1 Circle Shockwave at x: [0] y: [100] size: [200]\n1/1 Circle Shockwave at x: [0] y: [-100] size: [200]\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n delete all of [ccd v]\n delete all of [ccx v]\n delete all of [ccy v]\n forever\n add (direction) to [ccd v]\n add (x position) to [ccx v]\n add (y position) to [ccy v]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chev]> then\n forever\n go to x: ((item (length of [ccx v]) of [ccx v]) * (2)) y: ((item (length of [ccy v]) of [ccy v]) * (2))\n point in direction (item (length of [ccd v]) of [ccd v])\n end\nend\n\nwhen flag clicked\nhide\nwait (5.21) seconds\n1/1 Circle Shockwave at x: [100] y: [0] size: [200]\n1/1 Circle Shockwave at x: [-100] y: [0] size: [200]\n1/1 Circle Shockwave at x: [0] y: [100] size: [200]\n1/1 Circle Shockwave at x: [0] y: [-100] size: [200]\nLine Explosion at x: [100] y: [0] Amount [20] Speed: [5]\nLine Explosion at x: [-100] y: [0] Amount [20] Speed: [5]\nLine Explosion at x: [0] y: [100] Amount [20] Speed: [5]\nLine Explosion at x: [0] y: [-100] Amount [20] Speed: [5]\n\nwhen flag clicked\nhide\nwait (3.75) seconds\nLine Explosion at x: [100] y: [0] Amount [20] Speed: [5]\nLine Explosion at x: [-100] y: [0] Amount [20] Speed: [5]\nLine Explosion at x: [0] y: [100] Amount [20] Speed: [5]\nLine Explosion at x: [0] y: [-100] Amount [20] Speed: [5]\n\nwhen flag clicked\nhide\nwait (6.91) seconds\nLine Explosion at x: [100] y: [0] Amount [20] Speed: [5]\nLine Explosion at x: [-100] y: [0] Amount [20] Speed: [5]\nLine Explosion at x: [0] y: [100] Amount [20] Speed: [5]\nLine Explosion at x: [0] y: [-100] Amount [20] Speed: [5]\n\nwhen flag clicked\nhide\nwait (8.6) seconds\n1/1 Circle Shockwave at x: [100] y: [0] size: [200]\n1/1 Circle Shockwave at x: [-100] y: [0] size: [200]\n1/1 Circle Shockwave at x: [0] y: [100] size: [200]\n1/1 Circle Shockwave at x: [0] y: [-100] size: [200]\n\nwhen I start as a clone\nwait (11) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start v)\ndelete this clone\n\nwhen I receive [woltherend v]\ndelete this clone\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\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).\nJump on trampolines to jump higher.\nSpeed ups help you to move some steps to the right.\nYou can swim in water.\nThere are 10 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n23rd May 2021 - shared\n27th May 2021 - added moon\n✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
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Among Us Platformer! ?mode=trending
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@Stage\n\n@Sprite12\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [forward v] (100) layers\ngo to x: (36) y: (28)\nwait (3) seconds\nglide (0.2) secs to x: (36) y: (-300)\nset [ghost v] effect to (100)\nforever\n switch costume to (costume1 v)\n go to x: (36) y: (28)\n go to [front v] layer\n go [forward v] (100) layers\nend\n\nwhen flag clicked\n\nwait (1) seconds\n\nshow\n\n@main charectar\n\nwhen flag clicked\nhide\nset [fast? v] to [0]\nset [fast speed v] to [5]\nset size to (50) %\nset [level v] to [1]\nwait (2.2) seconds\nReset\nbroadcast (Start Game v)\nbroadcast (StartNewLevel v)\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [g_isplayerdead v] to [false]\nset [g_velocity v] to [0]\nset [g_onground v] to [0]\nset [g_gravity v] to [-1]\nset [jumping v] to [0]\n\nwhen I receive [start game v]\nchange [ghost v] effect by (100)\nshow\nrepeat until <(G_isPlayerDead) = [true]>\n broadcast (StartAllControl v)\n broadcast (CheckPlatformDetection v)\n broadcast (CheckPlayerPosition v)\nend\n\nwhen I receive [startallcontrol v]\nMovementControl\nJumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [g_velocity v] by (G_gravity)\nelse\n change [g_velocity v] by ((G_gravity) * (2))\nend\nchange y by (G_velocity)\n\ndefine MoveHitBox (speedx)\nchange x by (speedx)\nset [deviation v] to [0]\nrepeat until <<(deviation) = [5]> or <not <touching (ground v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(deviation) = [5]> then\n change x by ((0) - (speedx))\n change y by ((0) - (deviation))\nend\n\nwhen I receive [checkplatformdetection v]\nCheckHitGround <(G_velocity) > [0]>\nMoveHitBox (G_speedX)\n\ndefine JumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [15]\n end\nend\nif <<mouse down?> and <(mouse y) > (y position)>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [20]\n end\nend\n\ndefine CheckHitGround <isjumping>\nrepeat until <not <touching (ground v)?>>\n if <isjumping> then\n change y by (-1)\n set [g_velocity v] to [0]\n else\n change y by (1)\n set [g_velocity v] to [0]\n set [g_onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n end\n end\nend\n\nwhen I receive [startnewlevel v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [bounce v]\nset [jumping v] to [1]\nset [g_velocity v] to [25]\n\nwhen I receive [checkplayerposition v]\nforever\n if <(y position) < [-150]> then\n broadcast (Die v)\n end\n if <<touching color (#e46634)?> and <(invisible) = [0]>> then\n broadcast (Die v)\n end\n if <(x position) > [218]> then\n change [level v] by (1)\n broadcast (StartNewLevel v)\n end\n if <(G_isPlayerDead) = [true]> then\n wait (0.1) seconds\n Reset\n broadcast (Start Game v)\n end\nend\n\nwhen I receive [startnewlevel v]\nReset\nbroadcast (Start Game v)\n\nwhen I receive [die v]\nset [g_isplayerdead v] to [true]\n\ndefine MovementControl\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [g_speedx v] to (fast speed)\nelse\n if <<mouse down?> and <(mouse x) > (x position)>> then\n set [g_speedx v] to [8]\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [g_speedx v] to ((fast speed) * (-1))\n else\n if <<mouse down?> and <(mouse x) < (x position)>> then\n set [g_speedx v] to [-8]\n else\n set [g_speedx v] to [0]\n end\n end\n end\nend\n\nif <(invisible) = [0]> then\n\nwhen I receive [fast speed v]\nset [fast? v] to [1]\nset [fast speed v] to [10]\nwait (3) seconds\nset [fast speed v] to [5]\nset [fast? v] to [0]\n\nrepeat (10)\n set [faved v] to [0]\n set [loved v] to [0]\nend\n\n@Sprite9\n\nwhen flag clicked\nset volume to (50) %\nset size to (70) %\ngo to x: (-193) y: (54)\nswitch costume to (sound v)\nwait (3) seconds\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nwhen this sprite clicked\nset volume to (50) %\nset size to (70) %\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (not sound v)\n set volume to (0) %\nelse\n switch costume to (sound v)\n set volume to (50) %\nend\n\nstop all sounds\n\nrepeat (1000)\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nrepeat until <(costume [number v]) = [2]>\nend\n\n@Sprite11\n\nwhen flag clicked\nset [all powers activate v] to [0]\nset size to (100) %\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (182) y: (-149)\nset [ghost v] effect to (0)\nforever\n if <<key (x v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume3 v)\n set [timer power speed v] to [3]\n broadcast (Fast speed v)\n repeat until <(timer power speed) < [0]>\n wait (0.1) seconds\n change [timer power speed v] by (-0.1)\n end\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [powers v]\nforever\n if <<key (z v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume3 v)\n broadcast (Invisible v)\n set [timer power invisible v] to [3]\n repeat until <(timer power invisible) < [0]>\n wait (0.1) seconds\n change [timer power invisible v] by (-0.1)\n end\n switch costume to (costume1 v)\n end\nend\n\nwait (3) seconds\n\n\n\nbroadcast (Fast speed v)\nbroadcast (powers v)\n\nwhen I receive [show power v]\n\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (102) y: (-149)\ncreate clone of (_myself_ v)\n\nwhen I receive [powers v]\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (102) y: (-149)\ncreate clone of (_myself_ v)\n\nrepeat (10)\n set [faved v] to [0]\n set [loved v] to [0]\nend\n\n@AnimatedCharectar4\n\nwait (2) seconds\n\nwait (1) seconds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [invisible v] to [0]\nset [clone # v] to [0]\n\nset [death v] to ((Death) + (1))\n\nwhen I receive [invisible v]\nset [invisible v] to [1]\nrepeat (3)\n change [ghost v] effect by (15)\nend\nwait (1.8) seconds\nset [invisible v] to [0]\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [powers v]\nforever\n if then\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nset rotation style [left-right v]\ngo to [front v] layer\nwait (3) seconds\nshow\nforever\n go to (main charectar v)\n if <<not <key (any v) pressed?>> and <(G_onGround) = [1]>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (walkcolor0001 v)\n end\nend\n\nwhen flag clicked\nset [death v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n if <(costume [number v]) = [6]> then\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n play sound [jump v] until done\n end\nend\n\nwhen I receive [die v]\nwait (0.2) seconds\nplay sound [Alien Creak1 v] until done\nwait (0.3) seconds\nchange [death v] by (1)\n\nplay sound [The among us walking sound effect2 v] until done\n\nwhen I receive [fast speed v]\nrepeat (90)\n create clone of (_myself_ v)\nend\n\nrepeat until \nend\n\n@detector3\n\nwhen flag clicked\nhide\nwait (2.2) seconds\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]>>\nset [canuseskipbutton v] to [1]\nbroadcast (powers v)\nset [faved v] to [0]\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (1 v)\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 switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved v] to [1]\n end\n end\n end\nend\ndelete this clone\n\nswitch costume to (1 v)\n\nbroadcast (show power v)\n\n@detector2\n\nwhen flag clicked\nhide\nwait (2.2) seconds\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]>>\nset [canuseskipbutton v] to [1]\nbroadcast (powers v)\nset [faved v] to [0]\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (1 v)\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 switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved v] to [1]\n end\n end\n end\nend\ndelete this clone\n\nswitch costume to (1 v)\n\nbroadcast (show power v)\n\n@detector4\n\nwhen I receive [favedandlikedforskip v]\nshow\nswitch costume to (2 v)\nreset timer\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\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nset [canuseskipbutton v] to [0]\nwait (1) seconds\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <<mouse down?> and <(CanUseSkipButton) = [1]>> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n if <<mouse down?> and <(CanUseSkipButton) = [0]>> then\n broadcast (FavedandLikedforskip v)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\n@Sprite7\n\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\nwhen flag clicked\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((205) + ((digits) * (12))) y: (158)\nforever\n if <(digits) > (length of (Death))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Death))\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-118) y: (157)\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((-126) + ((digits) * (12))) y: (159)\nforever\n if <(digits) > (length of (Level))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Level))\n end\nend\n\n@Sprite3\n\ngo to x: (-185) y: (160)\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (138) y: (160)\n\n@Sprite2\n\ngo to x: (-185) y: (160)\n\n@AnimatedCharectar3\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [7]> then\n Place Clone At [-97] [-93]\nend\nif <(Level) = [11]> then\n Place Clone At [100] [-93]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [-143] [-93]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (0)\nPatrolling Around\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (12)\n point in direction (90)\n change x by (10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (12)\n point in direction (-90)\n change x by (-10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Smasher\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [5]> then\n Place Clone At [206] [50]\nend\nif <(Level) = [6]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [9]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [13]> then\n Place Clone At [0] [50]\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nif <(Level) = [14]> then\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nSmash Down (y)\n\ndefine Smash Down (y)\nforever\n repeat until <touching (ground v)?>\n change y by (-2)\n end\n broadcast (PlaySmashSound v)\n wait (1) seconds\n repeat until <(y position) > (y)>\n change y by (5)\n end\nend\n\nwhen I receive [playsmashsound v]\nset volume to (50) %\nplay sound [crash metal v] until done\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (maincharacter v)?> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nset [level v] to [13]\n\nwait (1) seconds\nPlace Clone At [-200] [100]\nwait (0.1) seconds\nPlace Clone At [-115] [100]\nwait (0.1) seconds\nPlace Clone At [0] [100]\nwait (0.1) seconds\nPlace Clone At [115] [100]\nwait (0.1) seconds\nPlace Clone At [200] [100]\n\n@AnimatedCharectar2\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [101] [-90]\nend\nif <(Level) = [6]> then\n Place Clone At [100] [-93]\nend\nif <(Level) = [8]> then\n Place Clone At [-74] [-10]\nend\nif <(Level) = [10]> then\n Place Clone At [-20] [-90]\n Place Clone At [100] [-90]\nend\nif <(Level) = [15]> then\n Place Clone At [-122] [-93]\n Place Clone At [0] [-93]\n Place Clone At [122] [-93]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (pick random (25) to (75))\nPatrolling Around\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Sprite1\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nStart Laser Again\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (333) layers\ngo to x: (x) y: (y)\nset [timer v] to [0]\nforever\n set pen color to (#e46634)\n set pen size to (1)\n erase all\n pen down\n repeat (10)\n change y by (250)\n change y by (-250)\n change pen size by (4)\n wait (0.1) seconds\n change [timer v] by (1)\n end\n if <(timer) > [15]> then\n broadcast (Stop Laser v)\n delete this clone\n end\nend\n\nwhen I receive [reset v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Start Laser Again\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [0] [103]\nend\nif <(Level) = [5]> then\n Place Clone At [2] [103]\nend\nif <(Level) = [12]> then\n Place Clone At [0] [103]\n Place Clone At [-115] [103]\n Place Clone At [115] [103]\nend\nif <(Level) = [14]> then\n Place Clone At [0] [103]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [stop laser v]\nstop [other scripts in sprite v]\nerase all\nwait (1.5) seconds\nbroadcast (Start Laser Again v)\n\nwhen I receive [start laser again v]\nStart Laser Again\n\nwhen I start as a clone\nset volume to (50) %\nforever\n wait (0.5) seconds\n play sound [zap sound v] until done\n wait (0.5) seconds\nend\n\nhide\nset [x v] to [-99999]\n\nwhen I start as a clone\n\nsay [Hello!] for (2) seconds\n\nPlace Clone At [-115] [103]\nPlace Clone At [115] [103]\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [backward v] (333) layers\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [2]> then\n Place Clone At [-2] [35]\nend\nif <(Level) = [4]> then\n Place Clone At [-30] [-33]\n Place Clone At [141] [104]\nend\nif <(Level) = [11]> then\n Place Clone At [0] [-66]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [62] [30]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Trampoline\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Place Clone At [20] [-90]\nend\nif <(Level) = [2]> then\n Place Clone At [-117] [-90]\nend\nif <(Level) = [8]> then\n Place Clone At [-65] [-10]\nend\nif <(Level) = [9]> then\n Place Clone At [139] [-90]\nend\nif <(Level) = [16]> then\n Place Clone At [139] [-90]\n Place Clone At [60] [-90]\n Place Clone At [-10] [-90]\n Place Clone At [-70] [-90]\n Place Clone At [-140] [-90]\nend\nhide\nset [x v] to [-9999]\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (trampoline1 v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (main charectar v)?> then\n broadcast (bounce v)\n repeat (8)\n next costume\n end\n switch costume to (trampoline1 v)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (join [costume] (Level))\nend\n\nif <(Level) < [11]> then\n switch costume to (Level)\nend\n\n
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Welcome to Among Us Platformer!\nEVERY level is possible.\nCan you make it?\n\nLet me know if you do. \n- Have fun!\n\n\n\n
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Mario's PONG Platformer #Games #Mario #Platformer #All
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@Stage\n\nwhen flag clicked\nforever\n play sound [Original Tetris theme \(Tetris Soundtrack\) v] until done\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Level) = [17]>\nstop [other scripts in sprite v]\nbroadcast (detect v)\nforever\n play sound [Super Mario Bros v] until done\nend\n\nwhen I receive [detect v]\nwait until <(Level) = [18]>\nstop [other scripts in sprite v]\nforever\n play sound [Super Mario Bros \(NES\) Music - Ending Theme v] until done\nend\n\n@Mario\n\nwhen flag clicked\ngo to [back v] layer\nset rotation style [left-right v]\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nspawn\nforever\n physics <touching (platforms v)?>\nend\n\ndefine physics <touch>\nclear graphic effects\nchange [yv v] by (-1)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (0.9)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-0.9)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (moving platform 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 [14]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <mouse down?>> and <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n start sound [smb_jump-small v]\n change [yv v] by (14)\nend\nchange y by (1)\nif <(x position) > [230]> then\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<<touching (boss 1 v)?> or <<touching (spikes v)?> or <touching (enemies v)?>>> or <(y position) < [-175]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine spawn\ngo to x: (-209) y: (21)\n\nwhen [m v] key pressed\n\nwhen [l v] key pressed\n\nwhen I receive [door v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [level v] by (1)\ngo to x: (-200) y: (-135)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (physic v)\n\nwhen I receive [physic v]\nforever\n physics <>\nend\n\nswitch costume to (pixil-frame-0 \(5\)2 v)\n\nwhen I receive [save mario v]\nstop [other scripts in sprite v]\nwait (.2) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\nend\nwait (.1) seconds\nrepeat (10)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (stand v)\nforever\n physics <>\nend\n\nwhen flag clicked\nswitch costume to (pixil-frame-0 \(2\) v)\n\nswitch costume to (pixil-frame-0 \(2\)2 v)\n\n@Platforms\n\nwhen flag clicked\nforever\n switch costume to (join [level] (Level))\nend\n\n@Txt engine\n\ndefine Txt Engine || (text) || Effects Cl (cl) Br (br) Position (x) (y) Distance (distance) Size (size) Delay (delay)\nhide\nset [color v] effect to (cl)\nset [brightness v] effect to (br)\ngo to x: (x) y: (y)\ndelete all of [data v]\nadd (text) to [data v]\nadd (distance) to [data v]\nadd (size) to [data v]\nadd [1] to [data v]\nrepeat (length of (text))\n set size to (size) %\n switch costume to (letter (item (4) of [data v]) of (text))\n stamp\n change x by (distance)\n replace item (4) of [data v] with ((item (4) of [data v]) + (1))\n wait (delay) seconds\nend\n\nwhen flag clicked\nset [level v] to [1]\nerase all\nTxt Engine || [hello nice to meet you] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nwait until <(Level) = [2]>\nerase all\nTxt Engine || [we are going on a quest] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nwait until <(Level) = [3]>\nerase all\nTxt Engine || [to turn back into mario] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nwait until <(Level) = [4]>\nerase all\nTxt Engine || [you can wall jump] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nwait until <(Level) = [5]>\nerase all\nTxt Engine || [ lets go now] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nwait until <(Level) = [6]>\nerase all\nTxt Engine || [ avoid spikes!!] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nwait until <(Level) = [7]>\nerase all\nwait until <(Level) = [10]>\nerase all\nTxt Engine || [ take a ride!!] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nwait until <(Level) = [12]>\nerase all\nwait until <(Level) = [16]>\nerase all\nTxt Engine || [ almost there!] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nwait until <(Level) = [17]>\nerase all\nTxt Engine || [ boss!!!!] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nTxt Engine || [ space for fireball] || Effects Cl [0] Br [100] Position [-220] [30] Distance [20] Size [500] Delay []\nwait until <(Level) = [18]>\nerase all\nTxt Engine || [you saved mario!!!!!] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\nbroadcast (save mario v)\nwait (2) seconds\nerase all\nTxt Engine || [follow me for part 2!] || Effects Cl [0] Br [100] Position [-220] [86] Distance [20] Size [500] Delay []\n\n@spikes\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nswitch costume to (costume1 v)\nshow\nwait until <(Level) = [7]>\nnext costume\nwait until <(Level) = [8]>\nnext costume\nwait until <(Level) = [9]>\nnext costume\nwait until <(Level) = [10]>\nnext costume\nwait until <(Level) = [11]>\nnext costume\nwait until <(Level) = [12]>\n\nchange [level v] by (1)\n\n@moving platform\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Level) = [10]>\ngo to x: (0) y: (0)\nshow\nbroadcast (move v)\nwait until <(Level) = [11]>\nstop [other scripts in sprite v]\nhide\ngo to x: (0) y: (0)\nshow\nbroadcast (move v)\nwait until <(Level) = [12]>\nstop [other scripts in sprite v]\nhide\nhide\ngo to x: (-8) y: (-68)\nshow\nbroadcast (move 2 v)\nwait until <(Level) = [13]>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [15]>\nstop [other scripts in sprite v]\nhide\nhide\nhide\ngo to x: (-7) y: (-69)\nshow\nbroadcast (move3 v)\nwait until <(Level) = [16]>\nstop [other scripts in sprite v]\nhide\nwait until <(Level) = [17]>\nstop [other scripts in sprite v]\nhide\ngo to x: (-17) y: (116)\nshow\nbroadcast (move 4 v)\nwait until <(Level) = [18]>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [move v]\nforever\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n glide (1) secs to x: (192) y: (0)\n wait (1) seconds\nend\n\nwhen I receive [move 2 v]\nforever\n glide (1) secs to x: (-8) y: (-68)\n wait (1) seconds\n glide (1) secs to x: (120) y: (-68)\n wait (1) seconds\nend\n\nwhen I receive [move3 v]\nforever\n glide (1) secs to x: (302) y: (-69)\n wait (1) seconds\n glide (1) secs to x: (-7) y: (-69)\n wait (1) seconds\nend\n\nwhen I receive [move 4 v]\nforever\n glide (1) secs to x: (173) y: (116)\n wait (1) seconds\n glide (1) secs to x: (-17) y: (116)\n wait (1) seconds\nend\n\n@key\n\ndefine smooth glide to (y) (speed)\nif <(y) < (x position)> then\n repeat until <((x position) - (1)) < (y)>\n change x by (((y) - (x position)) / (speed))\n end\n set x to (y)\nelse\n repeat until <(y) < ((x position) - (-1))>\n change x by (((y) - (x position)) / (speed))\n end\n set x to (y)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [key collected v]\nshow\nstart sound [recording1 v]\nsmooth glide to ([x position v] of [mario v]) [3]\nforever\n if <([direction v] of [mario v]) = [90]> then\n smooth glide to (([x position v] of [mario v]) - (30)) [3]\n repeat until <not <([direction v] of [mario v]) = [90]>>\n set x to (([x position v] of [mario v]) - (30))\n end\n else\n smooth glide to (([x position v] of [mario v]) - (-30)) [3]\n repeat until <not <([direction v] of [mario v]) = [-90]>>\n set x to (([x position v] of [mario v]) - (-30))\n end\n end\nend\n\nwhen I receive [key open v]\nstop [other scripts in sprite v]\nhide\n\n@Door\n\nwhen flag clicked\nset [boss health v] to [3]\nhide\nswitch costume to (door v)\nwait (1) seconds\ngo to [back v] layer\nwait until <(Level) = [16]>\nshow\ngo to x: (186) y: (-128)\nwait until <touching (mario v)?>\nhide\nbroadcast (door v) and wait\nwait until <(Level) = [17]>\nshow\nswitch costume to (keydoor v)\nwait until <<touching (mario v)?> and <(boss health) < [1]>>\nswitch costume to (keydoor2 v)\nbroadcast (key open v)\nwait (.1) seconds\nhide\nbroadcast (door v) and wait\n\n@Boss 1\n\nwhen flag clicked\ngo to x: (53) y: (-117)\nhide\nwait (1) seconds\nset [boss health v] to [22]\nwait until <(Level) = [17]>\nswitch costume to (pixil-frame-0 \(5\) v)\ncreate clone of (_myself_ v)\nshow\nbroadcast (glide v)\nforever\n set [x v] to (x position)\n set [y v] to (y position)\n if <(boss health) < [1]> then\n broadcast (key collected v)\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\n\nif <([x position v] of [mario v]) > (x)> then\n move (5) steps\nelse\n move (-5) steps\nend\nwait (1) seconds\n\nswitch costume to (hitbox v)\nforever\n go to [front v] layer\n go to x: (x) y: (y)\n show\n if <touching (mario v)?> then\n change [boss health v] by (-1)\n wait until <not <touching (mario v)?>>\n end\nend\n\nwhen I receive [glide v]\nforever\n glide (pick random (0.1) to (1)) secs to x: (pick random (-200) to (200)) y: (-117)\n wait (pick random (0.1) to (3)) seconds\nend\n\nwhen I start as a clone\nhide\n\n@health bar\n\nwhen flag clicked\nhide\nwait (1) seconds\nset [boss health v] to [22]\nwait until <(Level) = [17]>\nshow\nstart sound [smb_powerup v]\nrepeat until <(boss health) < [1]>\n go to x: ([x position v] of [boss 1 v]) y: (([y position v] of [boss 1 v]) + (67))\n switch costume to ((1) + (boss health))\nend\nhide\n\n@fireball\n\nwhen flag clicked\nhide\nwait (1) seconds\nset [boss health v] to [22]\nwait until <(Level) = [17]>\nshow\ngo to [back v] layer\nhide\nbroadcast (ticckkk v)\nt\n\ngo to x: ([x position v] of [boss 1 v]) y: (([y position v] of [boss 1 v]) + (67))\n\ngo to (boss 1 v)\n\ndefine t\nrepeat until <(boss health) < [1]>\n wait until <key (space v) pressed?>\n go to (mario v)\n show\n wait (pick random (0.02) to (0.01)) seconds\n go to (mario v)\n start sound [smb_fireball2 v]\n if <([direction v] of [mario v]) = [90]> then\n go to (mario v)\n repeat until <touching (_edge_ v)?>\n change x by (pick random (8) to (10))\n if <touching (boss 1 v)?> then\n change [boss health v] by (-1)\n hide\n t\n end\n end\n else\n go to (mario v)\n repeat until <touching (_edge_ v)?>\n change x by (pick random (-8) to (-10))\n if <touching (boss 1 v)?> then\n change [boss health v] by (-1)\n hide\n t\n end\n end\n end\n hide\nend\n\nwhen I receive [ticckkk v]\nforever\n turn right (15) degrees\nend\n\n@enemies\n\nwhen flag clicked\nhide\nwait (1) seconds\nset [boss health v] to [22]\nwait until <(Level) = [17]>\nshow\nrepeat until <(boss health) < [1]>\n hide\n wait (pick random (3) to (8)) seconds\n go to (boss 1 v)\n show\n start sound [smb_fireworks v]\n if <(x position) > ([x position v] of [mario v])> then\n switch costume to (costume2 v)\n repeat until <touching (_edge_ v)?>\n move (pick random (-5) to (-8)) steps\n end\n else\n switch costume to (costume1 v)\n repeat until <touching (_edge_ v)?>\n move (pick random (5) to (8)) steps\n end\n end\nend\nhide\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Level) = [17]>\nwait until <(boss health) < [1]>\nstop [other scripts in sprite v]\nhide\n\n@thumb\n\nwhen [timer v] > (TiMeR ☻)\nforever\n reset timer\nend\n\ndefine TiMeR ☻ + (t)\nset [timer ☻ v] to ((t) + (timer))\nset [ghost v] effect to (500)\n\nwhen flag clicked\nforever\n TiMeR ☻ + (timer)\nend\n\nwhen [timer v] > (TiMeR ☻)\nbroadcast (thumb v)\n\n
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[ Mario's PONG Platformer ]\nby @dwseoh127\n\n➠ Mario became a pong character and you must help him become the original mario. arrow keys to move!\n➠ There's a boss and you can defeat him with fire-balls (space key)\n\nEnjoy!\n\n\n\n\nCredits:\n- Level Up for inspiration\n- Me for pixel art (pixilart)\n- Mario, Tetris For Music
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☀Summer☀platformer
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@Stage\n\nwhen flag clicked\nstart sound [Nebula v]\n\n@スプライト1\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4.7)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\ngo to [front v] layer\ngo to x: (-198) y: (66)\nset [上座標j v] to [0]\nset [変数 v] to [0]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n change [上座標j v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [上座標j v] by (-1)\n end\n set [上座標j v] to ((上座標j) * (0.89))\n change x by (上座標j)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change x by ((上座標j) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [jump3 v]\n set [変数 v] to [10]\n if <[0] < (上座標j)> then\n set [上座標j v] to [-7]\n else\n set [上座標j v] to [7]\n end\n else\n set [上座標j v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト2 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [ぴょーん v]\n set [変数 v] to [15]\n end\n end\n change y by (1)\n change [変数 v] by (-1)\n change y by (変数)\n if <touching (スプライト2 v)?> then\n change y by ((変数) * (-1))\n set [変数 v] to [0]\n end\n if <<<(y position) < [-170]> or <touching (針 v)?>> or <<not <touching (☀ v)?>> and <touching color (#ff0000)?>>> then\n 死\n end\n if <[235] < (x position)> then\n go to x: (-195) y: (-44)\n broadcast (次 v)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player \(1\)2 v)\n else\n switch costume to (player \(1\) v)\n end\nend\n\ndefine 死\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [Roblox Death Sound - OOF Sound Effect v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-199) y: (-60)\ngo [forward v] (3) layers\n\n@スプライト2\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@針\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@スプライト3\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (348) y: (122)\nrepeat until <[0] > (x position)>\n change x by (-1)\nend\ncreate clone of (_myself_ v)\nrepeat until <[-350] > (x position)>\n change x by (-1)\nend\ndelete this clone\n\n@maguma\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\n@☀\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-225) y: (150)\nshow\nforever\n turn right (0.2) degrees\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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4ページに載ったよ\nhttps://scratch.mit.edu/projects/534047629/\nこっちもやってみてね\n\nnew game\n♥ and ★ and follow me\n
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SPACE ADVENTURE a multiplayer platformer! #Games #Games #Games #Games #Games #Games #Games #All
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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 [Danimal Cannon & Zef - Chronos v] until done\nend\n\nplay sound [Alan Walker - Force v] until done\n\n@blank\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Player \n\nwhen I receive [begin v]\nshow\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\n \n if <(Chat) = <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\npoint in direction (90)\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nif <not <touching (water v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\nelse\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\nend\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\n\ndefine Game - Die\nset [exit v] to []\nPosition Player\nstart sound [Hurt v]\npoint in direction (90)\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nshow\nif <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\nend\nif <<<(mouse x) < ((x position) + (-10))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<((x position) + (10)) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nchange [in air v] by (1)\n\nchange [in air v] by (1)\n\ndefine Position Player\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [in air v] to [0]\nset [exit v] to []\n\nwhen flag clicked\nset [checkpoint x v] to [-21]\nset [checkpoint y v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nmove (10) steps\n\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\n\nforever\n\nif <(LEVEL) = [2]> then\n set [checkpoint x v] to [-21]\n set [checkpoint y v] to [0]\n set [y v] to [0]\n set [x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (normal3 v)\n end\nend\n\nhide\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n show\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [560] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to [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\nClone at x: [560] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED_MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\nchange [collected_max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\nset [collected v] to [0]\nset [collected_max v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [149] y: [42]\n Clone at x: [345] y: [20]\n Clone at x: [985] y: [100]\n Clone at x: [1300] y: [100]\n Clone at x: [1910] y: [10]\n Clone at x: [4861] y: [-30]\n Clone at x: [4925] y: [-30]\nelse\nend\nset [collectables: x v] to [-9999999999]\n\ndelete this clone\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (You win!!! v)\n hide\n set [exit: x v] to [999999999999999]\n set [exit: y v] to [999999999999999]\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 (costume1 v)\n Clone at x: [5554] y: [288]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [3000] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\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)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nwhen I receive [open portal v]\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\nset [exit v] to [win]\n\n@Chat\n\nwhen I start as a clone\nshow\nswitch costume to (effet v)\nset [ghost v] effect to (20)\nset size to (12) %\nrepeat (20)\n change size by (-0.7)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nstart sound [Disconnect v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Checkpoints\n\nwhen I start as a clone\n\nwhen I start as a 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\nset size to (100) %\n\ngo to [back v] layer\n\ndefine Clone at x: (x) y: (y)\nchange [check points number# v] by (1)\nset [@x v] to (x)\nset [@y v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nshow\nswitch costume to (off v)\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (@x)\n set [checkpoint y v] to (@y)\n end\n if <<(@x) = (CHECKPOINT X)> and <(@y) = (CHECKPOINT Y)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen I receive [play game v]\n\nset [check id v] to [1]\n\nif <(check id) = [1]> then\n\nwhen flag clicked\nset [check points number# v] to [0]\nset [@x v] to [1]\nset [@y v] to [-13]\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\n\nwhen I receive [play game v]\nswitch costume to (blankkk v)\n\nwhen flag clicked\n\nwhen flag clicked\nset [@x v] to [1]\nset [@y v] to [-13]\nwait (.009) seconds\nClone at x: [2688] y: [141]\nswitch costume to (blankkk v)\n\nwhen flag clicked\n\nset [@x v] to (x)\nset [@y v] to (y)\n\ncreate clone of (_myself_ v)\n\npos [] []\n\nset [:done v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (blankkk v)\n\ncreate clone of (_myself_ v)\n\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\n\nrepeat (10)\n\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\nwait (.007) seconds\nClone at x: [1] y: [-13]\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nforever\n wait (0.07) seconds\n if <(checkpoint mode) = [1]> then\n if <(costume [number v]) = [3]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n else\n if <(costume [number v]) = [1]> then\n switch costume to (on2 v)\n else\n switch costume to (off2 v)\n end\n end\nend\n\nset size to (100) %\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n set [_checkpoint v] to (checkpoint #)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to ((y) + (100))\n end\n if <(_checkpoint) = (checkpoint #)> then\n set [checkpoint mode v] to [1]\n else\n set [checkpoint mode v] to [0]\n end\nend\n\nwait (.011) seconds\nClone at x: [1239] y: [124]\n\nwait until <(x) > [1219]>\n\nset [@x v] to (x)\nset [@y v] to (y)\n\nset [check id v] to [1]\n\nset [check id v] to [1]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [you win!!! v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [this script v]\n\n
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------------------------instructions--------------------\nUse arrow keys to move \nif using phone or ipad l have made mobile controls \nso it should be okay!\npush the chat button to chat with online people\n10 is the max amount of players so if the server \nis full go to server 2! \nhttps://scratch.mit.edu/projects/536295386/\nthis is a multiplayer platformer so it might lag sorry.\nplease love fav and follow! l would appreciate it!\nAnd new scratchers cant do multiplayer.\n\n\n\n\n\n\n\n\n\n\n\n\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 "space games are fun"
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☁ Mystic Forest - Multiplayer Scrolling Platformer #All #Games All Games
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@Stage\n\n@@Blank\n\n@@Other_Players\n\ndefine begin decode of (encode)\nset [encoded 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 (Encoded)) (letter ((letter #) + (1)) of (Encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\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\nsay (Value)\nvalue=read from encode\nvalue=read from encode\nset x to ((Value) - (Scroll X))\nset [x v] to (Value)\nbroadcast (x v)\nvalue=read from encode\nset y to ((Value) - (Scroll Y))\nbroadcast (y v)\nset [y v] to (Value)\nif <<<(y position) < [-170]> or <[170] < (y position)>> or <<(x position) < [-230]> or <[230] < (x position)>>> then\n set rotation style [all around v]\n set size to (40) %\n say []\n switch costume to (arrow v)\n point towards (@blank v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (((((80) * (2)) + (40)) / (2)) + (80))))\n if on edge, bounce\nelse\n set size to (100) %\n go to [front v] layer\n set rotation style [left-right v]\n switch costume to (costume2 v)\nend\nvalue=read from encode\n\n\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (Value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (Value)) = (Last Value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [x v]\n\n\nwhen flag clicked\nwait (3) seconds\n\n\n\nforever\n if <(round ((Value) - (Scroll X))) > [150]> then\n switch costume to (a1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [forward v] (4) layers\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@@End_Star\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\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 (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n wait until <not <touching (@player v)?>>\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script 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 (str v)\n CLONE [2562] [1742]\nend\nset [x v] to [-99999]\n\nswitch costume to (red2 v)\n\nwhen I receive [die player v]\n\nhide\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\nforever\n if <touching (@player v)?> then\n broadcast (WINNNSSSSS!!!! v)\n delete this clone\n end\n wait until <not <touching (@player v)?>>\nend\n\nif <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n\nset size to (110) %\n\nwhen flag clicked\nset [coins v] to [0]\n\n@@Shop_Buy\n\nwhen I receive [shop v]\nglide (.3) secs to x: (0) y: (-120)\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n change [yoyo v] by (1)\n hide\n end\nend\n\nwhen I receive [shop v]\nglide (.5) secs to x: (0) y: (-120)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (-120)\nforever\n go to [front v] layer\nend\n\nwhen I receive [yyeyszdf v]\nshow\nforever\n if <<<<mouse down?> and <touching (mouse-pointer v)?>> and <<(COINS) > [30]> or <(COINS) = [30]>>> and <(costume [number v]) = [1]>> then\n switch costume to (costume2 v)\n set [jumpboost v] to [21]\n set [coins v] to ((COINS) - (30))\n end\nend\n\n@@Collectable_Life\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\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 (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n wait until <not <touching (@player v)?>>\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script 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 (life v)\n CLONE [1105] [1470]\nend\nset [x v] to [-99999]\n\nswitch costume to (red2 v)\n\nwhen I receive [die player v]\n\nhide\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\nforever\n if <touching (@player v)?> then\n change [lives v] by (1)\n delete this clone\n end\n wait until <not <touching (@player v)?>>\nend\n\nif <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n\nset size to (110) %\n\nwhen flag clicked\nset [coins v] to [0]\n\n@@Player\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]\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 (@platform 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\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 <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-1.6)\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 (1.6)\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) < [4]> then\n set [sy v] to (JumpBoost)\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 <[2649] < (Scroll X)> then\n set [scroll x v] to [2649]\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\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine Test Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (@platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (@platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-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 (@platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\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 broadcast (joined v)\nelse\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (Encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (Encoded) [00])\n\nwhen I receive [green flag v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(Exit) > []>\n Tick\n broadcast (tick v)\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 [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (X) to encoded\nwrite (Y) to encoded\nset cloud # (My Player #) to (Encoded)\n\nwhen flag clicked\nset [jumpboost v] to [16]\n\nwhen I receive [green flag v]\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\nend\n\n@@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (10)\n go to [front v] layer\nend\n\n@@Shop_Interface\n\nwhen flag clicked\ngo to [front v] layer\nset [yoyo v] to [0]\ngo to x: (0) y: (-300)\nhide\n\nwhen I receive [shop v]\nswitch costume to (shop v)\nshow\nglide (.3) secs to x: (0) y: (-120)\nbroadcast (yyeyszdf v)\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n change [yoyo v] by (1)\n glide (.3) secs to x: (0) y: (-300)\n hide\n end\nend\n\n@@Shop_Button\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [112]>\n change size by (2)\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (SHOP v)\n end\nend\n\n@@Platform_Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\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 (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n wait until <not <touching (@player v)?>>\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script v]\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n CLONE [-50] [45]\n CLONE [890] [45]\n CLONE [1808] [45]\n CLONE [2136] [45]\n switch costume to (level 2 1 v)\n CLONE [2384] [850]\n switch costume to (level 2 2 v)\n CLONE [1252] [850]\n switch costume to (level 3 2 v)\n CLONE [972] [1288]\n switch costume to (level 3 3 v)\n CLONE [1210] [1330]\n switch costume to (level 3 4 v)\n CLONE [2440] [1591]\n switch costume to (level 3 1 v)\n CLONE [1754] [1502]\nend\nset [x v] to [-99999]\n\nwhen I receive [die player v]\n\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\n\nbroadcast (JUMP~ v)\ndelete this clone\n\nbroadcast (-1 Life v)\n\nSmooth Gliding ((startx) - (80))\nSmooth Gliding (startx)\n\nforever\n if <touching (@player v)?> then\n if <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n change [sy v] by (50)\n else\n repeat until <not <touching (@player v)?>>\n change [sx v] by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [backward v] (1) layers\nend\n\n@@Connecting_Art\n\nwhen flag clicked\nset [@c v] to [1]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\ngo to x: (143) y: (150)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat (40)\n change y by (((130) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nswitch costume to (connected v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (16)\nend\nforever\n stop [this script v]\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (16)\nend\nforever\n stop [this script v]\nend\n\nwhen flag clicked\nrepeat (5)\n go to [front v] layer\nend\n\n@@Text Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\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 (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n wait until <not <touching (@player v)?>>\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script 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 (1a v)\n CLONE [100] [100]\n next costume\n CLONE [536] [100]\n next costume\n CLONE [2649] [250]\n next costume\n CLONE [995] [1298]\nend\nset [x v] to [-99999]\n\nwhen I receive [die player v]\n\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\n\nbroadcast (JUMP~ v)\ndelete this clone\n\nbroadcast (-1 Life v)\n\nSmooth Gliding ((startx) - (80))\nSmooth Gliding (startx)\n\nforever\n if <touching (@player v)?> then\n if <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n change [sy v] by (50)\n else\n repeat until <not <touching (@player v)?>>\n change [sx v] by (-2)\n end\n end\n end\nend\n\n@@Robot_Trampoline\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\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 (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n wait until <not <touching (@player v)?>>\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script v]\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n CLONE [2650] [250]\nend\nset [x v] to [-99999]\n\nwhen I receive [die player v]\n\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nwhen I start as a clone\nforever\n Smooth Gliding ((startx) - (80))\n Smooth Gliding (startx)\nend\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\nforever\n if <touching (@player v)?> then\n if <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n change [sy v] by (50)\n else\n end\n end\nend\n\nbroadcast (JUMP~ v)\ndelete this clone\n\nbroadcast (-1 Life v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@@Platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (11 v)\nif <(Level) = [1]> then\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 [400]\n Clone At X [-360] Y [400]\n Clone At X [-360] Y [0]\n Clone At X [-400] Y [0]\n Clone At X [-400] 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 [100]\n Clone At X [360] Y [100]\n Clone At X [-360] Y [200]\n Clone At X [360] Y [200]\n Clone At X [360] Y [200]\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 flag clicked\nswitch costume to (11 v)\n\nbroadcast (SETUP v)\n\nClone At X [2214] Y [100]\n\nClone At X [460] Y [0]\n\nClone At X [180] Y [-370]\n\nswitch costume to (11 v)\n\nswitch costume to (1 1 v)\nswitch costume to (1 2 v)\nswitch costume to (1 3 v)\nswitch costume to (1 4 v)\nswitch costume to (1 6 v)\nswitch costume to (1 5 v)\nswitch costume to (1 7 v)\nswitch costume to (1 8 v)\n\nswitch costume to (1 9 v)\n\nswitch costume to (1 11 v)\n\nClone At X [-400] Y [0]\n\nwhen flag clicked\ngo to [back v] layer\n\n@@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\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 (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n wait until <not <touching (@player v)?>>\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script 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 (coin v)\n CLONE [100] [-10]\n CLONE [170] [-10]\n CLONE [700] [-10]\n CLONE [770] [-10]\n CLONE [840] [-10]\n CLONE [910] [-10]\n CLONE [1050] [-10]\n CLONE [1190] [-10]\n CLONE [1260] [-10]\n CLONE [1489] [115]\n CLONE [1629] [115]\n CLONE [2200] [-10]\n CLONE [2218] [770]\n CLONE [2218] [770]\n CLONE [2148] [770]\n CLONE [2078] [770]\n CLONE [2008] [770]\n CLONE [1938] [770]\n CLONE [800] [1228]\n CLONE [680] [1228]\n CLONE [740] [1228]\n CLONE [1283] [1506]\n CLONE [1327] [1506]\n CLONE [1375] [1506]\nend\nset [x v] to [-99999]\n\nswitch costume to (red2 v)\nCLONE [600] [-20]\n\nwhen I receive [die player v]\n\nhide\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\nforever\n if <touching (@player v)?> then\n change [coins v] by (1)\n delete this clone\n end\n wait until <not <touching (@player v)?>>\nend\n\nif <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n\nset size to (110) %\n\nwhen flag clicked\nset [coins v] to [0]\n\n@@You_Win\n\nwhen flag clicked\nhide\n\nwhen I receive [winnnsssss!!!! v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat (50)\n go to [front v] layer\n switch costume to (blank v)\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (40))\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (0)\n go to [front v] layer\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\nend\n\n@@Your_Lives\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (Lives)\nend\n\nwhen I receive [die player v]\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [ded v]\nhide\n\nwhen flag clicked\nset [lives v] to [2]\n\nwhen flag clicked\nforever\n if <(Lives) = [0]> then\n set [lives v] to [2]\n broadcast (GREEN FLAG v)\n end\nend\n\n@@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\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 (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script 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 (red1 v)\n CLONE [500] [-11]\n switch costume to (yellow 1 v)\n CLONE [2085] [-10]\n switch costume to (red1 v)\n CLONE [1300] [770]\n switch costume to (yellow 1 v)\n CLONE [592] [865]\n switch costume to (yellow 1 v)\nend\nset [x v] to [-99999]\n\nwhen I receive [die player v]\n\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nwhen I start as a clone\nforever\n Smooth Gliding ((startx) - (80))\n Smooth Gliding (startx)\nend\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\nforever\n if <touching (@player v)?> then\n if <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n change [coins v] by (5)\n change [sy v] by (35)\n broadcast (JUMP~ v)\n delete this clone\n else\n repeat until <not <touching (@player v)?>>\n change [sx v] by (-6)\n end\n change [lives v] by (-1)\n wait until <not <touching (@player v)?>>\n end\n end\nend\n\nbroadcast (-1 Life v)\n\n@@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\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]\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@@Coin_Display\n\n@@Coin_Number\n\nwhen flag clicked\nset size to (60) %\nhide\nset [x position of numbers v] to [150]\nset [the number v] to [1]\nset [maximum length v] to [5]\nset [width between numbers v] to [22]\ngo to x: (x position of numbers) y: (135)\nrepeat (maximum length)\n set [the number v] to (COINS)\n create clone of (_myself_ v)\n change x by (width between numbers)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (COINS))\n if <(letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (COINS)) = []> then\n hide\n else\n show\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n set volume to (30) %\n play sound [Vexento - Happy Robot v] until done\nend\n\n@@extra\n\nwhen flag clicked\nhide\nadd [-VOLCAN-] to [bannedlist v]\nadd [FreshMarshPuff] to [bannedlist v]\nadd [Dregyptson] to [bannedlist v]\nbroadcast (ban v)\n\nwhen I receive [ban v]\nforever\n if <[bannedlist v] contains (username)?> then\n go to [front v] layer\n show\n forever\n stop [other scripts in sprite v]\n end\n else\n hide\n end\nend\n\nadd [RyhamTEST] to [bannedlist v]\n\ndelete all of [bannedlist v]\n\nwhen flag clicked\n\n
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✦✦ Mystic Forest ✦✦ \n ✿ Multiplayer Scrolling Platformer ✿ \n\n★How To Play:★\n ➜ Arrow keys or mobile to move\n ➜ Jump on critters to defeat them\n ➜ Try to keep all your lives do not die\n ➜ Collect coins and use them in the shop\n ➜ Play with your friends in multiplayer, who will win!\n ➜ Get to the end star to win. If you want to keep \n playing press space or click\n \n Make Sure to ❤️ and ⭐ for more fun games\n\nMore Info:\n ✔ Must be a scratcher to play multiplayer \n ✔ The maximum players is 8 if full you will not be seen\n\nPlease No Advertising\n\nMake sure to follow me @Ryham301\n\nHave Fun!\n\nCredits:\nMe For art\nStratfordJames for art\n0014049 for moving\nGriffpatch for multiplayer and scrolling engines\nAll art inspired my Super Phantom Cat 2 \nMusic Happy Robot \n\nTags: \n\n#StratfordJames for the Idea And so much help and stuff TYSM\n\n\n
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Fallout Survivor - A Platformer
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@Stage\n\nwhen flag clicked\nset [in game v] to [0]\nset [level v] to [1]\nset [act lock v] to [1]\nset [stage v] to [intro]\nswitch backdrop to (intro v)\nwait until <(Stage) = [menu]>\nswitch backdrop to (menu v)\nforever\n if <(In game) = [1]> then\n switch backdrop to (sky v)\n else\n if <(Stage) = [menu]> then\n switch backdrop to (menu v)\n end\n if <(Stage) = [help]> then\n switch backdrop to (join [help] (help slide #))\n end\n end\nend\n\nwhen [space v] key pressed\nif <(Stage) = [help]> then\n broadcast (Help fader v)\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Stage) = [menu]>\nforever\n play sound [Background music \(stock.adobe.com\) v] until done\n set volume to (30) %\nend\n\n@Story\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I start as a clone\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait until <(In game) = [1]>\ndelete this clone\n\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [story v]\nswitch costume to (1 v)\nrepeat (11)\n create clone of (_myself_ v)\n wait (1) seconds\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n next costume\nend\nset [next stage v] to [play]\nbroadcast (Fader v)\n\n@Hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (50) %\n\nwhen flag clicked\nforever\n change y by (speedY)\n if <<touching (platform v)?> or <touching (spikes v)?>> then\n if <touching (spikes v)?> then\n broadcast (Die v)\n end\n set [in jump v] to [0]\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(jump lock) = [0]> then\n if <key (up arrow v) pressed?> then\n set [in jump v] to [1]\n set [speedy v] to [15]\n set [jump lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [jump lock v] to [0]\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nforever\n if <(Act lock) = [0]> then\n if <key (right arrow v) pressed?> then\n change [speedx v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-1)\n end\n else\n set [speedx v] to [0]\n end\n change x by (speedX)\n if <<touching (platform v)?> or <touching (spikes v)?>> then\n if <touching (spikes v)?> then\n broadcast (Die v)\n end\n if <(Act lock) = [0]> then\n if <key (up arrow v) pressed?> then\n if <(speedX) > [0]> then\n set [speedx v] to [-13]\n else\n set [speedx v] to [13]\n end\n set [speedy v] to [10]\n else\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n end\n end\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <(In game) = [1]> then\n if <(x position) > [250]> then\n if <(Level) = [35]> then\n set [act lock v] to [1]\n broadcast (End v)\n else\n go to x: (-200) y: (0)\n set [speedy v] to [0]\n set [speedx v] to [0]\n change [level v] by (1)\n broadcast (Next stage v)\n end\n end\n end\nend\n\nwhen I receive [die v]\ngo to x: (-200) y: (0)\nset [speedy v] to [0]\nset [speedx v] to [0]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nshow\nforever\n if <(Movement) = [walk]> then\n set [custome counter v] to [0]\n repeat (8)\n if <(Movement) = [walk]> then\n change [custome counter v] by (1)\n wait (0.05) seconds\n end\n end\n end\n if <(In game) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to (hitbox v)\n if <(Act lock) = [0]> then\n if <(in jump) = [1]> then\n set [movement v] to [j]\n else\n if <<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(jump lock) = [0]>> and <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>>> then\n set [movement v] to [walk]\n else\n set [movement v] to [none]\n end\n end\n if <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n set [left/right v] to [l]\n end\n if <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> then\n set [left/right v] to [r]\n end\n else\n set [movement v] to [none]\n end\n if <(Movement) = [walk]> then\n switch costume to (join (left/right) (custome counter))\n end\n if <(Movement) = [j]> then\n switch costume to (join (left/right) (Movement))\n end\n if <(Movement) = [none]> then\n switch costume to (join (left/right) [1])\n set [custome counter v] to [0]\n end\nend\n\nwhen I receive [die v]\nset [act lock v] to [1]\nset [decline pond death v] to [1]\nset [in jump v] to [0]\nset [ghost v] effect to (0)\nset [left/right v] to [r]\nrepeat (5)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nset [act lock v] to [0]\nset [decline pond death v] to [0]\n\nwhen I receive [touching toxic pond v]\nstart sound [Drowning \(mixkit.co\) v]\nset [act lock v] to [1]\nset [pond death counter v] to [0]\nrepeat until <<(Pond death counter) > [49]> or <(Decline pond death) = [1]>>\n change [pond death counter v] by (1)\n change [ghost v] effect by (2)\n set [speedy v] to [-2]\nend\nif <(Decline pond death) = [0]> then\n set [decline pond death v] to [0]\n broadcast (Die v)\nend\n\nwhen flag clicked\nset [decline pond death v] to [0]\n\nset [decline pond death v] to [0]\n\nstop [other scripts in sprite v]\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(In game) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Geiger counter\n\nwhen flag clicked\nhide\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nforever\n set [geiger counter v] to ((letter (1) of (Radiation distance)) + ((letter (2) of (Radiation distance)) + ((letter (3) of (Radiation distance)) + (letter (4) of (Radiation distance)))))\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n go to (hitbox v)\n if <touching (radio active material v)?> then\n if <(item (costume [number v]) of [radiation distance v]) = [0]> then\n replace item (costume [number v]) of [radiation distance v] with [1]\n end\n else\n if <(item (costume [number v]) of [radiation distance v]) = [1]> then\n replace item (costume [number v]) of [radiation distance v] with [0]\n end\n end\nend\n\ndelete all of [radiation distance v]\ninsert [0] at (1) of [radiation distance v] \ninsert [0] at (1) of [radiation distance v] \ninsert [0] at (1) of [radiation distance v] \ninsert [0] at (1) of [radiation distance v] \n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Radio active material\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(In game) = [1]> then\n if <(Geiger counter) = [1]> then\n play sound [Chomp v] until done\n wait (0.7) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(In game) = [1]> then\n if <(Geiger counter) = [2]> then\n play sound [Chomp v] until done\n wait (0.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(In game) = [1]> then\n if <(Geiger counter) = [3]> then\n play sound [Chomp v] until done\n wait (0.08) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(In game) = [1]> then\n if <(Geiger counter) = [4]> then\n play sound [Chomp v] until done\n end\n end\nend\n\n@Background\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(In game) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Text engine\n\nwhen flag clicked\nhide\n\ndefine Write text (text) (x) (y) (speed) (line length)\ngo to x: (x) y: (y)\nset [letter counter v] to [0]\nset [length counter v] to [0]\nrepeat (length of (text))\n change [letter counter v] by (1)\n change [length counter v] by (1)\n switch costume to (letter (Letter counter) of (text))\n if <(letter (Letter counter) of (text)) = [ ]> then\n if <(Length counter) > (line length)> then\n set [length counter v] to [0]\n set x to (x)\n change y by (-23)\n end\n else\n create clone of (_myself_ v)\n end\n if <not <(Length counter) = [0]>> then\n if <(costume [number v]) < [27]> then\n change x by (item ((item # of (letter (Letter counter) of (text)) in [letters v]) + (26)) of [letter width v])\n else\n change x by (item (item # of (letter (Letter counter) of (text)) in [letters v]) of [letter width v])\n end\n end\nend\n\nwhen I start as a clone\nset [mystage v] to (Level)\nwait until <not <(MyStage) = (Level)>>\ndelete this clone\n\nwhen I receive [next stage v]\nif <(Level) = [1]> then\n Write text [There is nothing left... Where should I go?] [-200] [100] [0] [20]\nend\nif <(Level) = [2]> then\n Write text [That pit look dangerous...] [-150] [80] [0] [20]\nend\nif <(Level) = [3]> then\n Write text [Well SOMETHING survived the explotion. At least a part of the building...] [-180] [130] [0] [20]\nend\nif <(Level) = [4]> then\n Write text [I am moving away from the deadzone. Maybe I will find some whole buildings a bit further?] [-180] [130] [0] [20]\nend\nif <(Level) = [5]> then\n Write text [Oh, the Geiger counter beeps! The closer I am to the radioactive material, the more it beeps. I must use it to navigate around the source.] [-210] [130] [0] [25]\nend\nif <(Level) = [6]> then\n Write text [It beeps again, maybe I should jump over the risk area from the highest point?] [-210] [130] [0] [25]\nend\nif <(Level) = [7]> then\n Write text [Look! This building is still standing! Maybe there is something useful inside?] [-210] [130] [0] [13]\nend\nif <(Level) = [8]> then\n Write text [Doesn't look so safe...] [-70] [0] [0] [16]\nend\nif <(Level) = [9]> then\n Write text [Is that acid...?] [-150] [30] [0] [16]\nend\nif <(Level) = [10]> then\n Write text [The leaking pipe might cause some problems...] [-10] [100] [0] [15]\nend\nif <(Level) = [11]> then\n Write text [Is that a map?] [-200] [105] [0] [15]\nend\nif <(Level) = [12]> then\n Write text [Maybe I will be safe if I follow the map?] [-170] [35] [0] [25]\nend\nif <(Level) = [13]> then\n Write text [It's high humidity. That means even the air can be radioactive...] [-210] [130] [0] [12]\nend\nif <(Level) = [14]> then\n Write text [Sometimes it might be smart to jump as much as possible to avoid it, but it could be the opposite too...] [-210] [130] [0] [20]\nend\nif <(Level) = [15]> then\n Write text [I think I am closing in to the forest, but it doesn't look so alive] [-180] [100] [0] [30]\nend\nif <(Level) = [16]> then\n Write text [First sign of life!] [-210] [150] [0] [12]\nend\nif <(Level) = [17]> then\n Write text [The plants and trees are getting better the further away I go.] [-210] [150] [0] [30]\nend\nif <(Level) = [18]> then\n Write text [The fallout can't have reached much longer than this.] [-220] [70] [0] [15]\nend\nif <(Level) = [19]> then\n Write text [It's been raining here. That means more radiactive fallout....] [-220] [70] [0] [25]\nend\nif <(Level) = [20]> then\n Write text [How long is it to the town? Can't be too far away.] [-220] [80] [0] [25]\nend\nif <(Level) = [21]> then\n Write text [It's so much radioactive air everywhere...] [-220] [130] [0] [25]\nend\nif <(Level) = [22]> then\n Write text [Wait, I think I can see a house a bit further!] [-220] [130] [0] [30]\nend\nif <(Level) = [23]> then\n Write text [It was a house! That means the underground is close!] [-220] [50] [0] [30]\nend\nif <(Level) = [24]> then\n Write text [I wonder where everyone went...] [-220] [130] [0] [30]\nend\nif <(Level) = [25]> then\n Write text [I think I found the carpenter's garage.] [-220] [100] [0] [30]\nend\nif <(Level) = [26]> then\n Write text [All the tools are there, the carpenter left in a hurry...] [-220] [130] [0] [25]\nend\nif <(Level) = [27]> then\n Write text [There is not even anyone to recirculate the garbage anymore...] [-220] [130] [0] [25]\nend\nif <(Level) = [28]> then\n Write text [Finally! The underground! There is no radioactive material below the surface!] [-220] [140] [0] [25]\nend\nif <(Level) = [29]> then\n Write text [It's pretty dark here...] [-220] [100] [0] [25]\nend\nif <(Level) = [30]> then\n Write text [Wow, it's leaking pretty much...] [-180] [0] [0] [25]\nend\nif <(Level) = [31]> then\n Write text [It's just to keep going.] [-180] [0] [0] [25]\nend\nif <(Level) = [32]> then\n Write text [How far can it be to the other side?] [-180] [0] [0] [25]\nend\nif <(Level) = [33]> then\n Write text [Just a bit more!] [-180] [0] [0] [25]\nend\nif <(Level) = [34]> then\n Write text [Just need to walk up to the surface and I'll be safe!] [-180] [100] [0] [25]\nend\nif <(Level) = [35]> then\n Write text [It's there, I can see the shelter!!] [-200] [70] [0] [25]\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Acid\n\nwhen flag clicked\nswitch costume to (a1 v)\nhide\nwait (0.1) seconds\nforever\n if <(Level) = [8]> then\n go to x: (67) y: (31)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n if <(Level) = [9]> then\n go to x: (-46) y: (32)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [9]> then\n go to x: (58) y: (32)\n create clone of (_myself_ v)\n wait (1.1) seconds\n if <(Level) = [9]> then\n go to x: (162) y: (32)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\n end\n if <(Level) = [10]> then\n go to x: (-53) y: (31)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n if <(Level) = [30]> then\n go to x: (-30) y: (35)\n create clone of (_myself_ v)\n wait (1.1) seconds\n if <(Level) = [30]> then\n go to x: (14) y: (35)\n create clone of (_myself_ v)\n if <(Level) = [30]> then\n go to x: (39) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [30]> then\n go to x: (130) y: (35)\n create clone of (_myself_ v)\n if <(Level) = [30]> then\n go to x: (226) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\n end\n end\n end\n if <(Level) = [31]> then\n go to x: (-82) y: (35)\n create clone of (_myself_ v)\n wait (1.1) seconds\n if <(Level) = [31]> then\n go to x: (-50) y: (35)\n create clone of (_myself_ v)\n if <(Level) = [31]> then\n go to x: (-22) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [31]> then\n go to x: (66) y: (35)\n create clone of (_myself_ v)\n if <(Level) = [31]> then\n go to x: (102) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [31]> then\n go to x: (174) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\n if <(Level) = [32]> then\n go to x: (-54) y: (35)\n create clone of (_myself_ v)\n wait (1) seconds\n if <(Level) = [32]> then\n go to x: (0) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [32]> then\n go to x: (22) y: (35)\n create clone of (_myself_ v)\n if <(Level) = [32]> then\n go to x: (190) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [32]> then\n go to x: (275) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\n end\n end\n end\n if <(Level) = [33]> then\n go to x: (-50) y: (36)\n create clone of (_myself_ v)\n wait (1) seconds\n if <(Level) = [33]> then\n go to x: (-24) y: (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [33]> then\n go to x: (6) y: (36)\n create clone of (_myself_ v)\n if <(Level) = [33]> then\n go to x: (38) y: (36)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [33]> then\n go to x: (206) y: (36)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [33]> then\n go to x: (255) y: (36)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\n if <(Level) = [34]> then\n go to x: (66) y: (80)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Level) = [34]> then\n go to x: (122) y: (80)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\n if <(Level) = [24]> then\n go to x: (115) y: (-30)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n if <(Level) = [26]> then\n go to x: (90) y: (50)\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset volume to (30) %\nshow\nset [clone acceleration v] to [1]\nrepeat until <<not <touching (platform v)?>> or <(y position) < [-250]>>\n change y by (Clone acceleration)\n change [clone acceleration v] by (-1)\nend\nrepeat until <<touching (platform v)?> or <(y position) < [-250]>>\n if <touching (player v)?> then\n broadcast (Die v)\n end\n change y by (Clone acceleration)\n change [clone acceleration v] by (-1)\nend\nstart sound [Water Drop v]\nFInd platform edge\nrepeat (7)\n next costume\n wait (0.03) seconds\nend\ndelete this clone\n\ndefine FInd platform edge\nrepeat until <not <touching (platform v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I start as a clone\nset [clone level of existance v] to (Level)\nforever\n if <not <(Level) = (Clone level of existance)>> then\n delete this clone\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@DNA failure\n\nwhen flag clicked\nhide\ngo to x: (-165) y: (-160)\nwait (0.1) seconds\nforever\n if <(Geiger counter) = [4]> then\n if <(costume [number v]) = [11]> then\n broadcast (Die v)\n else\n next costume\n end\n wait (0.05) seconds\n end\n if <(In game) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [die v]\nswitch costume to (empty v)\n\nwhen flag clicked\nswitch costume to (empty v)\nset [new level? v] to (Level)\nforever\n if <not <(Level) = (New level?)>> then\n set [new level? v] to (Level)\n switch costume to (empty v)\n end\nend\n\n@Toxic ponds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n broadcast (Touching toxic pond v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Map\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <<key (space v) pressed?> and <(Current space command) = [map]>> then\n set [act lock v] to [1]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [act lock v] to [0]\n end\nend\n\n@Space bar instruction\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [y slide v] to [35]\nforever\n go to x: (0) y: (Y slide)\n if <<(Player x) > [-100]> and <(Player x) < [100]>> then\n if <(Level) = [11]> then\n set [current space command v] to [map]\n change [ghost v] effect by (-5)\n if <(Y slide) > [1]> then\n change [y slide v] by (-3)\n end\n end\n else\n set [current space command v] to [0]\n change [ghost v] effect by (5)\n if <(Y slide) < [45]> then\n change [y slide v] by (3)\n end\n end\nend\n\n@Intro\n\nwhen flag clicked\nshow\nset [intro vanish v] to [0]\nstart sound [Intro \(mixkit.co\) v]\ngo to x: (0) y: (120)\nset [ghost v] effect to (100)\nswitch costume to (s v)\nrepeat (10)\n wait (0.1) seconds\n create clone of (_myself_ v)\n next costume\nend\nwait (1) seconds\ngo to x: (0) y: (20)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nset [intro vanish v] to [1]\nset [next stage v] to [menu]\nbroadcast (Fader v)\nwait until <(Stage) = [menu]>\nhide\n\nwhen I start as a clone\nset [intro clone yspeed v] to [-5]\nrepeat (50)\n change [color v] effect by ((Intro clone Yspeed) * (2))\n change [brightness v] effect by ((Intro clone Yspeed) * (-1))\n change [intro clone yspeed v] by (0.1)\n change [ghost v] effect by (-2)\n change y by (Intro clone Yspeed)\nend\nwait until <(Stage) = [menu]>\ndelete this clone\n\n@Fader\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [fader v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nif <(Next stage) = [play]> then\n set [in game v] to [1]\n set [act lock v] to [0]\n broadcast (Next stage v)\nelse\n set [stage v] to (Next stage)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [help fader v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [help slide # v] by (1)\nif <(help slide #) = [5]> then\n set [stage v] to [menu]\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Buttons\n\nwhen flag clicked\nhide\nswitch costume to (play v)\ngo to x: (0) y: (-10)\ncreate clone of (_myself_ v)\nswitch costume to (how to play v)\ngo to x: (0) y: (-80)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [size speed v] to [0]\nforever\n if <<(Stage) = [menu]> and <(In game) = [0]>> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change [size speed v] by (1)\n end\n set [size speed v] to ((Size speed) * (0.8))\n set size to ((100) + ((Size speed) * (3))) %\nend\n\nwhen I start as a clone\nforever\n if <(Stage) = [menu]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n start sound [Jump v]\n set [stage v] to [none]\n broadcast (Story v)\n end\n if <(costume [number v]) = [2]> then\n start sound [Jump v]\n set [next stage v] to [help]\n set [help slide # v] to [1]\n broadcast (Fader v)\n end\n end\n end\n end\nend\n\nset [next stage v] to [play]\nbroadcast (Fader v)\n\n@End tale\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nswitch costume to (1 v)\nrepeat (6)\n create clone of (_myself_ v)\n wait (2) seconds\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\nend\n\nwhen I start as a clone\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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All instructions are in the game, and all levels are possible (checked several times)\n\nCame up with the idea for this game after learning about different types of radiation and about nuclear reactions. \n\nFor those claiming this game is too hard, this platformer was made that way because too many claimed my previous was too easy...\n\nCodes: me\nArts: me\nMusic and sound: mixkit.co and stock.adobe.com\n\nTags:\n#games #all #fallout #samuelvega #nuclear #radiation #platformer #story\n@samuelvega
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Danger - A platformer
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@Stage\n\nwhen flag clicked\nforever\n if <<[0] < (Level)> and <(Level) < [10]>> then\n switch backdrop to (blue v)\n end\nend\n\nwhen flag clicked\nforever\n if <<[9] < (Level)> and <(Level) < [19]>> then\n switch backdrop to (rain v)\n end\nend\n\nwhen I receive [start game v]\nforever\n play sound [Jim Yosef & Anna Yvette - Linked \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nset [mute v] to [No]\nforever\n if <key (m v) pressed?> then\n if <(Mute) = [No]> then\n set volume to (0) %\n set [mute v] to [Yes]\n broadcast (Mute v)\n wait (.2) seconds\n else\n if <(Mute) = [Yes]> then\n set volume to (100) %\n set [mute v] to [No]\n broadcast (Unmute v)\n wait (.2) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n switch backdrop to (light v)\n end\nend\n\n@Player\n\nwhen I receive [next level v]\ngo to x: (-193) y: (20)\nchange [level v] by (1)\nset [deaths in a level v] to [0]\nset [skiped v] to [0]\nbroadcast (Delete clones v)\n\nwhen flag clicked\nhide\nhide variable [level v]\nset [how many clones v] to [0]\nset [how many clones v] to [0]\nset size to (100) %\n\nwhen I start as a clone\nchange [how many clones v] by (1)\nset size to (100) %\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (10)\nend\nchange [how many clones v] by (-1)\ndelete this clone\n\nwhen I receive [start game v]\nset [yv v] to [0]\nset [xv v] to [0]\nset [change? v] to [0]\nswitch costume to (costume1 v)\nshow\nset size to (90) %\ngo to x: (-193) y: (20)\nforever\n if <(TEXT reading) = [False]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (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 [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> 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 [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 (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n end\n if <touching (danger v)?> then\n go to x: (-193) y: (30)\n change [deaths in a level v] by (1)\n set [yv v] to [-4]\n end\n else\n if <(TEXT reading) = [True]> then\n repeat (60)\n change [ghost v] effect by (.5)\n end\n wait until <(TEXT reading) = [False]>\n end\n end\nend\n\nwhen I receive [start game v]\nset [level v] to [1]\nset [next level glitch fix v] to [1]\nforever\n if <<(x position) > [222]> and <not <(Level) = [19]>>> then\n set [next level glitch fix v] to [1]\n broadcast (NEXT LEVEL v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-193) y: (20)\n set size to (90) %\n end\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nforever\n if <(y position) < [-178]> then\n go to x: (-193) y: (30)\n change [deaths in a level v] by (1)\n set [yv v] to [-4]\n end\n if <key (r v) pressed?> then\n go to x: (-193) y: (30)\n set [yv v] to [-4]\n wait (1) seconds\n end\nend\n\nchange [color v] effect by (10)\n\nset [color v] effect to (0)\n\nwhen flag clicked\nhide\nclear graphic effects\nset [text reading v] to [False]\nset [deaths in a level v] to [0]\n\nchange [color v] effect by (25)\n\nwhen I receive [text reading v]\nset [text reading v] to [True]\n\nwhen I receive [text not reading v]\nset [text reading v] to [False]\nrepeat (60)\n change [ghost v] effect by (-.5)\nend\n\nset [level save v] to [1]\n\nset [level save v] to [1]\n\nwhen flag clicked\nforever\n \nend\n\ndefine Trampoline physics\n\n@Level\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to x: (23) y: (26)\n\nwhen I receive [time before start v]\nset [level v] to [1]\nshow\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\nbroadcast (Start game v)\n\nforever\n\nset [level v] to [16]\n\n@My Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (me v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (me v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nbroadcast (Time before start v)\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n broadcast (Show STARTING buttons v)\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nhide variable [mute v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [color v] effect to (0)\ngo to [back v] layer\nclear graphic effects\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nshow\ngo to [front v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer)\nshow\ngo to [front v] layer\n\nchange [color v] effect by (10)\n\n@Rain\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [rain count v] to [0]\n\nwhen I start as a clone\nchange [rain count v] by (1)\nshow\ngo to [front v] layer\nif <(Wind) = [0]> then\n point in direction (90)\n show\n go to [front v] layer\n go to x: (pick random (-230) to (230)) y: (190)\n forever\n repeat until <<<touching (level v)?> or <touching (player v)?>> or <<touching (danger v)?> or <touching (sign v)?>>>\n change y by (-8)\n end\n if <(pick random (1) to (2)) = [1]> then\n create clone of (_myself_ v)\n end\n delete this clone\n end\nend\nif <(Wind) = [1]> then\n point in direction (-135)\n show\n go to [back v] layer\n go to x: (pick random (-230) to (230)) y: (180)\n forever\n repeat until <<touching (danger a platformer words v)?> or <touching (_edge_ v)?>>\n change y by (-10)\n end\n create clone of (_myself_ v)\n delete this clone\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nset [wind v] to [0]\nhide\ngo to [back v] layer\nforever\n if <<(Level) > [9]> and <(Level) < [18]>> then\n go to [front v] layer\n create clone of (_myself_ v)\n end\n wait (.1) seconds\nend\n\nrepeat (20)\nend\n\nset [level v] to [10]\n\n\n\n@Danger a platformer WORDS\n\nwhen flag clicked\nhide\nset [start v] to [False]\n\nwhen I receive [time before start v]\nshow\nhide variable [level v]\ngo to x: (-2) y: (129)\nrepeat until <(Start) = [True]>\n change y by ([sin v] of ((timer) * (300)) )\n go to [front v] layer\nend\nhide\n\nwhen I receive [start game v]\nset [start v] to [True]\n\n@play button\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (20)\nset [ghost v] effect to (0)\n\nwhen I receive [time before start v]\ngo to x: (0) y: (25)\nwait (.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (80)\n change [ghost v] effect by (-1.25)\nend\nrepeat until <(Start) = [True]>\n show\nend\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nhide\n\nwhen I receive [time before start v]\ngo to x: (0) y: (20)\nrepeat until <(Start) = [True]>\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (3)\n end\n wait until <<not <touching (mouse-pointer v)?>> or <mouse down?>>\n if <mouse down?> then\n broadcast (Start game v)\n set [start v] to [true]\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-3)\n end\n end\nend\nhide\n\n@clouds\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (10) layers\nshow\nif <not <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or >>>> then\n if <<[9] < (Level)> and <(Level) < [18]>> then\n set [brightness v] effect to (pick random (30) to (60))\n switch costume to (pick random (1) to (4))\n go to x: (0) y: (0)\n set [right? v] to (pick random (0) to (1))\n go to (random position v)\n set [x v] to ((x position) + ((-1) * ([x position v] of [level v])))\n set [y v] to ((y position) + ((-1) * ([x position v] of [level v])))\n set [ghost v] effect to (pick random (50) to (90))\n set [ghost v] to [100]\n forever\n if <not <(Ghost) = [70]>> then\n change [ghost v] effect by (-1)\n change [ghost v] by (-1)\n end\n if <(Right?) = [0]> then\n change [x v] by (1)\n else\n change [x v] by (-1)\n end\n go to x: ((X) + ([x position v] of [level v])) y: ((Y) + ([x position v] of [level v]))\n if <<(round (x position)) = (round ((X) + ([x position v] of [level v])))> and <(round (y position)) = (round ((Y) + ([x position v] of [level v])))>> then\n if <<touching (level v)?> or <touching (level v)?>> then\n if <not <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or >>>> then\n if <(pick random (1) to (2)) = [2]> then\n create clone of (_myself_ v)\n end\n end\n delete this clone\n end\n end\n else\n set [brightness v] effect to (100)\n switch costume to (pick random (1) to (4))\n go to x: (0) y: (0)\n set [right? v] to (pick random (0) to (1))\n go to (random position v)\n set [x v] to ((x position) + ((-1) * ([x position v] of [level v])))\n set [y v] to ((y position) + ((-1) * ([x position v] of [level v])))\n set [ghost v] effect to (100)\n set [ghost v] to [100]\n forever\n if <not <(Ghost) = [70]>> then\n change [ghost v] effect by (-1)\n change [ghost v] by (-1)\n end\n if <(Right?) = [0]> then\n change [x v] by (1)\n else\n change [x v] by (-1)\n end\n go to x: ((X) + ([x position v] of [level v])) y: ((Y) + ([x position v] of [level v]))\n if <<(round (x position)) = (round ((X) + ([x position v] of [level v])))> and <(round (y position)) = (round ((Y) + ([x position v] of [level v])))>> then\n if then\n if <(pick random (1) to (2)) = [2]> then\n create clone of (_myself_ v)\n end\n delete this clone\n end\n end\n end\n go to [front v] layer\n change [clone count v] by (1)\n show\n clear graphic effects\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [time before start v]\nset [clone count v] to [0]\nhide\nforever\n if <<not <(Clone Count) = [5]>> and <not <(Level) > [17]>>> then\n if <[10] < (Level)> then\n wait (.45) seconds\n create clone of (_myself_ v)\n else\n wait (pick random (.5) to (.7)) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\n@color\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (-35)\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen I receive [time before start v]\ngo to x: (0) y: (-35)\nwait (.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (80)\n change [ghost v] effect by (-1.25)\nend\nrepeat until <(Start) = [True]>\n show\nend\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nhide\n\nwhen I receive [time before start v]\nSIZE AND CLICK\n\ndefine SIZE AND CLICK\nset [size down? v] to [False]\ngo to x: (0) y: (-35)\nrepeat until <(Start) = [True]>\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (3)\n end\n wait until <<not <touching (mouse-pointer v)?>> or <mouse down?>>\n if <mouse down?> then\n say [Coming soon!] for (2) seconds\n end\n wait until <not <touching (mouse-pointer v)?>>\n if <(Size down?) = [False]> then\n repeat (5)\n change size by (-3)\n end\n end\n set [size down? v] to [False]\n end\nend\nhide\n\n@danger\n\nwhen flag clicked\nhide\npoint in direction (90)\n\ndefine Clone at x: (x) y: (y) Costume: (costume) Size: (size) Moving? (true or false) Direction: (direction)\ngo to x: (x) y: (y)\nswitch costume to (costume)\nset [size v] to (size)\nset [moving v] to (direction)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\nwhen I receive [start game v]\nforever\n wait until <(Level) = [3]>\n Clone at x: [50] y: [-51] Costume: [1] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [-50] y: [-51] Costume: [1] Size: [100] Moving? [False] Direction: [90]\n wait until <(Level) = [4]>\n Clone at x: [6] y: [-130] Costume: [4] Size: [100] Moving? [False] Direction: [90]\n wait until <(Level) = [5]>\n Clone at x: [80] y: [-30] Costume: [3] Size: [150] Moving? [False] Direction: [90]\n Clone at x: [-30] y: [-36] Costume: [3] Size: [125] Moving? [False] Direction: [90]\n Clone at x: [-120] y: [-51] Costume: [1] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [180] y: [-51] Costume: [1] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [224] y: [-51] Costume: [1] Size: [100] Moving? [False] Direction: [90]\n wait until <(Level) = [6]>\n Clone at x: [-110] y: [-42] Costume: [3] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [-30] y: [-42] Costume: [3] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [50] y: [-42] Costume: [3] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [130] y: [-42] Costume: [3] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [210] y: [-42] Costume: [3] Size: [100] Moving? [False] Direction: [90]\n wait until <(Level) = [7]>\n Clone at x: [-30] y: [-51] Costume: [1] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [85] y: [-51] Costume: [1] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [130] y: [-51] Costume: [1] Size: [100] Moving? [False] Direction: [90]\n wait until <(Level) = [9]>\n Clone at x: [-75] y: [87] Costume: [1] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [66] y: [87] Costume: [1] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [110] y: [87] Costume: [1] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [-120] y: [87] Costume: [1] Size: [100] Moving? [False] Direction: [-90]\n wait until <(Level) = [10]>\n Clone at x: [75] y: [12] Costume: [2] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [220] y: [-42] Costume: [3] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [220] y: [80] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n wait until <(Level) = [11]>\n Clone at x: [220] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [179] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [138] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [97] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [56] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [15] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [-26] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n wait until <(Level) = [12]>\n Clone at x: [-130] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [-25] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [80] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [185] y: [87] Costume: [3] Size: [100] Moving? [False] Direction: [-90]\n wait until <(Level) = [13]>\n Clone at x: [-25] y: [95] Costume: [4] Size: [100] Moving? [False] Direction: [-90]\n Clone at x: [210] y: [-100] Costume: [4] Size: [100] Moving? [False] Direction: [90]\n wait until <(Level) = [14]>\n Clone at x: [-50] y: [-43] Costume: [3] Size: [100] Moving? [False] Direction: [90]\n Clone at x: [140] y: [-43] Costume: [3] Size: [100] Moving? [False] Direction: [90]\n wait until <(Level) = [17]>\n Clone at x: [-230] y: [-60] Costume: [1] Size: [50] Moving? [False] Direction: [90]\n Clone at x: [-207] y: [-60] Costume: [1] Size: [50] Moving? [False] Direction: [90]\n Clone at x: [-185] y: [-60] Costume: [1] Size: [50] Moving? [False] Direction: [90]\n Clone at x: [80] y: [107] Costume: [1] Size: [30] Moving? [False] Direction: [90]\n Clone at x: [47] y: [-35] Costume: [3] Size: [80] Moving? [False] Direction: [-90]\n Clone at x: [80] y: [-35] Costume: [3] Size: [80] Moving? [False] Direction: [-90]\n Clone at x: [115] y: [-35] Costume: [3] Size: [80] Moving? [False] Direction: [-90]\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (Size) %\ngo to [front v] layer\nshow\n\nwhen I receive [delete clones v]\ndelete this clone\n\nshow\nforever\n set size to (80) %\n switch costume to (3 v)\n go to [front v] layer\n go to x: (80) y: (-35)\n point in direction (-90)\nend\n\nwhen I receive [start game v]\n\ndefine Clone enemy at X (x) Y (y) Follow? (yes or no) Direction (direction)\n\nforever\n wait until <(Level) = [10]>\nend\n\nhide\n\n@Sign\n\nwhen I receive [start game v]\nSign block \n\nwhen flag clicked\nhide\nclear graphic effects\ngo to [front v] layer\nset size to (130) %\nswitch costume to (light v)\nset [floating? v] to []\n\ndefine SET SIGN x: (x) y: (y) Level: (level) Floating: (yes or no)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [floating? v] to (yes or no)\n\nshow\nclear graphic effects\ngo to [front v] layer\nset size to (130) %\n\nwait until <(Level) = []>\nif <(Level) = []> then\n SET SIGN x: [] y: [] Level: [] Floating: []\nend\n\ndefine Sign block \nhide\nforever\n wait until <(Level) = [1]>\n SET SIGN x: [0] y: [-47] Level: [1] Floating: [no]\n wait until <(Level) = [2]>\n SET SIGN x: [-100] y: [-47] Level: [2] Floating: [no]\n wait until <(Level) = [3]>\n SET SIGN x: [-150] y: [-47] Level: [3] Floating: [no]\n wait until <(Level) = [4]>\n SET SIGN x: [-120] y: [-47] Level: [4] Floating: [no]\n wait until <(Level) = [8]>\n SET SIGN x: [-120] y: [-47] Level: [8] Floating: [no]\n wait until <(Level) = [10]>\n SET SIGN x: [-150] y: [-46] Level: [9] Floating: [yes]\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\nset [level save v] to [1]\nforever\n if <touching (player v)?> then\n if <(Level save) = [1]> then\n broadcast (Text v)\n set [level save v] to [0]\n end\n end\nend\n\nset [level save v] to [1]\n\nwhen I receive [next level v]\nset [level save v] to [0]\n\nforever\n go to [front v] layer\n show\n go to x: (-150) y: (-46)\nend\n\nwhen I start as a clone\n\nforever\n if <(Floating?) = [Yes]> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nset [floating? v] to [Yes]\n\n@Sign text\n\ndefine Text (text) at x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (188) %\ngo to x: (x) y: (y)\nset [i v] to [1]\nbroadcast (TEXT READING v)\nrepeat (length of (text))\n set [letter v] to (letter (I) of (text))\n change [i v] by (1)\n switch costume to (blank v)\n switch costume to (letter)\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter) [_])\n end\n create clone of (_myself_ v)\n change x by (16)\n if <(letter (I) of (text)) = [@]> then\n set x to (-180)\n change y by (-30)\n end\n wait () seconds\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (-100)\nset [brightness v] effect to (0)\nswitch costume to (blank v)\nset size to (188) %\n\nwhen I receive [next level v]\nbroadcast (delete text v)\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I receive [text v]\nif <(Level) = [1]> then\n set [i v] to [1]\n Text [Welcome] at x: [-50] y: [120]\n wait (2) seconds\n set [i v] to [0]\n broadcast (Text not reading v)\nelse\n if <(Level) = [2]> then\n set [i v] to [1]\n Text [Don't fall in!] at x: [-165] y: [100]\n wait (2) seconds\n set [i v] to [0]\n broadcast (Text not reading v)\n else\n if <(Level) = [3]> then\n set [i v] to [1]\n Text [Don't touch the spikes!] at x: [-165] y: [100]\n wait (2) seconds\n set [i v] to [0]\n broadcast (Text not reading v)\n else\n if <(Level) = [4]> then\n set [i v] to [1]\n Text [Lava!] at x: [-165] y: [100]\n wait (1) seconds\n Text [Here? ] at x: [-80] y: [100]\n wait (1) seconds\n Text [@Just jump over it.] at x: [-185] y: [75]\n wait (2) seconds\n set [i v] to [0]\n broadcast (Text not reading v)\n else\n if <(Level) = [8]> then\n set [i v] to [1]\n Text [Look! a Trampoline!@Try jumping on it] at x: [-165] y: [100]\n wait (2) seconds\n set [i v] to [0]\n broadcast (Text not reading v)\n else\n if <(Level) = [10]> then\n set [i v] to [1]\n Text [It's raining!] at x: [-165] y: [100]\n wait (2) seconds\n set [i v] to [0]\n broadcast (Text not reading v)\n end\n end\n end\n end\n end\nend\n\nText [Press space or click@the screen to continue] at x: [-165] y: [80]\nwait until <<key (space v) pressed?> or <mouse down?>>\n\nset [text reading v] to [False]\n\nset [i v] to [1]\nText [so once you s] at x: [0] y: [50]\nwait (1) seconds\nset [i v] to [0]\n\nwhen I start as a clone\nif <<(Level) > [9]> and <(Level) < [21]>> then\n set [brightness v] effect to (0)\nelse\n set [brightness v] effect to (-100)\nend\nshow\ngo to [front v] layer\nwait until <(I) = [0]>\ndelete this clone\n\nhide\n\nset [level save v] to [1]\n\nwhen I receive [start game v]\nset [have i mentioned that you can skip? v] to [no]\nforever\n if <<(Deaths in a level) = [20]> and <(Have I mentioned that you can skip?) = [No]>> then\n set [i v] to [1]\n Text [Too hard?] at x: [-100] y: [100]\n wait (1) seconds\n Text [Type skip to skip the level] at x: [-200] y: [75]\n wait (2) seconds\n set [i v] to [0]\n set [can i skip? v] to [Yes]\n set [have i mentioned that you can skip? v] to [Yes]\n broadcast (Text not reading v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(TEXT reading) = [False]> then\n if <key (s v) pressed?> then\n wait until <key (k v) pressed?>\n if <key (k v) pressed?> then\n wait until <key (i v) pressed?>\n if <key (i v) pressed?> then\n wait until <key (p v) pressed?>\n if <key (p v) pressed?> then\n broadcast (NEXT LEVEL v)\n wait (1) seconds\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\nset [lvl 18 text v] to [no]\nforever\n if <<(Level) = [18]> and <(LVL 18 TEXT) = [No]>> then\n set [i v] to [1]\n Text [I see light!] at x: [-100] y: [100]\n wait (1) seconds\n set [lvl 18 text v] to [Yes]\n broadcast (Text not reading v)\n end\nend\n\n@Trampoline\n\nwhen I receive [start game v]\nforever\n wait until <(Level) = [8]>\n Clone at x: [109] y: [-63] Size: [100] Costume: [2]\n wait until <(Level) = [9]>\n Clone at x: [-90] y: [-63] Size: [100] Costume: [2]\n Clone at x: [90] y: [-63] Size: [100] Costume: [2]\n wait until <(Level) = [12]>\n Clone at x: [-125] y: [-63] Size: [100] Costume: [3]\n Clone at x: [-20] y: [-63] Size: [100] Costume: [3]\n Clone at x: [85] y: [-63] Size: [100] Costume: [3]\n Clone at x: [190] y: [-63] Size: [100] Costume: [3]\nend\n\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y) Size: (size) Costume: (costume)\ngo to x: (x) y: (y)\nset [size v] to (size)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nshow\nforever\n set size to (100) %\n switch costume to (3 v)\n go to x: (-20) y: (-63)\n go to [back v] layer\nend\n\nwhen I start as a clone\nset size to (Size) %\nclear graphic effects\nshow\ngo to [back v] layer\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@SO CLOSE\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(Level) = [18]> then\n show\n else\n hide\n end\nend\n\n
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Spam the green flag for better quality\n- Use Arrow keys or wasd to move\n- This is also mobile so you can tap the screen to move\n- Move into the sign to see what it says\n- You can not move or skip while the sign is reading \n- Press M to mute and unmute\n-Type skip to skip the level\n
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Unexpected ( A platformer) mobile
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@Stage\n\n@!\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to [front v] layer\nbroadcast (Cool v)\n\nwhen flag clicked\nforever\n set size to (100) %\nend\n\nwhen I receive [end v]\nbroadcast (Cool v)\nhide\n\nwhen I receive [new v]\nif <[0] = (fjiu)> then\n set [fjiu v] to [1]\n next backdrop\n broadcast (Cool v)\n forever\n if <(backdrop [number v]) = [10]> then\n hide\n stop [all v]\n end\n end\nend\n\nwhen I receive [cool v]\nset [fjiu v] to [0]\nforever\n if <(Man) = [0]> then\n if <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [xv v] by (1)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#a6a6a6)?> then\n change y by (1)\n if <touching color (#a6a6a6)?> then\n change y by (1)\n if <touching color (#a6a6a6)?> then\n change y by (1)\n if <touching color (#a6a6a6)?> then\n change y by (1)\n if <touching color (#a6a6a6)?> then\n change y by (1)\n if <touching color (#a6a6a6)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (down arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#a7a7a7)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#a6a6a6)?> then\n if <<key (down arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> 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)> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch2 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 color (#ff0000)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch2 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 color (#42ff00)?> then\n set [yv v] to [22]\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(x position) > [205]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n hide\n stop [all v]\n end\nend\n\nwhen I receive [cool v]\nforever\n if <(backdrop [number v]) = [10]> then\n hide\n stop [all v]\n end\nend\n\nwhen I receive [end v]\nforever\n if <(backdrop [number v]) = [10]> then\n hide\n stop [all v]\n end\nend\n\nwhen I receive [new v]\nforever\n if <(backdrop [number v]) = [10]> then\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [fgkljfl v] to [0]\n\nwhen I receive [new v]\nforever\n if <(backdrop [number v]) = [10]> then\n hide\n set [fgkljfl v] to [1]\n end\nend\n\nwhen I receive [new v]\nforever\n if <[1] = (fgkljfl)> then\n hide\n stop [all v]\n end\nend\n\nwhen I receive [cool v]\nforever\n if <[1] = (fgkljfl)> then\n hide\n stop [all v]\n end\nend\n\nwhen I receive [end v]\nforever\n if <[1] = (fgkljfl)> then\n hide\n stop [all v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (4) y: (-5)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n go to x: (4) y: (-5)\n if <touching (! v)?> then\n hide\n wait (0.5) seconds\n show\n end\n end\nend\n\nwhen I receive [new v]\nhide\n\n
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Totally normal platformer \nInstructions :\nArrow keys to move \nWatch out for the red spikes\nDon't die
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Server 2 ☁cloud platformer onlimer
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@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@blank\n\n@player\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop2 v)\nbroadcast (LVsilvers v) and wait\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n player tick\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [4]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine player tick\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by (1)\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change x by ((Xv) * (-1.25))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<<touching color (#c38600)?> or <touching color (#e8ff71)?>> or <touching color (#4eff00)?>> then\n set [yv v] to [11.5]\n end\nend\nchange y by (1)\nchange [x v] by (round ((x position) - ((x) - (scroll x))))\nchange [y v] by (round ((y position) - ((y) - (scroll y))))\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (costume4 v)\n else\n switch costume to (costume5 v)\n end\n end\nend\n\ndefine move (x) (y)\ngo to x: (((x) + (x)) - (scroll x)) y: (((y) + (y)) - (scroll y))\nif <not <touching color (#000000)?>> then\n change [x v] by (x)\n change [y v] by (y)\nend\n\nwhen I receive [begin v]\nset [checkpoint v] to [0]\nforever\n if <<<touching color (#8b8794)?> or <touching color (#efe8ff)?>> or <(y) < [-200]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [-5]\n set [scroll y v] to [30]\n if <(checkpoint) = [1]> then\n set [x v] to [1048]\n set [y v] to [523]\n set [scroll x v] to [1044]\n set [scroll y v] to [526]\n end\n if <(checkpoint) = [2]> then\n set [x v] to [2056]\n set [y v] to [871]\n set [scroll x v] to [2052]\n set [scroll y v] to [876]\n end\n if <(checkpoint) = [3]> then\n set [x v] to [-919]\n set [y v] to [1346]\n set [scroll x v] to [-914]\n set [scroll y v] to [1351]\n end\n end\n if <touching color (#66ff94)?> then\n set [checkpoint v] to [1]\n end\n if <touching color (#0b00ff)?> then\n set [checkpoint v] to [2]\n end\n if <touching color (#ff0000)?> then\n set [checkpoint v] to [3]\n end\n if <touching color (#fbff00)?> then\n set [checkpoint v] to [4]\n end\n if <(scroll y) < [-1605]> then\n set [scroll y v] to [-1605]\n end\n if <(scroll y) > [1605]> then\n set [scroll y v] to [1605]\n end\n if <(scroll x) < [-2147]> then\n set [scroll x v] to [-2147]\n end\n if <(scroll x) > [2147]> then\n set [scroll x v] to [2147]\n end\n set [check v] to (checkpoint)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\nbroadcast (Connecting v) and wait\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nset [check v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [checkpoint v] to [0]\nset [max player v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup - opponent v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\nelse\n broadcast (Full v)\nend\nset [ghost v] effect to (0)\nswitch backdrop to (blank v)\nbroadcast (begin v)\n\n@opponent\n\ndefine begin decoded of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine val=read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nset [color v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYER) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n position ((x) - (scroll x)) and ((y) - (scroll y))\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ p5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ p6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ p7)\n else\n set [value v] to (☁ p8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponent v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decoded of (value)\n val=read from encoded\n say (join (player #) (join [ : ] (value)))\n val=read from encoded\n val=read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n val=read from encoded\n end\n switch costume to (value)\n val=read from encoded\n broadcast (decode chat v)\nend\nif <(length of [buffer v]) > [0]> then\n set [x v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n set [y v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\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\nset x to (-203)\n\nset y to (180)\n\ndelete (1) of [buffer v]\ndelete (1) of [buffer v]\n\ndefine position (x) and (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nsay (value) for (4) seconds\nval=read from encoded\n\nwhen I receive [decode chat v]\ndecode chat (value)\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 end\n end\nend\n\n@ground\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [win v]\nhide\n\n@win\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n if <(check) = [4]> then\n show\n broadcast (stop v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@background\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [win v]\nhide\n\n@LVsilvers\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n switch costume to (2 v)\n go to x: (-240) y: (0)\n glide (1) secs to x: (-30) y: (0)\nend\nif <(id) = [2]> then\n switch costume to (3 v)\n go to x: (240) y: (0)\n glide (1) secs to x: (30) y: (0)\nend\nif <(id) = [3]> then\n switch costume to (4 v)\n start sound [Ricochet v]\n go to x: (240) y: (-40)\n glide (0.3) secs to x: (30) y: (-40)\n wait (1) seconds\n broadcast (start v)\nend\n\nwhen I receive [lvsilvers v]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\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
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>>>>>>>>>>>>Here is the remix tree<<<<<<<<\nhttps://scratch.mit.edu/projects/531125341/remixtree\n\n>>>>>>>>>>>>minecraft creative<<<<<<<<\nhttps://scratch.mit.edu/projects/512829793/\n\n:) :) :) :) :) :) :)\n\n>>>>>>>>>>>>>my test profile<<<<<<<<<<<\nhttps://scratch.mit.edu/users/LVsilver_Test/
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Green slime platformer v1.8
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nchange [color v] effect by (25)\n\nwhen [c v] key pressed\n\n@Ball\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 (15)\nend\ndelete this clone\n\nwhen flag clicked\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nReset\nforever\n Movement\n if <(x position) > [255]> then\n broadcast (Next level v)\n Reset\n end\nend\n\ndefine Reset\ngo to x: (-180) y: (-100)\n\ndefine Movement\nchange [yvelocity v] by (-1)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1)\nend\nset [xvelocity v] to ((XVelocity) * (0.9))\nchange x by (XVelocity)\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 ((XVelocity) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n set [yvelocity v] to [13]\n if <(XVelocity) > [0]> then\n set [xvelocity v] to [-10]\n else\n set [xvelocity v] to [10]\n end\n else\n set [xvelocity v] to [0]\n end\nend\nchange y by (YVelocity)\nif <touching (ground v)?> then\n change y by ((YVelocity) * (-1))\n set [yvelocity v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> and <touching (ground v)?>> then\n set [yvelocity v] to [15]\nend\nchange y by (1)\n\nwhen flag clicked\nshow\nforever\n if <touching (spikes v)?> then\n Reset\n repeat (10)\n set [color v] effect to (10)\n end\n end\nend\n\nhide\n\nwhen [r v] key pressed\nReset\n\nwhen [p v] key pressed\n\nReset\n\nwhen [c v] key pressed\n\nwhen flag clicked\n\n\nhide\n\n@GROUND\n\nwhen flag clicked\nshow\nswitch costume to (disfraz1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [p v] key pressed\nswitch costume to (disfraz14 v)\n\nwhen [c v] key pressed\n\nchange [color v] effect by (25)\n\nwhen flag clicked\n\n\nswitch costume to (disfraz16 v)\n\n@Objeto2\n\nwhen I receive [next level v]\nforever\n hide\nend\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nshow\n\nwhen [p v] key pressed\nforever\n switch costume to (disfraz2 v)\n show\nend\n\nwhen I receive [next level v]\nforever\n hide\nend\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (disfraz1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [p v] key pressed\nswitch costume to (disfraz14 v)\n\n@Objeto1\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\n\n@Music\n\n
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Controls:\n·W,A,S,D, space or keyboard keys to move \n·P to go practice zone\n=========================================\nThis is my first platformer, please love, fave and follow\n=========================================\nHacked:\nhttps://scratch.mit.edu/projects/536744738/\n=========================================\nHere you have my new platformers: \nhttps://scratch.mit.edu/projects/536928048/\nhttps://scratch.mit.edu/projects/636334536/
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Night platformer
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@Stage\n\nwhen flag clicked\nstart sound [Nebula v]\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (-224) y: (166)\ncreate clone of (_myself_ v)\nrepeat until <[220] < (x position)>\n change x by (30)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [brightness v] effect to (-100)\nshow\nif <(y position) = [166]> then\n repeat until <(y position) < [-166]>\n change y by (-30)\n create clone of (_myself_ v)\n end\nend\nforever\n set [brightness v] effect to (distance to [書き出し v])\n set [ghost v] effect to (distance to [書き出し v])\nend\n\n@書き出し\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4.7)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\ngo to [front v] layer\ngo to x: (-198) y: (66)\nset [上座標j v] to [0]\nset [変数 v] to [0]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n change [上座標j v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [上座標j v] by (-1)\n end\n set [上座標j v] to ((上座標j) * (0.89))\n change x by (上座標j)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((上座標j) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [jump3 v]\n set [変数 v] to [10]\n if <[0] < (上座標j)> then\n set [上座標j v] to [-7]\n else\n set [上座標j v] to [7]\n end\n else\n set [上座標j v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [ぴょーん v]\n set [変数 v] to [15]\n end\n end\n change y by (1)\n change [変数 v] by (-1)\n change y by (変数)\n if <touching (stage v)?> then\n change y by ((変数) * (-1))\n set [変数 v] to [0]\n end\n if <<<(y position) < [-170]> or <touching (針 v)?>> or <<not <touching (☀ v)?>> and <touching color (#ff0000)?>>> then\n 死\n end\n if <[235] < (x position)> then\n broadcast (次 v) and wait\n go to x: (-195) y: (-44)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player \(1\)2 v)\n else\n switch costume to (player \(1\) v)\n end\nend\n\ndefine 死\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [Roblox Death Sound - OOF Sound Effect v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-199) y: (-60)\ngo [forward v] (3) layers\n\n@stage\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\n@針\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n set [brightness v] effect to ((0) - ((distance to [書き出し v]) - (70)))\nend\n\nwhen I receive [次 v]\nnext costume\n\n@スプライト3\n\nwhen flag clicked\ngo to [back v] layer\n\n@ダウンロード (15)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@next\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (301)\nset [上下 v] to [-20]\nrepeat until <(上下) > [18]>\n change y by (上下)\n change [上下 v] by (0.5)\nend\nhide\n\n
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2Pに載ったで\n\nhttps://scratch.mit.edu/projects/533109664/ををぬかしててやる!!\nnew game\n♥ and ★ and follow me\n♥ and ★ and follow me!!!!! (圧)\n\n~コメント~\n疲れた★(嘘)\n頑張ったよん!! 最初光作るの大変だった。\n★♥押すと、僕がばねのように飛んで喜びます。\nフォローもよろしくです。!!\nあと、こないだフォロワーさん0.16Kいったんです。!!\n(∩´∀`)∩ワーイ めっちゃうれしいです。(人''▽`)ありがとう☆ 最後にこの作品がいいと思ったラ@Gms_Proさんと@aburi-saimonさんをフォローしましょう。!!( ,,`・ω・´)ナゼカッテ??それは秘 密☆(((きっも( ̄m ̄〃)プp...((殴(; ・`д・´)
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Flower World Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [スタート v]\nswitch backdrop to (背景1 v)\n\n@普通の\n\nwhen flag clicked\nshow\ngo to x: (13) y: (-40)\npoint in direction (90)\nset size to (0) %\nset [動き3 v] to [0]\npoint in direction (90)\nset size to (0) %\nrepeat (46)\n set [動き3 v] to (((動き3) * (0.75)) + (((50) - (size)) * (0.3)))\n change size by (動き3)\nend\n\nwhen this sprite clicked\nbroadcast (一般表示 v)\nbroadcast (スタート v)\ngo to [front v] layer\nshow\nset size to (35) %\nswitch costume to (pick random (1) to (6))\nset drag mode [not draggable v]\ngo [backward v] (1) layers\ngo to x: (-190) y: (50)\npoint in direction (90)\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [ⅹ v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [ⅹ v] by (1)\n point in direction (90)\n end\n set [ⅹ v] to ((ⅹ) * (0.9))\n change x by (ⅹ)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change x by ((ⅹ) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(ⅹ) > [0]> then\n set [ⅹ v] to [-7]\n else\n set [ⅹ v] to [7]\n end\n set [y v] to [10]\n else\n set [ⅹ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> and <not <<touching color (#ff0000)?> or <touching color (#940000)?>>>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [15]\n start sound [Jump v]\n point in direction ((y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching (地面 v)?> and <not <<touching color (#940000)?> or <touching color (#ff0000)?>>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n hide variable [ⅹ v]\n if <(x position) > [230]> then\n broadcast (next level v)\n set [y v] to [0]\n set [ⅹ v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [ⅹ v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (0)\n end\n if <<touching color (#ff0000)?> or <touching (地面 v)?>> then\n set [ⅹ v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (0)\n end\n if <touching color (#0046ff)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [www表示 v]\nhide\n\nwhen I receive [○表示 v]\nhide\n\n@ryo1123の\n\nwhen flag clicked\nshow\ngo to x: (114) y: (-40)\npoint in direction (90)\nset size to (0) %\nset [動き v] to [0]\npoint in direction (90)\nset size to (0) %\nrepeat (46)\n set [動き v] to (((動き) * (0.75)) + (((50) - (size)) * (0.3)))\n change size by (動き)\nend\n\nwhen this sprite clicked\nbroadcast (www表示 v)\nbroadcast (スタート v)\ngo to [front v] layer\nshow\nset size to (35) %\nswitch costume to (pick random (1) to (6))\nset drag mode [not draggable v]\ngo [backward v] (1) layers\ngo to x: (-190) y: (50)\npoint in direction (90)\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [ⅹ v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [ⅹ v] by (1)\n point in direction (90)\n end\n set [ⅹ v] to ((ⅹ) * (0.9))\n change x by (ⅹ)\n if <<touching (地面 v)?> and <not <<touching color (#ff0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#ff0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#ff0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#ff0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#ff0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#ff0000)?> or <touching color (#940000)?>>>> then\n change x by ((ⅹ) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(ⅹ) > [0]> then\n set [ⅹ v] to [-7]\n else\n set [ⅹ v] to [7]\n end\n set [y v] to [10]\n else\n set [ⅹ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> and <not <<touching color (#ff0000)?> or <touching color (#940000)?>>>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [15]\n start sound [Jump v]\n point in direction ((y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching (地面 v)?> and <not <<touching color (#940000)?> or <touching color (#ff0000)?>>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n hide variable [ⅹ v]\n if <(x position) > [230]> then\n broadcast (next level v)\n set [y v] to [0]\n set [ⅹ v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [ⅹ v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (0)\n end\n if <<touching color (#ff0000)?> or <touching (地面 v)?>> then\n set [ⅹ v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (0)\n end\n if <touching color (#0046ff)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [○表示 v]\nhide\n\nwhen I receive [一般表示 v]\nhide\n\n@daijikesiさんの\n\nwhen flag clicked\nshow\ngo to x: (-83) y: (-40)\nset [動き v] to [0]\npoint in direction (90)\nset size to (0) %\nrepeat (46)\n set [動き v] to (((動き) * (0.75)) + (((50) - (size)) * (0.3)))\n change size by (動き)\nend\n\nwhen this sprite clicked\nbroadcast (○表示 v)\nbroadcast (スタート v)\ngo to [front v] layer\nshow\nset size to (35) %\nswitch costume to (pick random (1) to (6))\nset drag mode [not draggable v]\ngo [backward v] (1) layers\ngo to x: (-190) y: (50)\npoint in direction (90)\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [ⅹ v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [ⅹ v] by (1)\n point in direction (90)\n end\n set [ⅹ v] to ((ⅹ) * (0.9))\n change x by (ⅹ)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> and <not <<touching color (#fc0000)?> or <touching color (#940000)?>>>> then\n change x by ((ⅹ) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(ⅹ) > [0]> then\n set [ⅹ v] to [-7]\n else\n set [ⅹ v] to [7]\n end\n set [y v] to [10]\n else\n set [ⅹ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> and <not <<touching color (#940000)?> or <touching color (#ff0000)?>>>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [15]\n start sound [Jump v]\n point in direction ((y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching (地面 v)?> and <not <touching color (#ff0000)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n hide variable [ⅹ v]\n if <(x position) > [230]> then\n broadcast (next level v)\n set [y v] to [0]\n set [ⅹ v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [ⅹ v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (0)\n end\n if <<touching color (#ff0000)?> or <touching (地面 v)?>> then\n set [ⅹ v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (0)\n end\n if <touching color (#0046ff)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [www表示 v]\nhide\n\nwhen I receive [一般表示 v]\nhide\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@5\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
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Operate with the arrow keys. Jump up key Go right key Left key It is mobile compatible. ❤ & ⭐ please\n\n\n矢印キーで操作です。\nジャンプ 上向きキー\n右へ行く 右向きキー\n左へ行く 左向きキー\nモバイル対応です。\n❤&⭐をお願いします。
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Platformer game
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@Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan3 v)\n\nswitch backdrop to (arrière plan2 v)\n\n@Sprite1\n\nwhen flag clicked\nshow variable [niveaux v]\nshow\nswitch costume to (costume6 v)\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nforever\n mouvement\nend\n\ndefine mouvement\nif <key (right arrow v) pressed?> then\n switch costume to (costume6 v)\n change [x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (0.9))\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> 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 [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [y v] to [13]\n end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching color (#b18f00)?> then\n start sound [Big Boing v]\n change [y v] by (8)\nend\nif <touching color (#ba009b)?> then\n start sound [Big Boing v]\n change [y v] by (12)\nend\nif <touching color (#9e0084)?> then\n start sound [Big Boing v]\n change [y v] by (20)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [2]>> then\n broadcast (level 3 v)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [3]>> then\n broadcast (level 4 v)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [4]>> then\n broadcast (level 5 v)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [5]>> then\n broadcast (level 6 v)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [1]>> then\n broadcast (level 2 v)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [6]>> then\n broadcast (level 7 v)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [7]>> then\n broadcast (level 8 v)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [8]>> then\n broadcast (level 9 v)\nend\nif <<touching color (#005acf)?> and <(niveaux) = [9]>> then\n broadcast (level 10 v)\nend\nif <<(niveaux) = [1]> and <(scrolly) > [470]>> then\n set [scrollx v] to [294]\n set [scrolly v] to [0]\nend\nif <<(niveaux) = [2]> and <(scrolly) > [470]>> then\n set [scrollx v] to [294]\n set [scrolly v] to [100]\nend\nif <<(niveaux) = [3]> and <(scrolly) > [470]>> then\n set [scrollx v] to [222]\n set [scrolly v] to [100]\nend\nif <<(niveaux) = [4]> and <(scrolly) > [470]>> then\n set [scrollx v] to [240]\n set [scrolly v] to [200]\nend\nif <<(niveaux) = [5]> and <(scrolly) > [470]>> then\n set [scrollx v] to [335]\n set [scrolly v] to [100]\nend\nif <<(niveaux) = [6]> and <(scrolly) > [470]>> then\n set [scrollx v] to [290]\n set [scrolly v] to [100]\nend\nif <<(niveaux) = [7]> and <(scrolly) > [470]>> then\n set [scrollx v] to [310]\n set [scrolly v] to [200]\nend\nif <<(niveaux) = [8]> and <(scrolly) > [470]>> then\n set [scrollx v] to [241]\n set [scrolly v] to [100]\nend\nif <<(niveaux) = [9]> and <(scrolly) > [470]>> then\n set [scrollx v] to [240]\n set [scrolly v] to [346]\nend\nif <<(niveaux) = [10]> and <(scrolly) > [470]>> then\n set [scrollx v] to [-340]\n set [scrolly v] to [303]\nend\nif <<(niveaux) = [4]> and <touching color (#cf0000)?>> then\n start sound [C Trombone v]\n hide\n set [scrollx v] to [248]\n set [scrolly v] to [100]\n switch costume to (costume6 v)\n show\nend\nif <<(niveaux) = [5]> and <touching color (#cf0000)?>> then\n start sound [C Trombone v]\n hide\n set [scrollx v] to [335]\n set [scrolly v] to [100]\n switch costume to (costume6 v)\n show\nend\nif <<(niveaux) = [8]> and <touching color (#cf0000)?>> then\n start sound [C Trombone v]\n hide\n set [scrollx v] to [241]\n set [scrolly v] to [100]\n switch costume to (costume6 v)\n show\nend\nif <<(niveaux) = [9]> and <touching color (#cf0000)?>> then\n start sound [C Trombone v]\n hide\n set [scrollx v] to [242]\n set [scrolly v] to [346]\n switch costume to (costume6 v)\n show\nend\n\nwhen flag clicked\nplay sound [lumx-mokaby-d v] until done\nplay sound [lumx-mokaby-d v] until done\nplay sound [lumx-mokaby-d v] until done\nplay sound [lumx-mokaby-d v] until done\nplay sound [lumx-mokaby-d v] until done\nplay sound [lumx-mokaby-d v] until done\n\n@map\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [niveaux v] to [1]\nset [scrollx v] to [294]\nset [scrolly v] to [0]\nforever\n go to x: (scrollx) y: (scrolly)\nend\n\nwhen I receive [level 2 v]\nswitch costume to (costume2 v)\nset [niveaux v] to [2]\nset [scrollx v] to [291]\nset [scrolly v] to [100]\n\nwhen I receive [level 3 v]\nswitch costume to (costume3 v)\nhide\nset [niveaux v] to [3]\nset [scrollx v] to [223]\nset [scrolly v] to [100]\nshow\n\nwhen I receive [level 4 v]\nswitch costume to (costume4 v)\nhide\nset [niveaux v] to [4]\nset [scrollx v] to [239]\nset [scrolly v] to [100]\nshow\n\nwhen I receive [level 5 v]\nswitch costume to (costume5 v)\nhide\nset [niveaux v] to [5]\nset [scrollx v] to [337]\nset [scrolly v] to [100]\nshow\n\nwhen I receive [level 6 v]\nswitch costume to (costume6 v)\nhide\nset [niveaux v] to [6]\nset [scrollx v] to [290]\nset [scrolly v] to [100]\nshow\n\nwhen I receive [level 7 v]\nswitch costume to (costume7 v)\nhide\nset [niveaux v] to [7]\nset [scrollx v] to [290]\nset [scrolly v] to [350]\nshow\n\nwhen I receive [level 8 v]\nswitch costume to (costume8 v)\nhide\nset [niveaux v] to [8]\nset [scrollx v] to [241]\nset [scrolly v] to [300]\nshow\n\nwhen I receive [level 10 v]\nswitch costume to (finisch v)\nhide\nset [niveaux v] to [10]\nset [scrollx v] to [-340]\nset [scrolly v] to [100]\nshow\n\nwhen I receive [level 9 v]\nswitch costume to (costume9 v)\nhide\nset [niveaux v] to [9]\nset [scrollx v] to [242]\nset [scrolly v] to [346]\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\nturn right (pick random (-20) to (20)) degrees\nset size to (pick random (40) to (10)) %\ngo to x: (pick random (-268) to (268)) y: (265)\nset [pixelate v] effect to (pick random (2) to (5))\nrepeat (90)\n turn right (0.5) degrees\n change y by (-2)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n
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FR :\n-------------------------------------------------------------------------\n<< ___Bonjour à tous …\nLe but est d'arriver jusqu'au drapeau sans mourir…\nSi tu aimes tu peux le liker et le favoriser.___ >>\n-------------------------------------------------------------------------\n
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Among Us 5 The Final Part || THE SABOTAGE || A Platformer #games #sus #amongus
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [AMONG US Theme Song \(Moondai EDM Remix\) \(128 kbps\) \(abdwap2 v] until done\nend\n\n@Sus\n\nwhen I start as a clone\nclear graphic effects\n\nwhen flag clicked\nhide\n\nwhen I receive [you win! v]\nhide\n\nwhen I receive [un shush v]\npoint in direction (90)\nset size to (28) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume3 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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<<touching color (#ff0000)?> or <touching color (#800000)?>> or <touching (lightning v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-197) y: (-63)\n end\n if <touching color (#fff700)?> then\n set [yv v] to [20]\n end\n if <<(x position) > [-250]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [253]> then\n next backdrop\n go to x: (-197) y: (-63)\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n@Love & Fav\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (17) to (32)) 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\nif <(Costume) > [0]> then\n hide\n stop [this script v]\nend\n\nwhen I receive [you win! v]\nhide\n\n@TOOLS\n\n@SHHHHHHHH!\n\nwhen flag clicked\nshow\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (UN SHUSH v)\n\n@CHAT\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (I'll keel you v)\n\nwhen I receive [un shush v]\nshow\ngo to x: (-198) y: (137)\nrepeat (5)\n wait (1) seconds\n next costume\n wait (1) seconds\n next costume\nend\nswitch costume to (chat v)\n\n@SPOILER\n\nwhen flag clicked\nhide\ngo to x: (-67) y: (130)\n\nwhen I receive [i'll keel you v]\nshow\nwait (3) seconds\nhide\n\n@SABOTAGE\n\nwhen flag clicked\nhide\ngo to x: (104) y: (-63)\n\nwhen backdrop switches to [backdrop12 v]\nshow\nswitch costume to (costume1 v)\nwait (3) seconds\nnext costume\nwait (5) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (5) seconds\nnext costume\nwait (5) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (2) seconds\nbroadcast (THE END v)\n\n@AMONG US RULER\n\nwhen I receive [the end v]\nswitch costume to (costume1 v)\nshow\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (5) seconds\nbroadcast (END v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (40)\n\n@END\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n
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AMONG US 5 || A PLATFORMER\n\nWelcome to Among Us 5, a platformer!\nLet's get this to at least 300 likes!!!\nLike and fav pls!\nFollow for more great content!\nENJOY!!!\n\nINSTRUCTIONS:\n\nArrow keys or WASD to move\nDodge spikes \nJump over blood\nKill crewmates\nDefeat the boss imposter\nHave fun!\n\n#games #games #games #games #games #games
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platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nplay sound [ᴍᴜsɪᴄs v] until done\n\n@主人公\n\ndefine 初期設定\ngo to [front v] layer\ngo to x: (-170) y: (0)\nshow\nset [x v] to [0]\nset [y v] to [118]\nset [ジャンプ v] to [0]\n\nwhen flag clicked\n初期設定\nbroadcast (START v)\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (10)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n change y by (ジャンプ)\n change [ジャンプ v] by (-1)\n if <touching color (#73ec2d)?> then\n set [ジャンプ v] to [0]\n if <key (up arrow v) pressed?> then\n set [ジャンプ v] to [10]\n end\n if <<touching (ジャンプ台1 v)?> or <touching (ジャンプ台2 v)?>> then\n set [ジャンプ v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (固定型モンスター v)?> or <touching (_edge_ v)?>> then\n 初期設定\n end\nend\n\nwhen flag clicked\nset [point v] to [0]\n\nwhen I receive [start v]\nreset timer\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@ステージ1\n\nwhen I receive [start v]\nshow\nforever\n set x to (-118)\n set x to ((0) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <[360] < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@ステージ2\n\nwhen I receive [start v]\nshow\nforever\n set y to (-118)\n set x to ((480) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (2)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@ステージ3\n\nwhen I receive [start v]\nshow\nforever\n set y to (-118)\n set x to (((480) * (2)) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (3)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@ステージ4\n\nwhen I receive [start v]\nshow\nforever\n set y to (-118)\n set x to (((480) * (3)) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (4)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@ステージ5\n\nwhen I receive [start v]\nshow\nforever\n set y to (-118)\n set x to (((480) * (4)) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (5)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@ステージ6\n\nwhen I receive [start v]\nshow\nforever\n set y to (-118)\n set x to (((480) * (5)) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (6)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@ジャンプ台1\n\nwhen I receive [start v]\nshow\nforever\n set y to (-20)\n set x to ((480) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (2)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@ジャンプ台2\n\nwhen I receive [start v]\nforever\n if <(((480) * (5)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n set y to (-70)\n set x to (((480) * (4)) - (x))\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@スプライト5\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nhide\ngo to x: (163) y: (164)\nforever\n if <(x) = [1480]> then\n show\n glide (0.5) secs to x: (163) y: (110)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n hide\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@固定型モンスター\n\nwhen flag clicked\nset size to (70) %\nforever\n set rotation style [left-right v]\n point in direction (90)\n repeat until <(distance to [mouse-pointer v]) < [50]>\n repeat (5)\n change size by (1)\n end\n repeat (5)\n change size by (-1)\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n set y to (0)\n set x to (((480) * (2)) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (3)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@コイン\n\nwhen I receive [start v]\nshow\nforever\n set y to (-30)\n set x to ((0) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <[360] < (x)> then\n hide\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (主人公 v)?> then\n play sound [Coin v] until done\n hide\n set [point v] to ((point) + (10))\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@コイン2\n\nwhen I receive [start v]\nshow\nforever\n set y to (-30)\n set x to ((0) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <touching (主人公 v)?> then\n play sound [Coin v] until done\n hide\n set [point v] to ((point) + (10))\n end\nend\n\nwhen I receive [start v]\nforever\n if <[360] < (x)> then\n hide\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@コイン3\n\nwhen I receive [start v]\nshow\nforever\n set y to (-30)\n set x to ((0) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <[360] < (x)> then\n hide\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (主人公 v)?> then\n play sound [Coin v] until done\n hide\n set [point v] to ((point) + (10))\n end\nend\n\nwhen I receive [goal v]\nhide\n\n@コイン4\n\nwhen I receive [start v]\nforever\n if <touching (主人公 v)?> then\n play sound [Coin v] until done\n hide\n set [point v] to ((point) + (70))\n end\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (5)) - (120)) < (x)> then\n hide\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n set y to (100)\n set x to (((480) * (4)) - (x))\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@スプライト1\n\nwhen I receive [start v]\nswitch costume to (checkpoint0 v)\nset size to (70) %\nshow\nforever\n set y to (-7)\n set x to (((480) * (5)) - (x))\nend\n\nwhen I receive [start v]\nforever\n if <(((480) * (6)) - (120)) < (x)> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (主人公 v)?> then\n switch costume to (checkpoint1 v)\n broadcast (goal v)\n stop [this script v]\n end\nend\n\nwhen I receive [goal v]\nset [time v] to (timer)\n\nwhen I receive [goal v]\nhide\nstop [other scripts in sprite v]\n\n@スプライト2\n\nwhen I receive [goal v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@ステージ7\n\nwhen I receive [start v]\nset y to (-118)\nset x to (0)\nhide\n\nwhen I receive [goal v]\nshow\n\n@スプライト3\n\nwhen I receive [goal v]\nshow\n\nwhen I receive [start v]\nset y to (130)\nset x to (0)\nhide\n\n@結果\n\nwhen flag clicked\ngo to x: (-300) y: (-14)\nhide\n\nwhen I receive [goal v]\nwait (4) seconds\nshow\nglide (3) secs to x: (-30) y: (-14)\n\n@ランク\n\nwhen I receive [goal v]\nwait (3) seconds\nif <<(point) = [100]> and <(time) < [15]>> then\n set [rank v] to [s]\nelse\n if <<(point) = [100]> and <(time) < [30]>> then\n set [rank v] to [a]\n else\n if <<[69] < (point)> and <(time) < [45]>> then\n set [rank v] to [b]\n else\n if <<[29] < (point)> and <(time) < [60]>> then\n set [rank v] to [c]\n else\n if <<(point) < [29]> and <(time) < [120]>> then\n set [rank v] to [d]\n else\n set [rank v] to [e]\n end\n end\n end\n end\nend\n\nwhen I receive [goal v]\nwait (7.5) seconds\nswitch costume to (rank)\nshow\nrepeat (25)\n turn right (14.4) degrees\n change size by (2)\nend\n\nwhen flag clicked\nset size to (0) %\nhide\n\n
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障害物をよけて、コインをとりながらゴール(旗)を目指して下さい。最後にタイムとポイントによってランク(S~E)が出ます。\n
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Scratch Cat Platformer V.1.1
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (sky v)\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen [1 v] key pressed\nswitch backdrop to (sky v)\n\nwhen [2 v] key pressed\nswitch backdrop to (sky2 v)\n\nwhen [3 v] key pressed\nswitch backdrop to (sky3 v)\n\n@Scratch Cat_Player\n\ndefine limit camera edge x: (edge x) edge y: (edge y)\nif <(CAMERA X) < (edge x)> then\n set [camera x v] to (edge x)\nend\nif <(CAMERA Y) < (edge y)> then\n set [camera y v] to (edge y)\nend\nif <(CAMERA X) > (((32) * (GRID WIDTH)) - (edge x))> then\n set [camera x v] to (((32) * (GRID WIDTH)) - (edge x))\nend\nif <(CAMERA Y) > (((32) * (GRID HEIGHT)) - (edge y))> then\n set [camera y v] to (((32) * (GRID HEIGHT)) - (edge y))\nend\n\nwhen flag clicked\nbroadcast (generate level v) and wait\nbroadcast (clone level tiles v) and wait\nreset player\ngame loop\n\ndefine move camera\nset [camera x v] to (x)\nchange [camera y v] by (((y) - (CAMERA Y)) / (4))\nif <(EDITOR) > [0]> then\n limit camera edge x: [240] edge y: [180]\nelse\n limit camera edge x: [272] edge y: [180]\nend\n\ndefine reset player\nset [-tiny v] to [-0.000001]\nset [x v] to [100]\nset [y v] to [100]\nset [width v] to [8]\nset [height v] to [24]\nset [camera x v] to [240]\nset [camera y v] to [180]\nset [jumping v] to [99]\nset [falling v] to [99]\nmove camera\n\ndefine game loop\nforever\n broadcast (check controls v)\n broadcast (move player v)\n broadcast (position tiles v)\nend\n\nwhen I receive [move player v]\nif <(EDITOR) > [0]> then\n handle - God Mode\nelse\n handle keys - left right\n handle keys - jump\n move sprite x\n move sprite y\n check around player\nend\nmove camera\npaint sprite\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nfix collision at point x: ((x) - (width)) y: ((y) - (height))\nfix collision at point x: ((x) - (width)) y: (y)\nfix collision at point x: ((x) - (width)) y: ((y) + (height))\nfix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height))\nfix collision at point x: ((x) + ((width) + (-TINY))) y: (y)\nfix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height))\n\ndefine fix collision at point x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) > [2]> then\n set [solid v] to [10]\n set [mod x v] to ((x) mod (32))\n set [mod y v] to ((y) mod (32))\n if <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\n end\n if <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\n end\n if <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\n end\n if <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\n end\nend\n\ndefine handle keys - left right\nset [player action v] to [walk]\nset [key walk v] to ([x axis v] of [controls v])\nif <(KEY WALK) = [0]> then\n if <(falling) < [2]> then\n if <(speed x) > [0.4]> then\n change [speed x v] by (-0.4)\n else\n if <(speed x) < [-0.4]> then\n change [speed x v] by (0.4)\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\n end\n end\nelse\n point in direction ((90) * (KEY WALK))\n if <((KEY WALK) * (speed x)) < [10]> then\n if <((KEY WALK) * (speed x)) < [0]> then\n change [speed x v] by ((KEY WALK) * (0.8))\n if <(falling) < [2]> then\n set [player action v] to [turn]\n end\n else\n change [speed x v] by ((KEY WALK) * (0.4))\n end\n end\nend\nset [temp v] to (([abs v] of (speed x) ) / (19))\nif <(temp) < [0.2]> then\n set [temp v] to [0.2]\nend\nchange [player frame v] by (temp)\n\ndefine handle keys - jump\nchange [speed y v] by (-2)\nif <(speed y) < [-22]> then\n set [speed y v] to [-22]\nend\nif <([up v] of [controls v]) > [0]> then\n if <<(falling) < [2]> or <(jumping) > [0]>> then\n change [jumping v] by (1)\n if <(jumping) < [11]> then\n set [speed y v] to [13]\n end\n end\nelse\n set [jumping v] to [0]\nend\n\ndefine move sprite x\nchange [x v] by (speed x)\nfix collision in direction dx: (speed x) dy: [0]\nif <(solid) > [0]> then\n set [speed x v] to [0]\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n end\n set [speed y v] to [0]\nend\n\ndefine paint sprite\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jumping v)\n else\n switch costume to (falling v)\n end\n stop [this script v]\nend\nif <(player action) = [turn]> then\n switch costume to (turn v)\n stop [this script v]\nend\nswitch costume to ((1) + (([floor v] of (player frame) ) mod (16)))\nif <not <key (any v) pressed?>> then\n switch costume to (standing v)\nend\n\ndefine handle - God Mode\nchange [speed x v] by ((6) * ([x axis v] of [controls v]))\nchange [speed y v] by ((6) * ([y axis v] of [controls v]))\nset [speed x v] to ((0.7) * (speed x))\nset [speed y v] to ((0.7) * (speed y))\nchange [x v] by (speed x)\nchange [y v] by (speed y)\n\ndefine check around player\nif <(y) < [0]> then\n reset player\nend\n\nwhen I receive [level - stop!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - start game loop v]\ngame loop\n\nwhen flag clicked\nset size to (50) %\nforever\n go to [front v] layer\nend\n\ndefine YAY !!!!!!!!!! FINALLY I FINISHED\n\nwhen flag clicked\nforever\n if <<touching color (#00cfff)?> or <touching color (#2e7259)?>> then\n broadcast (!!!! YOU WIN !!!! v)\n stop [this script v]\n end\nend\n\nwhen I receive [!!!! you win !!!! v]\nstop [this script v]\n\n@Tiles\n\ndefine setup\nshow\nset [tile index v] to [1]\nset [tile x v] to [16]\nrepeat (CLONE COUNT X)\n set [tile y v] to [16]\n repeat (CLONE COUNT Y)\n create clone of (_myself_ v)\n change [tile y v] by (32)\n change [tile index v] by (1)\n end\n change [tile x v] by (32)\n change [tile index v] by ((GRID HEIGHT) - (CLONE COUNT Y))\nend\nhide\nset [tile index v] to []\n\nwhen I receive [position tiles v]\nif <(tile index) = []> then\n editor brush\nelse\n if <([abs v] of ((tile x) - (CAMERA X)) ) > ((CLONE COUNT X) * (16))> then\n if <(tile x) < (CAMERA X)> then\n loop tile x (CLONE COUNT X)\n else\n loop tile x ((0) - (CLONE COUNT X))\n end\n end\n if <([abs v] of ((tile y) - (CAMERA Y)) ) > ((CLONE COUNT Y) * (16))> then\n if <(tile y) < (CAMERA Y)> then\n loop tile y (CLONE COUNT Y)\n else\n loop tile y ((0) - (CLONE COUNT Y))\n end\n end\n set [tile v] to (item (tile index) of [tile grid v])\nend\nswitch costume to (big v)\ngo to x: ((tile x) - (CAMERA X)) y: ((tile y) - (CAMERA Y))\nif <(tile) < [2]> then\n set [tile v] to [2]\nelse\n if <<(tile) = [20]> or <(tile) = [24]>> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n end\nend\nswitch costume to (tile)\n\ndefine loop tile x (tile skip)\nchange [tile x v] by ((tile skip) * (32))\nchange [tile index v] by ((tile skip) * (GRID HEIGHT))\n\ndefine loop tile y (tile skip)\nchange [tile y v] by ((tile skip) * (32))\nchange [tile index v] by (tile skip)\n\nwhen I receive [clone level tiles v]\nset size to (200) %\nset [clone count x v] to [16]\nset [clone count y v] to [13]\nsetup\n\ndefine editor brush\nif <<(EDITOR) < [1]> or <mouse down?>> then\n hide\n stop [this script v]\nend\nset [tile x v] to (((32) * ([tile grid x v] of [editor v])) + (16))\nset [tile y v] to (((32) * ([tile grid y v] of [editor v])) + (16))\nset [tile v] to ([chosen brush v] of [editor v])\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [level - done loading... v]\nif <(tile index) > []> then\n set [tile index v] to ((1) + ([floor v] of ((tile y) / (32)) ))\n change [tile index v] by ((GRID HEIGHT) * ([floor v] of ((tile x) / (32)) ))\nend\n\nwhen I receive [!!!! you win !!!! v]\nstop [this script v]\n\n@Controls\n\nwhen I receive [check controls v]\nset [left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nset [x axis v] to ((right) - (left))\nset [y axis v] to ((up) - (down))\n\nwhen I receive [!!!! you win !!!! v]\nstop [this script v]\n\n@Cloud\n\nwhen flag clicked\ngo to x: (239) y: (142)\nforever\n go to [back v] layer\n hide\n wait (0.5) seconds\n go to x: (-239) y: (142)\n show\n glide (12) secs to x: (239) y: (142)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n switch costume to (costume2 v)\n end\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [2]>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [!!!! you win !!!! v]\nstop [this script v]\n\n@Cloud2\n\nwhen flag clicked\ngo to x: (239) y: (-2)\nforever\n go to [back v] layer\n hide\n wait (0.5) seconds\n go to x: (-239) y: (2)\n show\n glide (15) secs to x: (239) y: (-2)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n switch costume to (costume2 v)\n end\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [2]>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [!!!! you win !!!! v]\nstop [this script v]\n\n@Cloud3\n\nwhen flag clicked\ngo to x: (239) y: (79)\nforever\n go to [back v] layer\n hide\n wait (0.5) seconds\n go to x: (-239) y: (79)\n show\n glide (20) secs to x: (239) y: (79)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n switch costume to (costume2 v)\n end\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [2]>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [!!!! you win !!!! v]\nstop [this script v]\n\n@Level Store\n\ndefine write value (value) delimiter (letter)\nset [encoded v] to (join (encoded) (join (value) (letter)))\n\ndefine save level (level #)\nset [encoded v] to []\nwrite value [1] delimiter [_]\nwrite value (GRID WIDTH) delimiter [_]\nwrite value (GRID HEIGHT) delimiter [_]\nset [tile index v] to [1]\nset [tile v] to (item (tile index) of [tile grid v])\nset [length v] to [0]\nrepeat (GRID HEIGHT)\n repeat (GRID WIDTH)\n if <<(length) < [26]> and <(tile) = (item (tile index) of [tile grid v])>> then\n change [length v] by (1)\n else\n if <(tile) = [2]> then\n set [tile v] to []\n end\n write value (tile) delimiter (item (length) of [a to z v])\n set [tile v] to (item (tile index) of [tile grid v])\n set [length v] to [1]\n end\n change [tile index v] by (GRID HEIGHT)\n end\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\nend\nwrite value (tile) delimiter (item (length) of [a to z v])\nrepeat ((level #) - (length of [level store v]))\n add [] to [level store v]\nend\nreplace item (level #) of [level store v] with (encoded)\n\ndefine load level (level #)\nset [encoded v] to (item (level #) of [level store v])\nset [read index v] to [1]\nread value\nif <not <(value) = [1]>> then\n stop [this script v]\nend\ndelete all of [tile grid v]\nread value\nset [grid width v] to (value)\nread value\nset [grid height v] to (value)\nrepeat ((GRID WIDTH) * (GRID HEIGHT))\n add [] to [tile grid v]\nend\nset [tile index v] to [1]\nrepeat until <(read index) > (length of (encoded))>\n read value\n if <(value) = []> then\n set [value v] to [2]\n end\n repeat (item # of (letter) in [a to z v])\n replace item (tile index) of [tile grid v] with (value)\n change [tile index v] by (GRID HEIGHT)\n if <(tile index) > ((GRID WIDTH) * (GRID HEIGHT))> then\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\n end\n end\nend\n\ndefine read letter\nset [letter v] to (letter (read index) of (encoded))\nchange [read index v] by (1)\n\ndefine read value\nset [value v] to []\nread letter\nrepeat until <<(letter) > [9]> or <(letter) = []>>\n set [value v] to (join (value) (letter))\n read letter\nend\n\nwhen I receive [level - save v]\nsave level (LEVEL #)\n\nwhen I receive [level - load v]\nload level (LEVEL #)\nbroadcast (LEVEL - Done Loading... v) and wait\n\nwhen I receive [!!!! you win !!!! v]\nstop [this script v]\n\n@Congratulations\n\nwhen I receive [!!!! you win !!!! v]\nshow\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@Other_Players\n\n
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Hello Guys i got a big gift for you, it is a Scratch cat Platformer. i made this around 5 - 7 days. i didn't remember it (because i'm very sleepy). okay don't forget to love and fav this okay and don't forget to follow me more follows,fav and love, make me more excited to make projects.\n\nControls :\nWASD or Arrow keys to move\npress 1, 2, and 3 for changing the backdrops\n\nFollow :\n@Guinno\n@griffpatch\n@2895045mno\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStop scrolling\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ni said stop\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\njust play the game\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 reached the END OF THE SCROLLING\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSpoiler\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNo spoiler\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\njust kidding \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ni will add the multiplayer version \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n follow me already pls
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Harry Potter Platformer
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@Stage\n\n@Blank\n\nwhen flag clicked\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (45)\n change [ghost v] effect by (2.5)\n wait (0.000000005) seconds\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (intro v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nchange volume by (100)\nforever\n play sound [Harry Potter theme v] until done\nend\n\nwhen I receive [real locket v]\nwait (1.5) seconds\nstart sound [Alien Creak1 v]\nnext costume\n\nwhen I receive [levelup v]\nnext costume\n\nwhen [q v] key pressed\nchange volume by (-25)\n\nwhen [l v] key pressed\nchange volume by (25)\n\n@Harry Potter (the hero)\n\nwhen flag clicked\ngo to x: (-210) y: (-123)\nswitch costume to (harry potter v)\nset [ghost v] effect to (0)\nshow\nforever\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\n if <key (right arrow v) pressed?> then\n change x by (4)\n end\n if <not <touching (platforms v)?>> then\n change y by (-3)\n end\n if <touching (wands v)?> then\n go to x: (-180) y: (0)\n end\n if <touching (the exit v)?> then\n broadcast (LevelUp v)\n go to x: (-180) y: (0)\n end\n if <touching (potion v)?> then\n go to x: (-180) y: (0)\n end\n if <touching (harry's allies v)?> then\n change y by (150)\n end\n if <touching (text v)?> then\n change y by (-25)\n end\n if <touching (horcruxes v)?> then\n switch costume to (harry potter with diary v)\n end\n if <touching (the fake locket v)?> then\n broadcast (Fake Locket v)\n end\n if <touching (the real locket v)?> then\n broadcast (Real Locket v)\n end\n if <touching (de sword v)?> then\n broadcast (Yas we got the sword v)\n end\n if <touching (hufflepuffs cup v)?> then\n broadcast (Ok we got HH's cup v)\n change y by (210)\n switch costume to (harry potter with h's cup v)\n end\n if <touching (the basilisk fang #2 v)?> then\n switch costume to (harry potter with h's cup and tbf v)\n broadcast (Getting TBF for the second time v)\n end\n if <touching (the basilisk fang #1 v)?> then\n switch costume to (harry potter with basilisk fang and diary v)\n end\nend\n\nwhen [up arrow v] key pressed\nif <touching (platforms v)?> then\n repeat (10)\n change y by (12.5)\n end\nend\n\nwhen [space v] key pressed\nswitch costume to (diary destroyed v)\nwait (2.5) seconds\nswitch costume to (harry potter v)\nbroadcast (Diary Destroyed v)\n\nwhen [i v] key pressed\nchange [ghost v] effect by (90)\n\nwhen [c v] key pressed\nset [ghost v] effect to (0)\n\nwhen [s v] key pressed\nswitch costume to (harry potter with rs v)\n\nwhen [r v] key pressed\nswitch costume to (harry potter v)\n\nwhen I receive [real locket v]\nswitch costume to (harry potter with locket v)\n\nwhen I receive [yas we got the sword v]\nswitch costume to (harry potter with locket and sword v)\n\nwhen [d v] key pressed\nswitch costume to (yas locket destroyed v)\nbroadcast (Locket FINALLY destroyed v)\nwait (2) seconds\nswitch costume to (harry potter v)\n\nwhen [b v] key pressed\nswitch costume to (harry potter with blasted cup v)\nbroadcast (HH's cup destroyed. ALMOST DONEEEEEE v)\nwait (1.5) seconds\nswitch costume to (harry potter v)\n\nwhen [down arrow v] key pressed\ngo to x: (-180) y: (0)\n\n@Harry's allies\n\nwhen flag clicked\nswitch costume to (no allies yet v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Horcruxes\n\nwhen flag clicked\nswitch costume to (intro v)\n\nwhen I receive [levelup v]\nnext costume\n\nif <touching (harry potter \(the hero\) v)?> then\n next costume\nend\n\n@The basilisk fang #1\n\nwhen flag clicked\nswitch costume to (intro v)\nforever\n if <touching (harry potter \(the hero\) v)?> then\n next costume\n end\nend\n\nwhen I receive [levelup v]\nnext costume\n\n@The exit\n\nwhen flag clicked\nswitch costume to (the exit v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Potion\n\nwhen flag clicked\nswitch costume to (intro v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Wands\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nswitch costume to (no wands in the intro v)\n\nwhen I receive [real locket v]\nnext costume\n\n@Level 8 & 10\n\nwhen flag clicked\nswitch costume to (intro v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Text\n\nwhen flag clicked\nswitch costume to (intro v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [diary destroyed v]\nnext costume\n\nwhen I receive [fake locket v]\nnext costume\n\nwhen I receive [real locket v]\nnext costume\n\nwhen I receive [locket finally destroyed v]\nnext costume\n\nwhen I receive [ok we got hh's cup v]\nnext costume\n\nwhen I receive [hh's cup destroyed. almost doneeeeee v]\nnext costume\n\n@The Fake Locket\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume4 v)\nif <touching (harry potter \(the hero\) v)?> then\n broadcast (Fake Locket v)\nend\n\nwhen I receive [fake locket v]\nhide\n\n@The Real Locket\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [real locket v]\nnext costume\n\n@De sword\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [yas we got the sword v]\nnext costume\n\n@Hufflepuffs cup\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nswitch costume to (intro v)\n\nwhen I receive [ok we got hh's cup v]\nnext costume\n\n@The basilisk fang #2\n\nwhen flag clicked\nswitch costume to (intro v)\n\nwhen I receive [getting tbf for the second time v]\nnext costume\n\nwhen I receive [levelup v]\nnext costume\n\n
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Edit 01/13/2022: 612 views- almost 60 likes and 50 favs- I might actually end up having to do a part 2 xD\n---\nWARNING. THIS CONTAINS SPOILERS FOR THE HARRY POTTER SERIES\nOh and this isn't completely canon, but it's loosley based after the Harry Potter series\nMy soul was ripped apart while making this (get it?), about 20+ hours of work spread across a little over a 2 week, so a like and/or fav would be greatly appreciated\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n~Controls~\nArrow keys to move \ni to put on invisibility cloak, c to take off\nQ to make music quieter, L to make it louder\nDown arrow to restart the level\nAll levels are beatable.\nWands and potion will kill you, bounce on Harrys friends to jump higher (well... thats the case most of the time).\nClick the flag a few times to reduce the risk of bugs\nI hope you like it!\nHave fun!
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Panda's Platformer Mobile friendly !
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@Stage\n\nwhen I receive [play v]\nwait (2.5) seconds\nforever\n play sound [Murad - Run \(Inspired By Alan Walker\) NCN Release.mp3 v] until done\nend\n\n@terrain\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <(niveau) = [3]> then\n broadcast (pièce 1 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow\nset [niveau v] to [1]\ngo to [front v] layer\nforever\n if <(Easter Egg trouvé ?) = [1]> then\n hide\n else\n show\n switch costume to (niveau)\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <(niveau) = [4]> then\n broadcast (pièce 2 v)\n stop [this script v]\n end\nend\n\n@danger\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n set [ghost v] effect to (15)\n set size to (100) %\n if <not <(niveau) = [9]>> then\n go to x: (0) y: (0)\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\n end\nend\n\nset [niveau v] to [16]\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n if <(niveau) = [16]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Easter Egg trouvé ?) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n if <(niveau) = [9]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n else\n set [ghost v] effect to (10)\n go to [back v] layer\n end\nend\n\n@skip\n\nwhen flag clicked\nset [niveau v] to [1]\nforever\n go to [front v] layer\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n change size by (10)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (respawn v)\n change [niveau v] by (1)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [respawn v]\nif <(niveau) = [8]> then\n stop [other scripts in sprite v]\n forever\n go to [front v] layer\n point in direction (90)\n switch costume to (costume1 v)\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (20)\n turn left (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nforever\n go [forward v] (50) layers\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow\ngo to x: (-193) y: (156)\npoint in direction (90)\ngo to [front v] layer\nforever\n repeat (20)\n turn right (0.5) degrees\n end\n repeat (40)\n turn left (0.5) degrees\n end\n repeat (20)\n turn right (0.5) degrees\n end\nend\n\nwhen flag clicked\nforever\n play sound [Musique panda v] until done\nend\n\nwhen flag clicked\nif <(niveau) = [18]> then\n hide\nend\n\nwhen flag clicked\nshow\nforever\n if <(niveau) = [18]> then\n hide\n end\nend\n\n@trampoline\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (niveau)\nend\n\n@player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clones v)\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 [respawn v]\ngo to x: (-207) y: (-39)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine spécial détéction\nif <touching (trampoline v)?> then\n change [y v] by (pick random (10) to (15))\nend\n\nwhen flag clicked\nforever\n spécial détéction\nend\n\nwhen flag clicked\nforever\n spécial death\nend\n\ndefine spécial death\nif <touching (laser2 v)?> then\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n repeat (10)\n change [ghost v] effect by (-8)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [easter egg trouvé ? v] to [0]\nset [easter egg trouvé ? v] to [0]\nwait (2.5) seconds\nswitch costume to (a droite v)\ngo to [back 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\ngo to x: (-207) y: (-30)\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 <(x position) < (mouse x)>>> then\n switch costume to (a droite 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 <(mouse x) < (x position)>>> then\n switch costume to (a gauche 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 (easter egg platforme v)?> or <touching (terrain v)?>> then\n change y by (1)\n end\n if <<touching (easter egg platforme v)?> or <touching (terrain v)?>> then\n change y by (1)\n end\n if <<touching (easter egg platforme v)?> or <touching (terrain v)?>> then\n change y by (1)\n end\n if <<touching (easter egg platforme v)?> or <touching (terrain v)?>> then\n change y by (1)\n end\n if <<touching (easter egg platforme v)?> or <touching (terrain v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> 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 change [y v] by (-2)\n end\n change y by (y)\n if <<touching (easter egg platforme v)?> or <touching (terrain 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 <(y position) < (mouse y)>>> and <<touching (easter egg platforme v)?> or <touching (terrain v)?>>> then\n change [y v] by (Yy)\n end\n change y by (1)\n if <<touching (danger lave v)?> or <<touching (danger v)?> or <<touching (eau 2 v)?> or <touching (décor eau v)?>>>> then\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-207) y: (-39)\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 set [x v] to [0]\n set [y v] to [0]\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n end\n end\nend\n\nwhen I receive [easter egg v]\nforever\n if <touching (easter egg declencheur v)?> then\n set [easter egg trouvé ? v] to [0.5]\n wait (0.7) seconds\n set [easter egg trouvé ? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Easter Egg trouvé ?) = [1]> then\n if <(niveau) = [11]> then\n set [easter egg trouvé ? v] to [0]\n set [niveau v] to [6]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Easter Egg trouvé ?) = [0.5]> then\n go to x: (-207) y: (-39)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nset [niveau v] to [12]\n\nset [niveau v] to [16]\n\n@Décors\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nstop [this script v]\n\nwhen flag clicked\nwait (2.5) seconds\nshow\nset [niveau v] to [1]\nforever\n switch costume to (niveau)\n go to [back v] layer\nend\n\nset [niveau v] to [15]\n\n@Décor eau\n\nwhen flag clicked\nforever\n hide\n if <not <(Easter Egg trouvé ?) = [1]>> then\n if <(niveau) = [6]> then\n go to x: (0) y: (2)\n repeat until <not <(niveau) = [6]>>\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n end\n if <(niveau) = [15]> then\n repeat until <not <(niveau) = [15]>>\n go to x: (100) y: (0)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n end\n if <(niveau) = [16]> then\n repeat until <not <(niveau) = [16]>>\n go to x: (100) y: (170)\n repeat (20)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n wait (5) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nif <(niveau) = [6]> then\n repeat until <(y position) < [-120]>\n change [brightness v] effect by (-0.7)\n change y by (-2)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(niveau) = [15]> then\n repeat until <(y position) < [-200]>\n go to [back v] layer\n change [brightness v] effect by (-0.7)\n change y by (-2)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(niveau) = [16]> then\n repeat until <(y position) < [-170]>\n go to [back v] layer\n change [brightness v] effect by (-0.4)\n change y by (-2)\n end\n repeat (25)\n go to [back v] layer\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<<(niveau) = [7]> or <(niveau) = [17]>> or <(niveau) = [21]>> then\n delete this clone\n end\nend\n\nstop [other scripts in sprite v]\n\n@danger Lave\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (niveau)\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n set [ghost v] effect to (15)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nset [niveau v] to [16]\n\nwhen flag clicked\nforever\n if <(Easter Egg trouvé ?) = [1]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [orientation vent v] to (pick random (2) to (-2))\nset size to (pick random (20) to (70)) %\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nset [color v] effect to (pick random (-40) to (40))\nset [ghost v] effect to (pick random (1) to (40))\nrepeat until <(y position) < [-170]>\n change y by (-7)\n change x by (Orientation vent)\n go to [back v] layer\nend\ndelete this clone\n\n@Fumée\n\nwhen flag clicked\nhide\nforever\n go to x: (260) y: (pick random (60) to (170))\n set [vitesse nuages v] to (pick random (0.5) to (2.5))\n repeat (pick random (10) to (30))\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.09)) seconds\n end\n wait (2) seconds\nend\n\nwhen I start as a clone\nset size to (pick random (40) to (70)) %\nset [brightness v] effect to (pick random (0) to (40))\nshow\nchange y by (pick random (20) to (-20))\nset [ghost v] effect to (100)\nset [ghost v] effect to (0)\npoint in direction (-90)\nrepeat until <(x position) < [-230]>\n go to [back v] layer\n move (Vitesse nuages) steps\nend\nrepeat (100)\n change [ghost v] effect by (1)\n change size by (1)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\nset size to (90) %\ngo to x: (-20) y: (0)\nforever\n if <(niveau) = [18]> then\n show\n repeat (5)\n wait (3) seconds\n next costume\n end\n end\nend\n\n@Page de garde\n\nwhen flag clicked\nforever\n switch costume to (scène v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@EAU 2\n\nwhen flag clicked\nforever\n hide\n if <not <(Easter Egg trouvé ?) = [1]>> then\n if <(niveau) = [6]> then\n go to x: (0) y: (2)\n repeat until <not <(niveau) = [6]>>\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n end\n if <(niveau) = [15]> then\n repeat until <not <(niveau) = [15]>>\n go to x: (100) y: (0)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n end\n if <(niveau) = [16]> then\n repeat until <not <(niveau) = [16]>>\n go to x: (-100) y: (170)\n repeat (20)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(niveau) > [6]> or <(Easter Egg trouvé ?) = [1]>> then\n hide\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nif <(niveau) = [6]> then\n repeat until <(y position) < [-120]>\n change [brightness v] effect by (-0.7)\n change y by (-2)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(niveau) = [15]> then\n repeat until <(y position) < [-200]>\n go to [back v] layer\n change [brightness v] effect by (-0.7)\n change y by (-2)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(niveau) = [16]> then\n repeat until <(y position) < [-200]>\n go to [back v] layer\n change [brightness v] effect by (-0.3)\n change y by (-2)\n end\n repeat (25)\n go to [back v] layer\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<<(niveau) = [7]> or <(niveau) = [17]>> or <(niveau) = [21]>> then\n delete this clone\n end\nend\n\nstop [other scripts in sprite v]\n\n
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Un panda mignon ? Un tigre dangereux ? Et une ambiance zen ?\nVoici la parfaite recette pour un platformer inoubliable !\n\nAmusez vous bien ! Et mettez moi le plus de coeurs pour sauver ce petit panda des dangers !
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A Platformer In The Mountains
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@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\n@Player\n\nwhen flag clicked\nset [collected v] to [0]\nswitch costume to (player v)\nforever\n set [player position v] to (x position)\nend\n\nwhen I receive [next v]\nhide\nstop all sounds\n\nwhen flag clicked\nshow\nwait (5) seconds\nbroadcast (Clouds v)\nswitch costume to (player v)\nswitch backdrop to (level 1 v)\nReset Player Position\nset [hearts v] to [3]\nset [force walk v] to [3]\nset [force gravity v] to [-1.5]\nset [force jump v] to [17]\nset [player speed x v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <<touching color (#33df7b)?> or <<touching color (#357a44)?> or <<touching color (#735532)?> or <<touching color (#3c3c3c)?> or <touching (shop v)?>>>>>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Walk\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [player speed x v] by ((1) * (FORCE WALK))\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n move out [-1] [0]\nelse\n move out [1] [0]\nend\n\ndefine Check Player Touching\nif <touching (portal v)?> then\n broadcast (Complete level v)\n wait (0.1) seconds\n wait (2.4) seconds\n next backdrop\n Reset Player Position\n change [level v] by (1)\nend\nif <<touching color (#9966ff)?> or <touching color (#6946af)?>> then\n set [player speed y v] to [24]\nend\nif <<touching (danger v)?> or <touching (opponet v)?>> then\n play sound [Boing v] until done\n change [hearts v] by (-1)\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (player - dead v)\n Reset Player Position\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (-71)\n\ndefine Check Player Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <<touching color (#33df7b)?> or <<touching color (#357a44)?> or <<touching color (#735532)?> or <<touching color (#3c3c3c)?> or <touching (shop v)?>>>>> then\n if <(Player Speed Y) > [0]> then\n move out [0] [-1]\n set [player speed y v] to [0]\n else\n move out [0] [1]\n if <<<mouse down?> and <[20] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[20] < (mouse y)>>>> then\n play sound [Jump v] until done\n wait (0.4) seconds\n end\nend\n\nwhen backdrop switches to [level 10 v]\nif <(COLLECTED) = [16]> then\n wait (3) seconds\n say [You collected all the coins. Good job!] for (4) seconds\nelse\n wait (3) seconds\n say [You didn't collect all the coins. Press the green flag to try it again.] for (5) seconds\nend\n\nwhen I receive [jump boost v]\nset [force jump v] to [22]\n\nwhen I receive [other look v]\nswitch costume to (kostüm1 v)\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [button v]\nshow\n\nwhen I receive [shop v]\nhide\nReset Player Position\n\n@Opponet\n\nwhen flag clicked\nset size to (30) %\ngo to x: (150) y: (-63)\nhide\n\nwhen backdrop switches to [level 11 v]\nbroadcast (opponet - start v)\n\nwhen backdrop switches to [level 7 v]\nhide\n\nwhen I receive [button v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [opponet - start v]\nshow\nif <(backdrop [number v]) = [7]> then\n forever\n if <(open) = [1]> then\n go to x: (150) y: (-63)\n hide\n else\n show\n wait (0.1) seconds\n glide (2) secs to x: (Player Position) y: (-63)\n end\n if <(backdrop [number v]) = [8]> then\n hide\n stop [this script v]\n end\n end\nelse\n hide\nend\n\nwhen I receive [player - dead v]\nstop [other scripts in sprite v]\nglide (1) secs to x: (150) y: (-63)\nif <(backdrop [number v]) = [7]> then\n forever\n if <(open) = [1]> then\n go to x: (150) y: (-63)\n hide\n else\n show\n wait (0.1) seconds\n glide (2) secs to x: (Player Position) y: (-63)\n end\n if <(backdrop [number v]) = [8]> then\n hide\n stop [this script v]\n end\n end\nelse\n hide\nend\n\n@Music Button\n\nwhen flag clicked\nhide\nswitch costume to (c1 v)\nwait (5.5) seconds\nshow\nset [music v] to [on]\nbroadcast (music - on v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(music) = [off]> then\n repeat (10)\n set [music v] to [on]\n switch costume to (c1 v)\n end\n wait (0.5) seconds\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(music) = [on]> then\n repeat (10)\n set [music v] to [off]\n switch costume to (c2 v)\n end\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [music - loop v]\nif <touching (mouse-pointer v)?> then\n set size to (90) %\nelse\n set size to (80) %\nend\n\nwhen I receive [stop v]\nhide\n\n@Shop\n\nwhen flag clicked\nhide\nwait (5.5) seconds\nbroadcast (button v) and wait\n\nwhen I receive [close shop v]\nhide\nswitch costume to (button v)\nbroadcast (button v)\nset [open v] to [0]\n\nwhen I receive [button v]\nset [open v] to [0]\nswitch costume to (button v)\ngo to x: (-190) y: (-154)\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat (1)\n set [open v] to [1]\n broadcast (shop v)\n create clone of (_myself_ v)\n switch costume to (shop v)\n go to x: (0) y: (-240)\n go to x: (0) y: (0)\n stop [this script v]\n end\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [button v]\nset [open v] to [0]\nswitch costume to (button v)\ngo to x: (-190) y: (-154)\nshow\n\n@Clouds\n\nwhen I start as a clone\nset size to (pick random (60) to (90)) %\nset [ghost v] effect to (pick random (10) to (40))\ngo to [back v] layer\nshow\ngo to x: (-290) y: (pick random (140) to (85))\nrepeat until <[280] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [clouds v]\nforever\n repeat (pick random (2) to (4))\n create clone of (_myself_ v)\n wait (1) seconds\n end\n wait (pick random (1) to (3)) seconds\nend\n\n@Next\n\nwhen I receive [complete level v]\npoint in direction (90)\ngo to [front v] layer\nshow\nswitch costume to (screen v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-195)\nrepeat (10)\n change y by (15)\nend\nstart sound [Teleport2 v]\nswitch costume to (next v)\ncreate clone of (_myself_ v)\nswitch costume to (screen v)\nwait (2) seconds\nrepeat (10)\n change y by (-15)\nend\nhide\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (195)\n point in direction (-90)\n repeat (10)\n change y by (-15)\n end\n wait (2) seconds\n repeat (10)\n change y by (15)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n wait (2) seconds\n delete this clone\nend\n\n@Danger\n\nwhen backdrop switches to [level 4 v]\nhide\nwait (0.1) seconds\nshow\nswitch costume to (lava v)\ngo to x: (108) y: (-151)\nrepeat until <(LEVEL) = [11]>\n glide (1.5) secs to x: (108) y: (-190)\n glide (1.5) secs to x: (108) y: (-161)\nend\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\nswitch backdrop to (level 1 v)\nswitch costume to (spike v)\ngo to x: (52) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (80) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (108) y: (-70)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nwait (1) seconds\nhide\ndelete this clone\n\nwhen backdrop switches to [level 2 v]\nhide\nwait (0.1) seconds\nshow\ngo to x: (5) y: (-16)\n\nwhen I receive [complete level v]\nwait (1) seconds\nhide\ndelete this clone\n\nwhen backdrop switches to [level 3 v]\nhide\nwait (0.1) seconds\nshow\ngo to x: (5) y: (-16)\ncreate clone of (_myself_ v)\ngo to x: (47) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (97) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (138) y: (-4)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 6 v]\nswitch costume to (spike v)\nshow\ngo to x: (-50) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (-22) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (6) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (34) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (62) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (-70)\nhide\n\nwhen backdrop switches to [level 9 v]\nhide\nwait (0.1) seconds\nshow\ngo to x: (-95) y: (-72)\ncreate clone of (_myself_ v)\ngo to x: (5) y: (-15)\ncreate clone of (_myself_ v)\ngo to x: (104) y: (-72)\ncreate clone of (_myself_ v)\nhide\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen backdrop switches to [level 11 v]\nhide\n\n@Portal\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\ngo to x: (210) y: (-55)\nset size to (80) %\nshow\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Hidden Wall\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 10 v]\nwait (0.1) seconds\nshow\nforever\n if <touching (player v)?> then\n set [color v] effect to (0)\n set [brightness v] effect to (20)\n set [ghost v] effect to (27)\n say [Wow, you found the secret. Concratulations!] for (1) seconds\n else\n set [color v] effect to (2)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [stop v]\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nplay sound [mixkit-cinematic-transition-brass-hum-2282 \(1\) \(1\) v] until done\n\n@Slogan\n\nwhen flag clicked\nhide\n\n@Hearts\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\ngo to x: (-207) y: (150)\nset [hearts v] to [3]\nswitch costume to (kostüm2 v)\nforever\n if <(hearts) = [6]> then\n switch costume to (kostüm4 v)\n end\n if <(hearts) = [3]> then\n switch costume to (heart3 v)\n end\n if <(hearts) = [5]> then\n switch costume to (kostüm3 v)\n end\n if <(hearts) = [4]> then\n switch costume to (kostüm2 v)\n end\n if <(hearts) = [2]> then\n switch costume to (heart2 v)\n end\n if <(hearts) = [1]> then\n switch costume to (heart v)\n end\n if <(hearts) = [0]> then\n switch costume to (kostüm1 v)\n switch backdrop to (bühnenbild1 v)\n broadcast (stop v)\n stop [all v]\n end\nend\n\n@Money\n\nwhen flag clicked\nhide\nwait (5.5) seconds\ngo to x: (150) y: (143)\nshow\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [next v]\nhide\n\n@Text\n\nwhen flag clicked\nset [color v] effect to (100)\nhide\nwait (5.5) seconds\nshow\nswitch costume to (x0 v)\nforever\n if <(coins) = [0]> then\n switch costume to (x0 v)\n end\n if <(coins) = [1]> then\n switch costume to (x1 v)\n end\n if <(coins) = [2]> then\n switch costume to (x2 v)\n end\n if <(coins) = [3]> then\n switch costume to (x3 v)\n end\n if <(coins) = [4]> then\n switch costume to (x4 v)\n end\n if <(coins) = [5]> then\n switch costume to (x5 v)\n end\n if <(coins) = [6]> then\n switch costume to (x6 v)\n end\n if <(coins) = [7]> then\n switch costume to (x7 v)\n end\n if <(coins) = [8]> then\n switch costume to (x8 v)\n end\n if <(coins) = [9]> then\n switch costume to (x9 v)\n end\n if <(coins) = [10]> then\n switch costume to (x10 v)\n end\n if <(coins) = [11]> then\n switch costume to (x11 v)\n end\n if <(coins) = [12]> then\n switch costume to (x12 v)\n end\n if <(coins) = [13]> then\n switch costume to (x13 v)\n end\n if <(coins) = [14]> then\n switch costume to (x14 v)\n end\n if <(coins) = [15]> then\n switch costume to (x15 v)\n end\n if <(coins) = [16]> then\n switch costume to (x16 v)\n end\n if <(coins) = [17]> then\n switch costume to (x17 v)\n end\n if <(coins) = [18]> then\n switch costume to (x18 v)\n end\n if <(coins) = [19]> then\n switch costume to (x19 v)\n end\n if <(coins) = [20]> then\n switch costume to (x20 v)\n end\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Collectables\n\nwhen backdrop switches to [level 4 v]\nshow\ngo to x: (105) y: (-10)\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\nset [collected v] to [0]\nset [coins v] to [0]\nset [level v] to [1]\nforever\n if <touching (player v)?> then\n hide\n play sound [Collect v] until done\n change [coins v] by (1)\n change [collected v] by (1)\n end\nend\n\nwhen I receive [complete level v]\nhide\ndelete this clone\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-10) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (20) y: (-70)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n hide\n play sound [Collect v] until done\n change [collected v] by (1)\n change [coins v] by (1)\n end\nend\n\nwhen backdrop switches to [level 2 v]\nshow\ngo to x: (5) y: (20)\n\nwhen backdrop switches to [level 7 v]\nshow\ngo to x: (-100) y: (-72)\nrepeat (9)\n change x by (28)\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [level 9 v]\nshow\ngo to x: (-40) y: (-16)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-16)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [level 10 v]\nwait (2) seconds\ngo to x: (195) y: (-50)\nshow\n\nwhen I receive [stop v]\nhide\ndelete this clone\n\nwhen backdrop switches to [level 11 v]\nhide\ndelete this clone\n\n@Closer2\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\ngo to x: (101) y: (90)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat (1)\n broadcast (close shop v)\n end\n go to x: (101) y: (-200)\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [stop v]\nhide\n\n@Sign1\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\ngo to x: (108) y: (26)\nshow\nswitch costume to (c1 v)\ngo to [front v] layer\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(coins) > [5]>> then\n switch costume to (c2 v)\n change [coins v] by (-5)\n change [item clicked v] by (1)\n change [hearts v] by (1)\n broadcast (intem1 v)\n stop [this script v]\n end\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(coins) < [5]>> then\n say [Not enough money.] for (1) seconds\n end\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen I receive [close shop v]\ngo to x: (108) y: (-200)\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [intem1 v]\nforever\n switch costume to (c2 v)\n set size to (90) %\nend\n\n@Sign2\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\ngo to x: (108) y: (-22)\nshow\nswitch costume to (c1 v)\ngo to [front v] layer\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(coins) > [10]>> then\n switch costume to (c2 v)\n change [coins v] by (-10)\n broadcast (item2 v)\n broadcast (other look v)\n change [item clicked 2 v] by (1)\n stop [this script v]\n end\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(coins) < [10]>> then\n say [Not enough money.] for (1) seconds\n end\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen I receive [close shop v]\ngo to x: (108) y: (-200)\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [item2 v]\nforever\n switch costume to (c2 v)\n set size to (90) %\nend\n\n@Sign3\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\ngo to x: (108) y: (-73)\nshow\nswitch costume to (c1 v)\ngo to [front v] layer\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(coins) > [10]>> then\n switch costume to (c2 v)\n change [coins v] by (-10)\n broadcast (item 3 v)\n broadcast (jump boost v)\n change [item clicked 3 v] by (1)\n stop [this script v]\n end\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(coins) < [10]>> then\n say [Not enough money.] for (1) seconds\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (90) %\n end\nend\n\nwhen I receive [close shop v]\ngo to x: (96) y: (-200)\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [item 3 v]\nforever\n switch costume to (c2 v)\n set size to (90) %\nend\n\n@Music\n\nwhen flag clicked\nwait (5.5) seconds\nforever\n play sound [Treenan v] until done\nend\n\nwhen flag clicked\nwait (5.5) seconds\nforever\n if <(music) = [on]> then\n set volume to (100) %\n end\n if <(music) = [off]> then\n set volume to (0) %\n end\nend\n\n
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-------------------------------------------------------------------------\nPlease ❤️ and ⭐, it was hard work. Make sure to follow me for more stuff.\n-------------------------------------------------------------------------\nInstructions:\n• Move the player with wasd or arrow keys (mobile \n friendly)\n• Spikes and lava are dangerous\n• Purple is bouncy\n• Collect all the coins\n-------------------------------------------------------------------------\nAbout:\n• I like to make platformer and improve my skills with \n coding and painting \n• There are 10 levels and an easter egg (in the last \n level)\n• If there is a bug, then please let me know it in the \n comments\n-------------------------------------------------------------------------\nUpdates:\n• 30.06.2021 Fixed bugs in the music, danger and coin \n sprite\n• 19.06.2021 Added a new shop system\n• 15.06.2021 Fixed player/cow bugs\n• 10.06.2021 Added a cow\n• 07.07.2021 Fixed the background\n• 07.06.2021 Fixed a bug in the shop\n• 07.06.2021 Fixed the lava\n• 06.06.2021 Fixed bugs in the shop\n• 06.06.2021 Fixed bugs\n• 06.06.2021 Added a shop\n• 04.06.2021 Added spikes\n• 21.05.2021 Started making the game\n-------------------------------------------------------------------------
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Neutron - A Pen Platformer
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@Stage\n\nwhen [u v] key pressed\nwait until <not <key (u v) pressed?>>\nshow variable [mouse v]\nset [mouse v] to (join [Position X:] (join (round ((((mouse x) * (10)) / (10)) + (((SCROLL X) * (10)) / (10)))) (join [, Y: ] (round ((((mouse y) * (10)) / (10)) + (((SCROLL Y) * (10)) / (10)))))))\nwait until <key (u v) pressed?>\nwait until <not <key (u v) pressed?>>\nhide variable [mouse v]\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n if <(Go?) = [yes]> then\n set volume to (Volume) %\n else\n set volume to (0) %\n end\nend\n\nwhen [m v] key pressed\nwait until <not <key (m v) pressed?>>\nset [volume v] to [0]\nwait until <key (m v) pressed?>\nwait until <not <key (m v) pressed?>>\nset [volume v] to [100]\n\nwhen I receive [scripts v]\nforever\n play sound [Moose - Bensound Royalty Free Music - No Copyright Music Bensound Music v] until done\nend\n\nwhen [q v] key pressed\nif <(Go?) = [no]> then\n if <(Color Changer Open?) = [no]> then\n wait until <not <key (q v) pressed?>>\n set [help open? v] to [yes]\n wait until <key (q v) pressed?>\n wait until <not <key (q v) pressed?>>\n set [help open? v] to [no]\n end\nend\n\nwhen flag clicked\nset [help open? v] to [no]\n\nwhen flag clicked\nforever\n if <(Go?) = [yes]> then\n set [help open? v] to [no]\n set [color changer open? v] to [no]\n end\nend\n\n@Blank\n\n@Pen\n\ndefine Find Distance To Mouse\nset [distance to mouse v] to ([sqrt v] of ((((Thumbstick X) - (mouse x)) * ((Thumbstick X) - (mouse x))) + (((Thumbstick Y) - (mouse y)) * ((Thumbstick Y) - (mouse y)))) )\n\ndefine Point Towards Mouse\nset [direction of mouse v] to (([atan v] of (((Thumbstick X) - (mouse x)) / ((Thumbstick Y) - (mouse y))) ) + ((<((Thumbstick Y) - (mouse y)) > [0]> * (180)) + (<((Thumbstick Y) - (mouse y)) = [0]> * (180))))\n\nwhen I receive [scripts v]\nforever\n change [pen tick v] by (1)\n if <(pen tick) > [20]> then\n repeat until <(pen tick) < [1]>\n change [pen tick v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nerase all\nset [checkpoints found v] to [1]\nset [player x v] to [0]\nset [player y v] to [0]\nset [xv v] to [0]\nset [win? v] to [0]\nset [go? v] to [yes]\nbroadcast (Intro v) and wait\nbroadcast (Scripts v)\nbroadcast (Reset v) and wait\nforever\n if <(Win?) = [0]> then\n Game Loop\n if <(Dead) = [1]> then\n Reset\n end\n else\n Win\n end\nend\n\nwhen I receive [reset v]\nReset\n\ndefine Reset\ndelete all of [platform type v]\ndelete all of [platform height v]\ndelete all of [platform length v]\ndelete all of [platform x v]\ndelete all of [platform y v]\ndelete all of [collision v]\ndelete all of [checkpoint x v]\ndelete all of [checkpoint y v]\nadd [0] to [checkpoint x v]\nadd [0] to [checkpoint y v]\nadd [2800] to [checkpoint x v]\nadd [200] to [checkpoint y v]\nadd [5265] to [checkpoint x v]\nadd [550] to [checkpoint y v]\nadd [7500] to [checkpoint x v]\nadd [1720] to [checkpoint y v]\nset [dead v] to [0]\nset [collision width v] to [23]\nset [grid length v] to [40]\nset [player x v] to (item (Checkpoints Found) of [checkpoint x v])\nset [player y v] to (item (Checkpoints Found) of [checkpoint y v])\nset [scroll x v] to (Player X)\nset [scroll y v] to (Player Y)\nset [xv v] to [0]\nset [yv v] to [0]\nset [player width v] to [15]\nset [switch v] to [0]\nset [in air v] to [0]\n\ndefine Game Loop\nerase all\nbroadcast (Tick v)\n\ndefine Render Game\ndelete all of [platform type v]\ndelete all of [platform x v]\ndelete all of [platform y v]\ndelete all of [platform height v]\ndelete all of [platform length v]\ndelete all of [checkpoint x v]\ndelete all of [checkpoint y v]\nadd [0] to [checkpoint x v]\nadd [0] to [checkpoint y v]\nDraw Level\nDraw Player\n\ndefine Do Physics With Speed: (speed) And Jump Height: (jump height)\nset size to (100) %\ngo to x: ((Player X) - (SCROLL X)) y: ((Player Y) - (SCROLL Y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (Thumbstick Button X)> and <<(Thumbstick Button X) > (Thumbstick X)> and <mouse down?>>>> then\n change [xv v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (Thumbstick Button X)> and <<(Thumbstick Button X) < (Thumbstick X)> and <mouse down?>>>> then\n change [xv v] by ((speed) * (-1))\nend\nset [xv v] to ((Xv) * (0.8))\nif <([abs v] of (Xv) ) > [0.9]> then\n Change Player X By: (round (Xv))\nend\nchange [yv v] by (-2)\nif <(In Air) < [6]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (Thumbstick Button Y)> and <<(Thumbstick Button Y) > (Thumbstick Y)> and <mouse down?>>>> then\n set [yv v] to (jump height)\n end\nend\nif <[collision v] contains [bounce]?> then\n set [yv v] to [30]\nend\nChange Player Y By: (Yv)\nif <<[collision v] contains [lava]?> or <<(Player Y) < [-300]> or <(Yv) < [-100]>>> then\n set [dead v] to [1]\nend\nchange [scroll x v] by (((Player X) - (SCROLL X)) / (5))\nchange [scroll y v] by (((Player Y) - (SCROLL Y)) / (5))\nCollision (Collision Width)\n\ndefine Change Player X By: (xv)\nchange [player x v] by (xv)\nCollision (Collision Width)\nif <[collision v] contains [platform]?> then\n repeat (8)\n change [player y v] by (1)\n Collision (Collision Width)\n if <not <[collision v] contains [platform]?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (Thumbstick Button Y)> and <<(Thumbstick Button Y) > (Thumbstick Y)> and <mouse down?>>>> then\n set [yv v] to [25]\n if <(Xv) > [0]> then\n set [xv v] to [-25]\n else\n set [xv v] to [25]\n end\n else\n set [xv v] to [0]\n end\n repeat until <not <[collision v] contains [platform]?>>\n Collision (Collision Width)\n if <(xv) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n end\nend\n\ndefine Collision (width)\ndelete all of [collision v]\nset [i v] to [0]\nrepeat (length of [platform y v])\n change [i v] by (1)\n if <not <(Player X) > (((item (i) of [platform x v]) + (item (i) of [platform length v])) + (width))>> then\n if <not <(Player Y) > (((item (i) of [platform y v]) + (item (i) of [platform height v])) + (width))>> then\n if <not <(Player X) < (((item (i) of [platform x v]) - (item (i) of [platform length v])) - (width))>> then\n if <not <(Player Y) < (((item (i) of [platform y v]) - (item (i) of [platform height v])) - (width))>> then\n add (item (i) of [platform type v]) to [collision v]\n end\n end\n end\n end\nend\n\ndefine Change Player Y By: (yv)\nif <(Switch) = [0]> then\n change [player y v] by (yv)\nelse\n change [player y v] by ((yv) * (-1))\nend\nchange [in air v] by (1)\nCollision (Collision Width)\nrepeat until <not <[collision v] contains [Platform]?>>\n Collision (Collision Width)\n set [yv v] to [0]\n if <(Switch) = [0]> then\n if <(yv) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n else\n if <((yv) * (-1)) > [0]> then\n change [player y v] by (-1)\n set [in air v] to [0]\n else\n change [player y v] by (1)\n end\n end\nend\n\ndefine Draw Platform At (x) (y) With Length And Height: (length) (height) And Color: (color)\nadd (x) to [platform x v]\nadd (y) to [platform y v]\nadd ([abs v] of (length) ) to [platform length v]\nadd ([abs v] of (height) ) to [platform height v]\nadd [platform] to [platform type v]\nif <(color) = [999]> then\n set pen (color v) to (color)\n set pen (saturation v) to (0)\n set pen (brightness v) to (2)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [16]\n set pen (brightness v) to (5)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [10]\nelse\n set pen (color v) to (color)\n set pen (saturation v) to (100)\n set pen (brightness v) to (60)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [16]\n set pen (brightness v) to (100)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [10]\nend\n\ndefine Draw Line From (x1) (y1) To (x2) (y2) Size: (size)\nset pen size to (size)\npen up\ngo to x: ((x1) - (SCROLL X)) y: ((y1) - (SCROLL Y))\npen down\ngo to x: ((x2) - (SCROLL X)) y: ((y2) - (SCROLL Y))\npen up\n\ndefine Draw Level\nif <(Checkpoints Found) < [5]> then\n Draw Platform At [100] [-100] With Length And Height: [200] [50] And Color: [60]\n Draw Lava At [415] [-100] With Length And Height [100] [50] And Color [0]\n Draw Platform At [630] [-100] With Length And Height: [100] [50] And Color: [60]\n Draw Gravity Shift At [795] [-100] With Length And Height [50] [50] And Color [30]\n Draw Platform At [1000] [200] With Length And Height: [200] [50] And Color: [60]\n Draw Bounce At [1265] [200] With Length And Height [50] [50] And Color [15]\n Draw Platform At [1530] [200] With Length And Height: [200] [50] And Color: [60]\n Draw Gravity Shift At [1795] [200] With Length And Height [50] [50] And Color [30]\n Draw Platform At [2100] [-100] With Length And Height: [300] [50] And Color: [60]\n Draw Lava At [2000] [-48] With Length And Height [50] [0] And Color [0]\n Draw Lava At [2200] [-48] With Length And Height [50] [0] And Color [0]\n Draw Bounce At [2465] [-100] With Length And Height [50] [50] And Color [15]\n Draw Platform At [2750] [100] With Length And Height: [150] [50] And Color: [60]\n Draw Checkpoint At: [2800] [200] With Length And Height: [20] [20] And Color: [90]\n Draw Platform At ((3165) + ((200) * ([sin v] of ((Timer) * (1.3)) ))) [100] With Length And Height: [50] [50] And Color: [60]\n Draw Lava At [3480] [100] With Length And Height [50] [50] And Color [0]\n Draw Platform At [3695] [100] With Length And Height: [150] [50] And Color: [60]\n Draw Platform At [3795] [315] With Length And Height: [50] [150] And Color: [60]\n Draw Lava At [3960] [100] With Length And Height [100] [50] And Color [0]\n Draw Platform At [4225] [100] With Length And Height: [150] [50] And Color: [60]\n Draw Gravity Shift At [4440] [100] With Length And Height [50] [50] And Color [30]\n Draw Platform At [4440] [450] With Length And Height: [20] [20] And Color: [60]\n Draw Platform At [4640] [450] With Length And Height: [20] [20] And Color: [60]\n Draw Platform At [4840] [450] With Length And Height: [20] [20] And Color: [60]\n Draw Platform At [5000] [700] With Length And Height: [200] [50] And Color: [60]\n Draw Spike At: [5050] [615] With Length And Height: [25] [-20] And Color: [0]\n Draw Gravity Shift At [5265] [700] With Length And Height [50] [50] And Color [30]\n Draw Platform At [5415] [425] With Length And Height: [200] [50] And Color: [60]\n Draw Checkpoint At: [5265] [550] With Length And Height: [20] [20] And Color: [90]\n Draw Speed Boost At: [5500] [540] With Length And Height: [25] [25] And Color: [50]\n Draw Platform At [6000] [425] With Length And Height: [100] [50] And Color: [60]\n Draw Platform At [6166] ((625) + ((200) * ([sin v] of ((Timer) * (0.5)) ))) With Length And Height: [50] [50] And Color: [60]\n Draw Platform At [6166] [960] With Length And Height: [50] [20] And Color: [60]\n Draw Spike At: [6166] [910] With Length And Height: [20] [-15] And Color: [0]\n Draw Bounce At [6285] [750] With Length And Height [50] [50] And Color [15]\n Draw Platform At [6000] [1100] With Length And Height: [50] [20] And Color: [60]\n Draw Spike At: [5975] [1150] With Length And Height: [20] [15] And Color: [0]\n Draw Platform At [6200] [1290] With Length And Height: [50] [20] And Color: [60]\n Draw Spike At: [6230] [1340] With Length And Height: [20] [15] And Color: [0]\n Draw Bounce At [6000] [1480] With Length And Height [50] [20] And Color [15]\n Draw Platform At [6480] [1580] With Length And Height: [200] [50] And Color: [60]\n Draw Platform At [6440] [1880] With Length And Height: [30] [200] And Color: [60]\n Draw Lava At [6400] [1880] With Length And Height [] [200] And Color [0]\n Draw Platform At [6650] [1865] With Length And Height: [30] [215] And Color: [60]\n Draw Lava At [6610] [1745] With Length And Height [0] [30] And Color []\n Draw Lava At [6480] [1845] With Length And Height [0] [30] And Color []\n Draw Lava At [6610] [1945] With Length And Height [0] [30] And Color []\n Draw Platform At [7000] [2200] With Length And Height: [200] [50] And Color: [60]\n Draw Spike At: [6920] [2285] With Length And Height: [25] [20] And Color: [0]\n Draw Spike At: [7060] [2285] With Length And Height: [25] [20] And Color: [0]\n set pen (brightness v) to (60)\n set pen (color v) to (50)\n Draw Line From [7300] [2310] To [7300] [2370] Size: [16]\n Draw Line From [7270] [2330] To [7300] [2300] Size: [16]\n Draw Line From [7300] [2300] To [7330] [2330] Size: [16]\n set pen (brightness v) to (100)\n set pen (color v) to (50)\n Draw Line From [7300] [2300] To [7300] [2370] Size: [10]\n Draw Line From [7270] [2330] To [7300] [2300] Size: [10]\n Draw Line From [7300] [2300] To [7330] [2330] Size: [10]\n Draw Platform At [7460] [1600] With Length And Height: [200] [50] And Color: [60]\n Draw Spike At: [7330] [1685] With Length And Height: [25] [20] And Color: [0]\n Draw Checkpoint At: [7500] [1720] With Length And Height: [20] [20] And Color: [90]\n Draw Gravity Shift At [7725] [1600] With Length And Height [50] [50] And Color [30]\n Draw Platform At [7825] [2300] With Length And Height: [150] [50] And Color: [60]\n Draw Spike At: [7730] [2215] With Length And Height: [23] [-20] And Color: [0]\n Draw Gravity Shift At [8040] [2300] With Length And Height [50] [50] And Color [30]\n Draw Platform At [8100] [1600] With Length And Height: [100] [50] And Color: [60]\n Draw Lava At [8295] [1600] With Length And Height [80] [50] And Color [0]\n Draw Platform At [8500] [1400] With Length And Height: [20] [20] And Color: [60]\n Draw Platform At [8500] [1200] With Length And Height: [20] [20] And Color: [60]\n Draw Platform At [8600] [1000] With Length And Height: [20] [20] And Color: [60]\n Draw Speed Boost At: [8750] [1100] With Length And Height: [25] [25] And Color: [50]\n Draw Platform At [9200] [1000] With Length And Height: [100] [50] And Color: [60]\n Draw Spike At: [9200] [1085] With Length And Height: [25] [20] And Color: [0]\n Draw Bounce At [9365] [1000] With Length And Height [50] [50] And Color [15]\n Draw Platform At [9565] [1200] With Length And Height: [100] [50] And Color: [999]\n Draw Platform At [9765] [1390] With Length And Height: [] [] And Color: [60]\n Draw Platform At [9965] [1390] With Length And Height: [] [] And Color: [60]\nelse\n Draw Platform At [0] [-130] With Length And Height: [120] [50] And Color: [60]\nend\n\ndefine Draw Player\nset pen (color v) to (82)\nset pen (saturation v) to (100)\nset pen (brightness v) to (60)\nDraw Square At ((Player X) - (SCROLL X)) ((Player Y) - (SCROLL Y)) And Size [25] And Pen Size: [12]\nset pen (brightness v) to (100)\nDraw Square At ((Player X) - (SCROLL X)) ((Player Y) - (SCROLL Y)) And Size [25] And Pen Size: [8]\n\ndefine Draw Square At (center x) (center y) And Size (side length) And Pen Size: (size)\nset pen size to (size)\npen up\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen down\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (2)))\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen up\n\ndefine Draw Lava At (x) (y) With Length And Height (length) (height) And Color (color)\nadd (x) to [platform x v]\nadd (y) to [platform y v]\nadd ([abs v] of (length) ) to [platform length v]\nadd ([abs v] of (height) ) to [platform height v]\nadd [lava] to [platform type v]\nset pen (color v) to (color)\nset pen (saturation v) to (100)\nset pen (brightness v) to (60)\nif <<(length) > [0]> and <(height) > [0]>> then\n Draw Line From ((x) - (length)) ((y) + ((height) + ((0) - (pen tick)))) To ((x) + (length)) ((y) + ((height) + ((0) - (pen tick)))) Size: [16]\n Draw Line From ((x) + (length)) ((y) + ((height) + ((0) - (pen tick)))) To ((x) + (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + ((height) + ((0) - (pen tick)))) Size: [16]\n set pen (brightness v) to (100)\n Draw Line From ((x) - (length)) ((y) + ((height) + ((0) - (pen tick)))) To ((x) + (length)) ((y) + ((height) + ((0) - (pen tick)))) Size: [10]\n Draw Line From ((x) + (length)) ((y) + ((height) + ((0) - (pen tick)))) To ((x) + (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + ((height) + ((0) - (pen tick)))) Size: [10]\nelse\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [16]\n set pen (brightness v) to (100)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [10]\nend\n\ndefine Draw Gravity Shift At (x) (y) With Length And Height (length) (height) And Color (color)\nadd (x) to [platform x v]\nadd (y) to [platform y v]\nadd ([abs v] of (length) ) to [platform length v]\nadd ([abs v] of (height) ) to [platform height v]\nadd [shift] to [platform type v]\nset pen (color v) to (color)\nset pen (saturation v) to (100)\nset pen (brightness v) to (60)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [16]\nDraw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [16]\nset pen (brightness v) to (100)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [10]\nDraw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [10]\n\nwhen flag clicked\nset [switch v] to [0]\nforever\n if <[collision v] contains [shift]?> then\n if <(Switch) = [0]> then\n set [switch v] to [1]\n else\n set [switch v] to [0]\n end\n wait until <not <[collision v] contains [shift]?>>\n end\nend\n\nwhen flag clicked\nset [mode v] to [0]\n\nwhen [o v] key pressed\nif <<(username) = [oofania]> or <<(username) = [___Ninja__Codes___]> or <<(username) = [oofania_is_awesome]> or <<(username) = [key1011]> or <(username) = [Star_Wars_Animator]>>>>> then\n wait until <not <key (o v) pressed?>>\n if <(Mode) = [0]> then\n set [mode v] to [1]\n else\n set [mode v] to [0]\n end\nend\n\ndefine God Mode\nchange [xv v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (5))\nset [xv v] to ((Xv) * (0.8))\nif <([abs v] of (Xv) ) > [0.9]> then\n change [player x v] by (round (Xv))\nend\nchange [yv v] by ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> - <<key (down arrow v) pressed?> or <key (s v) pressed?>>) * (5))\nset [yv v] to ((Yv) * (0.8))\nif <([abs v] of (Yv) ) > [0.9]> then\n change [player y v] by (round (Yv))\nend\nchange [scroll x v] by (((Player X) - (SCROLL X)) / (5))\nchange [scroll y v] by (((Player Y) - (SCROLL Y)) / (5))\n\ndefine Draw Thumbstick\nif <not <mouse down?>> then\n set [thumbstick button x v] to []\n set [thumbstick button y v] to []\n set [thumbstick x v] to []\n set [thumbstick y v] to []\nend\nif <mouse down?> then\n if <<(Go?) = [yes]> and <not <<<(mouse x) > [184]> and <(mouse x) < [223]>> and <<(mouse y) > [125]> and <(mouse y) < [165]>>>>> then\n set [thumbstick radius v] to [50]\n pen up\n go to x: (Thumbstick X) y: (Thumbstick Y)\n set pen size to ((Thumbstick Radius) * (2))\n set pen color to (#2b2b2b)\n pen down\n pen up\n go to x: (Thumbstick X) y: (Thumbstick Y)\n set pen size to ((Thumbstick Radius) * (1.8))\n set pen color to (#3c3c3c)\n pen down\n pen up\n Find Distance To Mouse\n Point Towards Mouse\n go to x: ((([sin v] of (Direction Of Mouse) ) * ((((Thumbstick Radius) + (Distance To Mouse)) - ([abs v] of ((Thumbstick Radius) - (Distance To Mouse)) )) / (2))) + (Thumbstick X)) y: ((([cos v] of (Direction Of Mouse) ) * ((((Thumbstick Radius) + (Distance To Mouse)) - ([abs v] of ((Thumbstick Radius) - (Distance To Mouse)) )) / (2))) + (Thumbstick Y))\n set pen color to (#767676)\n set pen size to ((Thumbstick Radius) * (1.2))\n pen down\n pen up\n go to x: ((([sin v] of (Direction Of Mouse) ) * ((((Thumbstick Radius) + (Distance To Mouse)) - ([abs v] of ((Thumbstick Radius) - (Distance To Mouse)) )) / (2))) + (Thumbstick X)) y: ((([cos v] of (Direction Of Mouse) ) * ((((Thumbstick Radius) + (Distance To Mouse)) - ([abs v] of ((Thumbstick Radius) - (Distance To Mouse)) )) / (2))) + (Thumbstick Y))\n set pen color to (#565656)\n set pen size to ((Thumbstick Radius) * (1))\n pen down\n pen up\n set [thumbstick button x v] to (x position)\n set [thumbstick button y v] to (y position)\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [thumbstick x v] to (mouse x)\n set [thumbstick y v] to (mouse y)\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nset [thumbstick button x v] to []\nset [thumbstick button y v] to []\nset [thumbstick x v] to []\nset [thumbstick y v] to []\n\ndefine Draw Bounce At (x) (y) With Length And Height (length) (height) And Color (color)\nadd (x) to [platform x v]\nadd (y) to [platform y v]\nadd ([abs v] of (length) ) to [platform length v]\nadd ([abs v] of (height) ) to [platform height v]\nadd [bounce] to [platform type v]\nset pen (color v) to (color)\nset pen (saturation v) to (100)\nset pen (brightness v) to (60)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [16]\nDraw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [16]\nset pen (brightness v) to (100)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [10]\nDraw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [10]\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [tick v]\nset size to (999999999) %\nRender Game\nif <(Mode) = [0]> then\n if <(Go?) = [yes]> then\n set size to (100) %\n Do Physics With Speed: [2.5] And Jump Height: [13]\n end\nelse\n God Mode\nend\nDraw Thumbstick\nif <(Go?) = [no]> then\n broadcast (Text v)\nend\nDraw Pause\n\ndefine Draw Rectangle At (x) (y) With Length And Height (length) (height) And Color (color)\nset pen (color v) to (color)\nif <<<(x) = [0]> and <(y) = [15]>> and <<<(mouse x) > [-80]> and <[80] > (mouse x)>> and <<(mouse y) > [0]> and <[60] > (mouse y)>>>> then\n set pen (brightness v) to (40)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [16]\n set pen (brightness v) to (80)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [10]\nelse\n set pen (brightness v) to (60)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [16]\n set pen (brightness v) to (100)\n Draw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\n Draw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [10]\nend\n\nwhen [p v] key pressed\nwait until <not <key (p v) pressed?>>\nif <(Go?) = [yes]> then\n set [go? v] to [no]\nelse\n set [go? v] to [yes]\nend\n\ndefine Draw Checkpoint At: (x) (y) With Length And Height: (length) (height) And Color: (color)\nadd (x) to [platform x v]\nadd (y) to [platform y v]\nadd ([abs v] of (length) ) to [platform length v]\nadd ([abs v] of (height) ) to [platform height v]\nadd [checkpoint] to [platform type v]\nset pen (color v) to (color)\nset pen (saturation v) to (100)\nset pen (brightness v) to (60)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [16]\nDraw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [16]\nset pen (brightness v) to (100)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) ((y) + (height)) Size: [10]\nDraw Line From ((x) + (length)) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: [10]\n\nwhen flag clicked\nwait until <not <<(Player X) > [2799]> and <(Player Y) > [170]>>>\nwait until <<(Player X) > [2799]> and <(Player Y) > [170]>>\nstart sound [arcade_game_tone_001 v]\nchange [checkpoints found v] by (1)\nwait until <not <<(Player X) > [5250]> and <(Player Y) > [499]>>>\nwait until <<(Player X) > [5250]> and <(Player Y) > [499]>>\nstart sound [arcade_game_tone_001 v]\nchange [checkpoints found v] by (1)\nwait until <not <<(Player X) > [7499]> and <(Player Y) < [1719]>>>\nwait until <<(Player X) > [7499]> and <(Player Y) < [1719]>>\nstart sound [arcade_game_tone_001 v]\nchange [checkpoints found v] by (1)\nwait until <not <<(Player X) > [1000]> and <(Player Y) < [1719]>>>\nwait until <<(Player X) > [1000]> and <(Player Y) < [1719]>>\nset [win? v] to [1]\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n if <(Go?) = [yes]> then\n change [timer v] by (2)\n end\nend\n\nwhen flag clicked\ndelete all of [checkpoint x v]\ndelete all of [checkpoint y v]\nadd [0] to [checkpoint x v]\nadd [20] to [checkpoint y v]\n\nif <(Checkpoints Found) = [1]> then\n\ndefine Draw Pause\nif <(Go?) = [yes]> then\n pen up\n set pen color to (#6e6e6e)\n set pen size to (16)\n go to x: (190) y: (160)\n pen down\n go to x: (190) y: (130)\n pen up\n set pen color to (#a2a2a2)\n set pen size to (8)\n go to x: (190) y: (160)\n pen down\n go to x: (190) y: (130)\n pen up\n set pen color to (#6e6e6e)\n set pen size to (16)\n go to x: (215) y: (160)\n pen down\n go to x: (215) y: (130)\n pen up\n set pen color to (#a2a2a2)\n set pen size to (8)\n go to x: (215) y: (160)\n pen down\n go to x: (215) y: (130)\n pen up\nend\n\ndefine Draw Spike At: (x) (y) With Length And Height: (length) (height) And Color: (color)\nadd (x) to [platform x v]\nadd (y) to [platform y v]\nadd ([abs v] of (length) ) to [platform length v]\nadd ([abs v] of (height) ) to [platform height v]\nadd [lava] to [platform type v]\nset pen (color v) to (color)\nset pen (saturation v) to (100)\nset pen (brightness v) to (60)\nDraw Line From (x) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) - (length)) ((y) - (height)) To (x) ((y) + (height)) Size: [16]\nset pen (brightness v) to (100)\nDraw Line From (x) ((y) + (height)) To ((x) + (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) + (length)) ((y) - (height)) To ((x) - (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) - (length)) ((y) - (height)) To (x) ((y) + (height)) Size: [10]\n\ndefine Draw Speed Boost At: (x) (y) With Length And Height: (length) (height) And Color: (color)\nadd (x) to [platform x v]\nadd (y) to [platform y v]\nadd ([abs v] of (length) ) to [platform length v]\nadd ([abs v] of (height) ) to [platform height v]\nadd [speed boost] to [platform type v]\nset pen (saturation v) to (100)\nset pen (color v) to (color)\nset pen (brightness v) to (60)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) - ((length) / (2))) (y) Size: [16]\nDraw Line From ((x) - ((length) / (2))) (y) To ((x) - (length)) ((y) - (height)) Size: [16]\nDraw Line From ((x) + ((length) / (2))) ((y) + (height)) To ((x) + (length)) (y) Size: [16]\nDraw Line From ((x) + (length)) (y) To ((x) + ((length) / (2))) ((y) - (height)) Size: [16]\nset pen (brightness v) to (100)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) - ((length) / (2))) (y) Size: [10]\nDraw Line From ((x) - ((length) / (2))) (y) To ((x) - (length)) ((y) - (height)) Size: [10]\nDraw Line From ((x) + ((length) / (2))) ((y) + (height)) To ((x) + (length)) (y) Size: [10]\nDraw Line From ((x) + (length)) (y) To ((x) + ((length) / (2))) ((y) - (height)) Size: [10]\n\nwhen flag clicked\nforever\n if <[collision v] contains [speed boost]?> then\n set [xv v] to [85]\n set [yv v] to [15]\n wait until <not <[collision v] contains [speed boost]?>>\n end\nend\n\nDraw Platform At ((335) + ((200) * ([sin v] of ((Timer) * (0.5)) ))) ((230) + ((200) * ([sin v] of ((Timer) * (0.5)) ))) With Length And Height: [20] [20] And Color: [60]\n\ndefine Win\nerase all\nbroadcast (Draw The Win v)\n\ndefine Draw Win Screen\nset pen (color v) to ((0) + ((100) * ([sin v] of ((timer) * (250)) )))\nset pen (saturation v) to ((20) + ((20) * ([sin v] of ((timer) * (250)) )))\nset pen (brightness v) to ((40) + ((20) * ([cos v] of ((timer) * (250)) )))\ngo to x: (0) y: (0)\nset pen size to (50000)\npen down\npen up\nbroadcast (Win Text v)\n\nwhen I receive [draw the win v]\nDraw Win Screen\n\nwhen flag clicked\nforever\n set [tiiimer v] to ((timer) + (0.01))\nend\n\nwhen [timer v] > (Tiiimer)\nforever\n erase all\n broadcast (Draw Thumbnail v)\nend\n\ndefine Draw Thumbnail\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [player x v] to [0]\nset [player y v] to [-25]\nDraw Platform At [0] [-100] With Length And Height: [150] [50] And Color: [60]\nDraw Player\nbroadcast (Make Logo v)\n\nwhen I receive [draw thumbnail v]\nDraw Thumbnail\n\n@Border\n\n@PTE Ultra+\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen I receive [tick v]\nsdjkf\n\ndefine sdjkf\nset pen (transparency v) to (80)\nif <(Checkpoints Found) < [5]> then\n WW Print | Pos ((-120) - (SCROLL X)) (((50) - (SCROLL Y)) * (1)) Size (50) Width (1) RGB (150) (50) (204) WW Width (500) WSU (2.3) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [Welcome To Neutron]\n WW Print | Pos ((-120) - (SCROLL X)) (((50) - (SCROLL Y)) * (1)) Size (50) Width (1) RGB (150) (100) (204) WW Width (500) WSU (0.8) (0) (0) CSpace (1.85) LSpace (0.25) Align [99999999999999999] Text [Welcome To Neutron]\n WW Print | Pos ((325) - (SCROLL X)) (((-0) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (250) (0) (0) WW Width (300) WSU (2) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [Watch Out For Lava!]\n WW Print | Pos ((700) - (SCROLL X)) (((-0) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (0) (250) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [These Switch Your Gravity!]\n WW Print | Pos ((1210) - (SCROLL X)) (((100) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (255) (255) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [Bounce!]\n WW Print | Pos ((1730) - (SCROLL X)) (((100) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (0) (250) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [And Back Again!]\n WW Print | Pos ((2030) - (SCROLL X)) (((100) - (SCROLL Y)) * (1)) Size (30) Width (1) RGB (255) (255) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [Jump!]\n WW Print | Pos ((2620) - (SCROLL X)) (((250) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (255) (0) (153) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [These Save Your Progress!]\n WW Print | Pos ((3550) - (SCROLL X)) (((225) - (SCROLL Y)) * (1)) Size (23) Width (1) RGB (0) (100) (255) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [Wall Jump!]\n WW Print | Pos ((3870) - (SCROLL X)) (((200) - (SCROLL Y)) * (1)) Size (23) Width (1) RGB (255) (0) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0) Align [99999999999999999] Text [More Lava!]\n WW Print | Pos ((4970) - (SCROLL X)) (((550) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (255) (0) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Spikes Are Bad Too!]\n WW Print | Pos ((5390) - (SCROLL X)) (((630) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (0) (255) (255) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [ This Is A Speed Boost!]\n WW Print | Pos ((5935) - (SCROLL X)) (((550) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (0) (100) (255) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Elevator!]\n WW Print | Pos ((6010) - (SCROLL X)) (((900) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (0) (100) (255) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Careful!]\n WW Print | Pos ((6250) - (SCROLL X)) (((1725) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (0) (100) (255) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Tight Fit!]\n WW Print | Pos ((6908) - (SCROLL X)) (((2377) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (255) (0) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Watch Out!]\n WW Print | Pos ((7225) - (SCROLL X)) (((2390) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (0) (255) (255) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Trust Fall!]\n WW Print | Pos ((7280) - (SCROLL X)) (((1760) - (SCROLL Y)) * (1)) Size (25) Width (1) RGB (255) (0) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Oops...]\n WW Print | Pos ((7439) - (SCROLL X)) (((1780) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (255) (0) (100) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [ ~w_w~ ]\n WW Print | Pos ((7650) - (SCROLL X)) (((2143) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (255) (0) (0) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Oops Again]\n WW Print | Pos ((8550) - (SCROLL X)) (((1290) - (SCROLL Y)) * (1)) Size (20) Width (1) RGB (0) (100) (255) WW Width (200) WSU (2) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Watch Your Step!]\nelse\n WW Print | Pos ((-120) - (SCROLL X)) (((40) - (SCROLL Y)) * (1)) Size (50) Width (1) RGB (100) (100) (100) WW Width (250) WSU (3) (0) (0) CSpace (0.5) LSpace (0.5) Align [99999999999999999] Text [Part 2]\n WW Print | Pos ((-120) - (SCROLL X)) (((40) - (SCROLL Y)) * (1)) Size (50) Width (1) RGB (200) (200) (200) WW Width (250) WSU (1.5) (0) (0) CSpace (1.85) LSpace (0.5) Align [99999999999999999] Text [Part 2]\nend\n\nwhen I receive [text v]\nset pen color to (#000000)\nset pen (transparency v) to (30)\nset pen size to (8888888888)\npen down\npen up\nset pen color to (#6e6e6e)\nDraw Pause At [202.5] [145] With Length And Height [13] [15] And Size [16]\nset pen color to (#a2a2a2)\nDraw Pause At [202.5] [145] With Length And Height [13] [15] And Size [8]\nhide variable [color v]\nif <<(Help Open?) = [no]> and <(Color Changer Open?) = [no]>> then\n WW Print | Pos (-120) (0) Size (50) Width (1) RGB (250) (250) (250) WW Width (500) WSU (1.5) (0) (0) CSpace (1) LSpace (1) Align [] Text [Paused]\n WW Print | Pos (-145) (-50) Size (15) Width (1) RGB (255) (128) (0) WW Width (5000) WSU (1.5) (0) (0) CSpace (1) LSpace (1) Align [] Text [Press 'Q' For How To Play]\nelse\n if <(Help Open?) = [yes]> then\n WW Print | Pos (-160) (120) Size (35) Width (1) RGB (250) (250) (250) WW Width (500) WSU (2) (5) (0) CSpace (1) LSpace (1) Align [0] Text [How To Play]\n WW Print | Pos (-220) (100) Size (10) Width (1) RGB (255) (128) (0) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [] Text [R Key To Reset \(respawn at last saved checkpoint\)]\n WW Print | Pos (-190) (80) Size (10) Width (1) RGB (255) (128) (0) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Arrow Keys OR WASD OR Thumbstick To Move]\n WW Print | Pos (-150) (60) Size (10) Width (1) RGB (255) (128) (0) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Mouse Down To Activate Thumbstick]\n WW Print | Pos (-70) (40) Size (12) Width (1) RGB (0) (0) (255) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Blue = Platform]\n WW Print | Pos (-100) (20) Size (12) Width (1) RGB (255) (0) (0) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Red = Lava \(kills you\)]\n WW Print | Pos (-205) (0) Size (12) Width (1) RGB (0) (255) (0) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Green = Gravity Shift \(reverses gravity\)]\n WW Print | Pos (-180) (-20) Size (12) Width (1) RGB (255) (255) (0) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Yellow = Trampoline \(bounces you\)]\n WW Print | Pos (-205) (-40) Size (12) Width (1) RGB (255) (0) (150) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Pink = Checkpoint \(saves your progress\)]\n WW Print | Pos (-215) (-60) Size (12) Width (1) RGB (0) (200) (255) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Cyan = Speed Boost \(boosts you forward\)]\n WW Print | Pos (-225) (-80) Size (12) Width (1) RGB (40) (40) (40) WW Width (500) WSU (2) (0) (0) CSpace (1) LSpace (1) Align [0] Text [Dark Grey = Grey Platform \(just a platform\)]\n else\n show variable [color v]\n end\nend\n\ndefine Show Color Picker\nrepeat (100)\n set pen (color v) to (0)\n repeat (100)\n move (1) steps\n change pen (color v) by (1)\n end\n pen up\n set x to (0)\n change pen (brightness v) by (1)\n change y by (1)\n pen down\nend\n\ndefine Draw Pause At (x) (y) With Length And Height (length) (height) And Size (size)\nDraw Line From ((x) - (length)) ((y) + (height)) To ((x) + (length)) (y) Size: (size)\nDraw Line From ((x) + (length)) (y) To ((x) - (length)) ((y) - (height)) Size: (size)\nDraw Line From ((x) - (length)) ((y) - (height)) To ((x) - (length)) ((y) + (height)) Size: (size)\n\ndefine Draw Line From (x1) (y1) To (x2) (y2) Size: (size)\nset pen size to (size)\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\nforever\n if <<mouse down?> and <<<(mouse x) > [184]> and <(mouse x) < [223]>> and <<(mouse y) > [125]> and <(mouse y) < [165]>>>> then\n wait until <not <mouse down?>>\n if <(Go?) = [yes]> then\n set [go? v] to [no]\n else\n set [go? v] to [yes]\n end\n end\nend\n\nwhen I receive [win text v]\nWW Print | Pos (-165) (-15) Size (50) Width (1) RGB ((250) + ((100) * ([sin v] of ((timer) * (250)) ))) ((0) + ((0) * ([cos v] of ((timer) * (250)) ))) ((0) + ((0) * ([sin v] of ((timer) * (250)) ))) WW Width (99999999999) WSU (4) (0) (0) CSpace (-0.7) LSpace (1) Align [] Text [You Win!]\nWW Print | Pos (-165) (-15) Size (50) Width (1) RGB ((0) + ((50) * ([cos v] of ((timer) * (250)) ))) ((0) + ((10) * ([sin v] of ((timer) * (250)) ))) ((0) + ((0) * ([cos v] of ((timer) * (250)) ))) WW Width (99999999999) WSU (3) (0) (0) CSpace (0.2) LSpace (1) Align [] Text [You Win!]\nWW Print | Pos (-165) (-15) Size (50) Width (1) RGB ((0) + ((0) * ([sin v] of ((timer) * (250)) ))) ((0) + ((10) * ([cos v] of ((timer) * (250)) ))) ((0) + ((100) * ([sin v] of ((timer) * (250)) ))) WW Width (99999999999) WSU (1.55) (0) (0) CSpace (1.5) LSpace (1) Align [] Text [You Win!]\n\nwhen I receive [make logo v]\nWW Print | Pos (-165) (100) Size (50) Width (1) RGB (150) (50) (204) WW Width (99999999999) WSU (3) (0) (0) CSpace (1) LSpace (1) Align [] Text [Neutron]\nWW Print | Pos (-165) (100) Size (50) Width (1) RGB (150) (100) (204) WW Width (99999999999) WSU (1.5) (0) (0) CSpace (2.35) LSpace (1) Align [] Text [Neutron]\nWW Print | Pos (-152) (50) Size (15) Width (1) RGB (250) (250) (250) WW Width (99999999999) WSU (3) (0) (0) CSpace (0.68) LSpace (1) Align [15] Text [A 100% Pen Platformer]\nWW Print | Pos (-152) (50) Size (15) Width (1) RGB (200) (200) (200) WW Width (99999999999) WSU (1) (0) (0) CSpace (1.95) LSpace (1) Align [0] Text [A 100% Pen Platformer]\nWW Print | Pos (-65) (10) Size (20) Width (1) RGB (200) (0) (0) WW Width (99999999999) WSU (3.2) (0) (0) CSpace (0.55) LSpace (1) Align [0] Text [oofania]\nWW Print | Pos (-65) (10) Size (20) Width (1) RGB (255) (0) (0) WW Width (99999999999) WSU (1.5) (0) (0) CSpace (1.7) LSpace (1) Align [0] Text [oofania]\n\n
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After months of work, I present to you... Neutron!!!! My best pen platformer yet! It is a little short, but it is super fun to play, and there are a bunch of features! \n\nI would recommend playing here for much better quality: \nhttps://turbowarp.org/535207771?hqpen&stuck\n\nIf you want to see how to make a game like this, I made a tutorial: https://www.youtube.com/watch?v=CMdw0ktTyN0\n\n _____________________________________________\n---------------------------------------------------------------------------------\nPress p to pause the game, and there are most of the instructions there. Enjoy!\n\n\nCredits: \n- @zerx for original method, modified by me\n-@-Rex- For pen text engine, adapted by me to scroll with the game\n-@oofania for all codes (excluding pen text engine, although, many codes in that sprite are by me) and other stuff. \n=============================================\nFeel free to use this game as an engine for other games, as long as you give credit. And if you have any questions, please just comment below and I will answer them. Have fun, and please follow!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n:)
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Emoji World 2 | A Multiplayer Scrolling Platformer | ☁️ Server 1
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (game v)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (Setup Others 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 (value) to Encoded\nset [letter # v] to [1]\nrepeat (length of (value))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (value)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n Send Cloud Data\nend\n\ndefine Set Cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ player 1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player 2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player 3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ player 4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ player 5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ player 6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ player 7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ player 8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ player 9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ player 10 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\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nset [encoded v] to []\nWrite (round ((timer) * (10))) to Encoded\nWrite (EMOJI) to Encoded\nWrite (direction) to Encoded\nWrite (username) to Encoded\nWrite (size) to Encoded\nWrite (Fade) to Encoded\nWrite (Spawn Bri) 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]\nif <not <(username) = [ImRohan10187]>> then\n set [level v] to [1]\nelse\n set [level v] to (pick random (1) to (2))\nend\nset [checkpoint v] to [1]\nset [frame v] to [0]\nset [god mode v] to [0]\nif <not <(username) = [ImRohan10187]>> then\n set [editor v] to [0]\nend\nset [editor v] to [0]\nset [clones v] to [0]\nset [vars visible? v] to [0]\nshow list [editor mode v]\nshow list [editor values v]\ngo to x: (0) y: (0)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (EMOJI)\nswitch backdrop to (game v)\nset size to (150) %\ngo to [front v] layer\nhide\n\nwhen I receive [play game v]\nforever\n Game Setup\n Game Loop\n Game End\nend\n\ndefine Game Start\nAnalyse Position | Checkpoint\nset [camera x v] to (x)\nset [camera y v] to (y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [turn speed v] to [2]\nset [falling v] to [99]\nset [wall jump v] to [0]\nset [collision v] to [0]\nset [right v] to [0]\nset [left v] to [0]\nset [up v] to [0]\nset [down v] to [0]\nset [x axis v] to [0]\nset [y axis v] to [0]\nset [frame v] to [0]\nset [move frame v] to [0]\nset [timeout v] to [0]\nset [fade v] to [0]\nset [spawn bri v] to [0]\nset [edge x v] to [-225]\nset [direction v] to [0]\nset [end v] to []\nset [ghost v] effect to (Fade)\npoint in direction (90)\nshow\nLimit Camera Edge X: [0] Edge Y: [0]\nPosition\nLimit Player Edge X: [-225] Edge Y: [-180]\nbroadcast (Frame v)\n\ndefine Frame\nChange Frame\nHitbox\nCheck Controls [40]\nEnable Parachute [space]\nHandle Keys - Right Left [1.8] [0.8] [10] [2.5] [0.8] [20]\nHandle Keys - Jump [2] [-18] [4] [14] [20] [-4]\nHandle - God Mode\nChange Player X (SPEED X) [10] [0.9] (Turn Speed)\nChange Player Y (SPEED Y) [0.5]\nLimit Player Edge X: [-225] Edge Y: [-180]\nMove Camera [2] [5]\nLimit Camera Edge X: [0] Edge Y: [0]\nPosition\nPaint Sprite\nTimeout [2000]\nEditor Values\n\ndefine Game Win\nbroadcast (Win v)\nScreen Shake [1.5] [1] (CAMERA X) (CAMERA Y)\nwait (0.2) seconds\nstop [all v]\n\ndefine Game Die\nbroadcast (Die v)\nScreen Shake [0.8] [0.5] (CAMERA X) (CAMERA Y)\nwait (0.2) seconds\n\ndefine Check Controls (mobile)\nset [right v] to (<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <<(mouse x) > (((x) - (CAMERA X)) + (mobile))> and <<not <(CHAT OPEN) = [1]>> and <not <(SHOP OPEN) = [1]>>>>>>> + (0))\nset [left v] to (<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <<(mouse x) < (((x) - (CAMERA X)) - (mobile))> and <<not <(CHAT OPEN) = [1]>> and <not <(SHOP OPEN) = [1]>>>>>>> + (0))\nset [up v] to (<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <<(mouse y) > (((y) - (CAMERA Y)) + (mobile))> and <<not <(CHAT OPEN) = [1]>> and <not <(SHOP OPEN) = [1]>>>>>>> + (0))\nset [down v] to (<<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <<(mouse y) < (((y) - (CAMERA Y)) - (mobile))> and <<not <(CHAT OPEN) = [1]>> and <not <(SHOP OPEN) = [1]>>>>>>> + (0))\nset [x axis v] to ((((Right) + (0)) - ((Left) + (0))) + (0))\nset [y axis v] to ((((Up) + (0)) - ((Down) + (0))) + (0))\n\ndefine Handle Keys - Right Left (speed1) (friction1) (max speed1) (speed2) (friction2) (max speed2)\nif <(EDITOR) = [1]> then\n set [speed x v] to (((X Axis) * (GOD SPEED)) + ((SPEED X) * ([abs v] of (friction1) )))\n stop [this script v]\nend\nif <not <[items bought v] contains [Speed Boost]?>> then\n set [speed x v] to (((X Axis) * ([abs v] of (speed1) )) + ((SPEED X) * ([abs v] of (friction1) )))\n if <([abs v] of (SPEED X) ) > ([abs v] of (max speed1) )> then\n if <(SPEED X) > [0]> then\n set [speed x v] to ([abs v] of (max speed1) )\n else\n set [speed x v] to ((0) - ([abs v] of (max speed1) ))\n end\n end\n set [wall jump v] to ([abs v] of (max speed1) )\nelse\n set [speed x v] to (((X Axis) * ([abs v] of (speed2) )) + ((SPEED X) * ([abs v] of (friction2) )))\n if <([abs v] of (SPEED X) ) > ([abs v] of (max speed2) )> then\n if <(SPEED X) > [0]> then\n set [speed x v] to ([abs v] of (max speed2) )\n else\n set [speed x v] to ((0) - ([abs v] of (max speed2) ))\n end\n end\n set [wall jump v] to ([abs v] of (max speed1) )\nend\n\ndefine Handle Keys - Jump (gravity) (max gravity) (error) (jump height) (jump boost) (parachute)\nif <(EDITOR) = [1]> then\n set [speed y v] to (((Y Axis) * (GOD SPEED)) + ((SPEED Y) * (0.8)))\n stop [this script v]\nend\nif <not <touching ((item (5) of [platform types v]) v)?>> then\n if <not <(PARACHUTE) = [1]>> then\n change [speed y v] by ((0) - ([abs v] of (gravity) ))\n if <(SPEED Y) < ((0) - ([abs v] of (max gravity) ))> then\n set [speed y v] to ((0) - ([abs v] of (max gravity) ))\n end\n if <(Up) > [0]> then\n if <(Falling) < (error)> then\n if <not <[items bought v] contains [Jump Boost]?>> then\n set [speed y v] to (jump height)\n else\n set [speed y v] to (jump boost)\n end\n end\n end\n else\n set [speed y v] to ((SPEED Y) + (((parachute) - (SPEED Y)) / (3)))\n end\nelse\n set [speed y v] to (((Y Axis) * (3)) + ((SPEED Y) * (0.5)))\nend\n\ndefine Change Player X (speed x) (slope) (bounciness) (turn speed)\nchange [x v] by (speed x)\nif <not <((x) - (CAMERA X)) < [-225]>> then\n change [direction v] by ((speed x) * (turn speed))\nend\nPosition\nCollision Detection\nif <(EDITOR) = [1]> then\n change [direction v] by (((0) - (Direction)) / (2))\n stop [this script v]\nend\nif <(Collision) = [1]> then\n repeat (slope)\n change [y v] by (1)\n Position\n Collision Detection\n if <not <(Collision) = [1]>> then\n stop [this script v]\n end\n end\n change [y v] by ((0) - (slope))\n if <not <(PARACHUTE) = [1]>> then\n if <(Up) > [0]> then\n if <(speed x) > [0]> then\n set [speed x v] to ((0) - ((Wall Jump) * (2)))\n change [direction v] by (() - ([abs v] of ((1) * (turn speed)) ))\n else\n set [speed x v] to ((Wall Jump) * (2))\n change [direction v] by ([abs v] of ((1) * (turn speed)) )\n end\n set [falling v] to [0]\n else\n if <([abs v] of (round (SPEED X)) ) > [0]> then\n if <(speed x) > [0]> then\n set [speed x v] to (() - ([abs v] of ((SPEED X) * (bounciness)) ))\n else\n set [speed x v] to ([abs v] of ((SPEED X) * (bounciness)) )\n end\n if <([abs v] of (SPEED X) ) < [0.2]> then\n set [speed x v] to [0]\n end\n else\n set [speed x v] to [0]\n end\n end\n end\n repeat until <not <(Collision) = [1]>>\n if <(speed x) > [0]> then\n change [x v] by (-1)\n change [direction v] by (() - ([abs v] of ((1) * (turn speed)) ))\n else\n change [x v] by (1)\n change [direction v] by ([abs v] of ((1) * (turn speed)) )\n end\n Position\n Collision Detection\n end\nend\n\ndefine Position\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\n\ndefine Change Player Y (speed y) (bounciness)\nchange [y v] by (speed y)\nchange [falling v] by (1)\nPosition\nCollision Detection\nif <(EDITOR) = [1]> then\n stop [this script v]\nend\nif <(Collision) = [1]> then\n repeat until <not <(Collision) = [1]>>\n if <(speed y) > [0]> then\n change [y v] by (-1)\n set [speed y v] to (() - ([abs v] of ((speed y) * (bounciness)) ))\n else\n change [y v] by (1)\n set [falling v] to [0]\n set [speed y v] to ([abs v] of ((speed y) * (bounciness)) )\n if <([abs v] of (SPEED Y) ) < [0.2]> then\n set [speed y v] to [0]\n end\n end\n Position\n Collision Detection\n end\nend\nif <(Collision) = [4]> then\n if <not <(Down) > [0]>> then\n if <(speed y) < [0]> then\n change [y v] by (() - (speed y))\n set [speed y v] to ([abs v] of ((speed y) * (bounciness)) )\n set [falling v] to [0]\n Position\n Collision Detection\n end\n end\nend\n\ndefine Move Camera (camx_delay) (camy_delay)\nif <(EDITOR) = [0]> then\n change [camera x v] by (round (((x) - (CAMERA X)) / (camx_delay)))\n change [camera y v] by (round (((y) - (CAMERA Y)) / (camy_delay)))\n stop [this script v]\nend\nchange [camera x v] by (round (((x) - (CAMERA X)) / (1)))\nchange [camera y v] by (round (((y) - (CAMERA Y)) / (1)))\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 Limit Player Edge X: (edge x) Edge Y: (edge y)\nset [edge x v] to ((0) - ([abs v] of (edge x) ))\nif <(x) < ((0) - ([abs v] of (edge x) ))> then\n set [x v] to ((0) - ([abs v] of (edge x) ))\n set [speed x v] to [0]\nend\nif <(y) < ((0) - ([abs v] of (edge y) ))> then\n set [y v] to ((0) - ([abs v] of (edge y) ))\n set [speed y v] to [0]\n if <(EDITOR) = [0]> then\n set [end v] to [Die]\n end\nend\n\ndefine Spawn (times) (change)\nrepeat (times)\n change [spawn bri v] by (() - ([abs v] of (change) ))\n change [brightness v] effect by (() - ([abs v] of (change) ))\nend\nrepeat (times)\n change [spawn bri v] by ([abs v] of (change) )\n change [brightness v] effect by ([abs v] of (change) )\nend\n\ndefine Paint Sprite\nswitch costume to (EMOJI)\npoint in direction ((Direction) + (90))\n\ndefine Timeout (max)\nif <(username) = [ImRohan10187]> then\n if <(Timeout) > [0]> then\n set [timeout v] to [0]\n end\n stop [this script v]\nend\nif <<(Right) > [0]> or <<(Left) > [0]> or <<(Up) > [0]> or <(Down) > [0]>>>> then\n set [timeout v] to [0]\n stop [this script v]\nend\nchange [timeout v] by (1)\nif <(Timeout) > (([abs v] of (max) ) - (1))> then\n set [timeout v] to ([abs v] of (max) )\n broadcast (Timeout v)\nend\n\ndefine Game Start at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Analyse Position | Checkpoint\nAnalyse Start X\nAnalyse Start Y\nGame Start at x: (Start X) y: (Start Y)\n\ndefine Add Data\ndelete all of [code v]\nrepeat (9)\n add [] to [code v]\nend\nset [icode v] to [1]\nrepeat (length of [a to z v])\n add (item (iCode) of [a to z v]) to [code v]\n change [icode v] by (1)\nend\nset [icode v] to [0]\nrepeat (10)\n add (iCode) to [code v]\n change [icode v] by (1)\nend\nset [icode v] to [1]\nrepeat (length of [symbols v])\n add (item (iCode) of [symbols v]) to [code v]\n change [icode v] by (1)\nend\nSetup Checkpoints\n\ndefine Analyse Start X\nset [start x v] to []\nset [start idx v] to [1]\nset [start letter # v] to [0]\nrepeat (length of (item (CHECKPOINT) of [checkpoints v]))\n set [start letter # v] to (letter (Start idx) of (item (CHECKPOINT) of [checkpoints v]))\n if <(Start Letter #) = [,]> then\n stop [this script v]\n end\n set [start x v] to (join (Start X) (Start Letter #))\n change [start idx v] by (1)\nend\n\ndefine Analyse Start Y\nset [start y v] to []\nset [start letter # v] to (letter ((Start idx) + (1)) of (item (CHECKPOINT) of [checkpoints v]))\nrepeat ((length of (item (CHECKPOINT) of [checkpoints v])) - (Start idx))\n set [start y v] to (join (Start Y) (Start Letter #))\n change [start idx v] by (1)\n set [start letter # v] to (letter ((Start idx) + (1)) of (item (CHECKPOINT) of [checkpoints v]))\nend\n\ndefine Hitbox\nswitch costume to (hitbox v)\npoint in direction (90)\n\ndefine Setup Checkpoints\ndelete all of [checkpoints v]\nadd [0,0] to [checkpoints v]\nadd [1685,-62] to [checkpoints v]\nadd [2880,-65] to [checkpoints v]\nadd [4115,-85] to [checkpoints v]\nadd [5430,-85] to [checkpoints v]\nadd [6342,55] to [checkpoints v]\nadd [6760,55] to [checkpoints v]\nadd [7780,700] to [checkpoints v]\nadd [9035,1380] to [checkpoints v]\n\ndefine Screen Shake (duration) (intensity) (x) (y)\nset [screen shake 1 v] to ((FPS) * ([abs v] of (duration) ))\nset [screen shake 0 v] to ([abs v] of (Screen Shake 1) )\nrepeat ([abs v] of (Screen Shake 0) )\n set [camera x v] to ((x) + ((Screen Shake 0) * (pick random ((0) - ([abs v] of (intensity) )) to ([abs v] of (intensity) ))))\n set [camera y v] to ((y) + ((Screen Shake 0) * (pick random ((0) - ([abs v] of (intensity) )) to ([abs v] of (intensity) ))))\n change [screen shake 0 v] by (-1)\n change [fade v] by ([ceiling v] of ((100) / ([abs v] of (Screen Shake 1) )) )\n set [ghost v] effect to ([abs v] of (Fade) )\n Position\n broadcast (Frame v)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [fps v] to [30]\nset [ifps v] to [0]\nforever\n FPS\nend\n\ndefine FPS\nchange [ifps v] by (1)\nwait (0) seconds\nif <(timer) > [1]> then\n reset timer\n set [fps v] to (ifps)\n set [ifps v] to [0]\nend\n\ndefine Collision Detection\ndelete all of [collisions v]\nset [collision v] to (<<touching ((item (1) of [platform types v]) v)?> or <touching ((item (4) of [platform types v]) v)?>> + (0))\nif <(Collision) = [1]> then\n if <touching ((item (1) of [platform types v]) v)?> then\n set [collision v] to [1]\n end\n if <touching ((item (4) of [platform types v]) v)?> then\n set [collision v] to [4]\n end\nend\n\ndefine Game Setup\nAdd Data\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\nGame Start\nSpawn [10] [2]\n\ndefine Game Loop\nrepeat until <(END) > []>\n Frame\n broadcast (Frame v)\nend\n\ndefine Game End\nif <(END) = [Win]> then\n Game Win\nelse\n if <(END) = [Die]> then\n Game Die\n else\n set [end v] to []\n end\nend\n\ndefine Change Frame\nchange [move frame v] by (1)\nchange [frame v] by (1)\n\nwhen flag clicked\nAdd Chat Options\nset [chat v] to [0]\nset [chat open v] to [0]\nset [chat dur v] to [3]\nforever\n Chat\nend\n\ndefine Add Chat Options\ndelete all of [chat v]\nadd [Hey! 👋] 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\ndefine Chat\nif <(CHAT OPEN) = [0]> then\n stop [this script v]\nend\nif <key (1 v) pressed?> then\n Say Chat [1]\nelse\n if <key (2 v) pressed?> then\n Say Chat [2]\n else\n if <key (3 v) pressed?> then\n Say Chat [3]\n else\n if <key (4 v) pressed?> then\n Say Chat [4]\n else\n if <key (5 v) pressed?> then\n Say Chat [5]\n else\n if <key (6 v) pressed?> then\n Say Chat [6]\n else\n if <key (7 v) pressed?> then\n Say Chat [7]\n else\n if <key (8 v) pressed?> then\n Say Chat [8]\n else\n if <key (9 v) pressed?> then\n Say Chat [9]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Say Chat (chat)\nset [chat v] to (chat)\nsay (item (CHAT) of [chat v])\nwait (CHAT DUR) seconds\nsay []\nset [chat v] to [0]\n\nwhen [r v] key pressed\nif <not <(username) = [ImRohan10187]>> then\n if <(END) = []> then\n set [end v] to [Restart]\n end\nelse\n if <(EDITOR) = [0]> then\n if <(END) = []> then\n set [end v] to [Restart]\n end\n else\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n end\nend\n\ndefine Enable Parachute (key trigger pressed)\nset [parachute v] to (<<key ((join [] (key trigger pressed)) v) pressed?> and <<[items bought v] contains [Parachute]?> and <<(SPEED Y) < [-1]> and <not <touching ((join [] (item (5) of [platform types v])) v)?>>>>> + (0))\n\ndefine Handle - God Mode\nif <not <(username) = [ImRohan10187]>> then\n stop [this script v]\nend\nif <not <(GOD MODE) = [1]>> then\n stop [this script v]\nend\nset [collected v] to (COLLECTED MAX)\nset [item index v] to [1]\ndelete all of [items bought v]\nrepeat (length of [items available v])\n add (item (Item Index) of [items available v]) to [items bought v]\n change [item index v] by (1)\nend\n\nwhen [h v] key pressed\nif <not <(username) = [ImRohan10187]>> then\n stop [this script v]\nend\nif <not <(END) = []>> then\n stop [this script v]\nend\nask [Set Position of Player? \[Y/N\]] and wait\nif <not <(answer) = [Y]>> then\n stop [this script v]\nend\nset [editor v] to [1]\nask [Set Player X to \( \)] and wait\nif <(answer) = []> then\n stop [this script v]\nend\nset [x v] to (round (answer))\nask [Set Player Y to \( \)] and wait\nif <(answer) = []> then\n stop [this script v]\nend\nset [y v] to (round (answer))\n\ndefine Editor Values\nif <not <(username) = [ImRohan10187]>> then\n show list [editor mode v]\n show list [editor values v]\n set [vars visible? v] to [0]\n stop [this script v]\nend\nif <not <key (v v) pressed?>> then\n delete all of [editor mode v]\n delete all of [editor values v]\n show list [editor mode v]\n show list [editor values v]\n set [vars visible? v] to [0]\n stop [this script v]\nend\nset [vars visible? v] to [1]\nEditor Add Modes\nEditor Add Values\nhide list [editor mode v]\nhide list [editor values v]\n\ndefine Editor Add Modes\ndelete all of [editor mode v]\nadd [Emoji =] to [editor mode v]\nadd [Clones =] to [editor mode v]\nadd [FPS =] to [editor mode v]\nadd [Mouse =] to [editor mode v]\nadd [Cash =] to [editor mode v]\nadd [Mute =] to [editor mode v]\nadd [Player Dir =] to [editor mode v]\nadd [Player X =] to [editor mode v]\nadd [Player Y =] to [editor mode v]\n\ndefine Editor Add Values\ndelete all of [editor values v]\nadd (EMOJI) to [editor values v]\nadd (CLONES) to [editor values v]\nadd (FPS) to [editor values v]\nadd (MOUSE) to [editor values v]\nadd (COLLECT DISPLAY) to [editor values v]\nadd (MUTE) to [editor values v]\nadd (Direction) to [editor values v]\nadd (x) to [editor values v]\nadd (y) to [editor values v]\n\nif <not <(username) = [ImRohan10187]>> then\n\n@Others\n\ndefine Begin Decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine Value = Read from Encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (idx) of [code v]))\nend\n\ndefine Setup Players\nset rotation style [all around v]\nset [ghost v] effect to (10)\npoint in direction (90)\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)\n change [clones 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 Frame\n end\nend\n\ndefine Value = Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ Player 1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ Player 2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ Player 3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ Player 4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ Player 5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ Player 6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ Player 7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ Player 8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ Player 9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ Player 10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup others v]\nSetup Players\n\ndefine Frame\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\nValue = Read from Encoded\nswitch costume to (Value)\nValue = Read from Encoded\npoint in direction (Value)\nValue = Read from Encoded\nif <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n set [ghost v] effect to (0)\n think []\nelse\n set [ghost v] effect to (10)\n if <(NAMES) > [0]> then\n think (Value)\n else\n think []\n end\nend\nValue = Read from Encoded\nset size to (Value) %\nValue = Read from Encoded\nset [ghost v] effect to (Value)\nValue = Read from Encoded\nset [brightness v] effect to (Value)\nValue = Read from Encoded\nset x to ((Value) - (CAMERA X))\nValue = Read from Encoded\nset y to ((Value) - (CAMERA Y))\nValue = Read from Encoded\nbroadcast (Decode Chat v)\n\nwhen I receive [join game v]\nValue = Cloud # (player #)\nset [last value v] to (join (Value) [A])\nwait (3) seconds\nValue = Cloud # (player #)\nif <(join (Value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n set [names v] to (((NAMES) + (1)) mod (2))\n end\n wait until <not <key (n v) pressed?>>\nend\n\ndefine Decode Chat (chat)\nif <not <(chat) = [0]>> then\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n say []\n else\n say (item (Value) of [chat v])\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (Value)\n\nwhen I receive [win v]\nforever\n think []\n say []\nend\n\n@Platforms\n\nwhen I receive [frame v]\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y)) (type)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [type v] to [0]\nSetup\n\ndefine Setup\nif <(LEVEL) = [1]> then\n New Platform: [1.1] at x: [0] y: [0]\n New Platform: [1.2] at x: [485] y: [0]\n New Platform: [1.3] at x: [485] y: [0]\n New Platform: [1.4] at x: [525] y: [0]\n New Platform: [1.5] at x: [400] y: [20]\n New Platform: [1.6] at x: [400] y: [20]\n New Platform: [1.7] at x: [800] y: [-20]\n New Platform: [1.8] at x: [500] y: [300]\n New Platform: [1.8] at x: [210] y: [-95]\n New Platform: [1.8] at x: [210] y: [-95]\n New Platform: [1.9] at x: [320] y: [-130]\n New Platform: [1.10] at x: [200] y: [-50]\n New Platform: [1.10] at x: [150] y: [0]\n New Platform: [1.10] at x: [150] y: [0]\n New Platform: [1.10] at x: [150] y: [0]\n New Platform: [1.11] at x: [400] y: [50]\n New Platform: [1.12] at x: [510] y: [0]\n New Platform: [1.13] at x: [450] y: [-50]\n New Platform: [1.14] at x: [300] y: [-60]\n New Platform: [1.13] at x: [115] y: [60]\n New Platform: [1.15] at x: [105] y: [713]\n New Platform: [1.15] at x: [-135] y: [0]\n New Platform: [1.15] at x: [-135] y: [0]\n New Platform: [1.15] at x: [-135] y: [0]\n New Platform: [1.16] at x: [-101] y: [33]\n New Platform: [1.15] at x: [876] y: [-33]\n New Platform: [1.15] at x: [135] y: [0]\n New Platform: [1.15] at x: [135] y: [0]\n New Platform: [1.15] at x: [135] y: [0]\n New Platform: [1.15] at x: [135] y: [0]\n New Platform: [1.17] at x: [160] y: [-18]\n New Platform: [1.18] at x: [300] y: [-650]\n New Platform: [1.19] at x: [310] y: [400]\n New Platform: [1.20] at x: [433] y: [-86]\nelse\n New Platform: [1.1] at x: [0] y: [0]\nend\n\ndefine New Platform: (platform) at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\nset [type v] to (platform)\ncreate clone of (_myself_ v)\nchange [clones v] by (1)\n\ndefine Position (x) (y) (costume)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (costume)\n\n@Enemy\n\nwhen I receive [frame v]\nSet Size (Type)\nEnemy - Frame\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y) (type)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (join (type) (join [ ] [Hitbox]))\nif <touching (player v)?> then\n if <(EDITOR) = [0]> then\n if <(GOD MODE) = [0]> then\n set [end v] to [Die]\n end\n end\nend\nswitch costume to (type)\n\nwhen I receive [setup v]\nSetup Enemies\n\ndefine Setup\nif <(LEVEL) = [1]> then\n _New Spike at x: [603.5] y: [-90]\n _New Spike at x: [640.5] y: [-90]\n _New Enemy at x: [1850] y: [-70]\n _New Enemy at x: [1885] y: [-70]\n _New Enemy at x: [1920] y: [-70]\n _New Spike at x: [2225] y: [50]\n _New Spike at x: [2450] y: [-15]\n _New Spike at x: [2675] y: [50]\n _New Saw at x: [2972] y: [-82] Turn Speed: [] Size: [50]\n _New Spike at x: [3105] y: [-70]\n _New Spike at x: [3140] y: [-70]\n _New Spike at x: [3175] y: [-70]\n _New Spike at x: [3210] y: [-70]\n _New Enemy at x: [4245] y: [-90]\n _New Enemy at x: [4280] y: [-90]\n _New Saw at x: [5270] y: [-100] Turn Speed: [] Size: []\n _New Saw at x: [5330] y: [-100] Turn Speed: [] Size: []\n _New Moving Saw | Pos 1 [5800] [-100] Pos 2 [6100] [-100] | Speed: [4] | Turn: [10]\n _New Moving Saw | Pos 1 [6445] [-50] Pos 2 [6660] [-50] | Speed: [3] | Turn: [10]\n _New Moving Saw | Pos 1 [6660] [-50] Pos 2 [6445] [-50] | Speed: [3] | Turn: [10]\n _New Moving Saw | Pos 1 [6380] [815] Pos 2 [6380] [705] | Speed: [7] | Turn: [10]\n _New Saw at x: [6357.5] y: [850] Turn Speed: [] Size: []\n _New Moving Saw | Pos 1 [6340] [705] Pos 2 [6340] [815] | Speed: [7] | Turn: [10]\n _New Moving Enemy | Pos 1 [8130] [-95] Pos 2 [8370] [-95] | Speed: [5]\n _New Enemy at x: [8582.5] y: [555]\n _New Enemy at x: [8617.5] y: [555]\n _New Moving Enemy | Pos 1 [9180] [1480] Pos 2 [9400] [1480] | Speed: [5]\n _New Moving Enemy | Pos 1 [9400] [1480] Pos 2 [9180] [1480] | Speed: [5]\nend\nUse Data\n\ndefine New Danger: (type) at x: (x) y: (y) Size: (size) Turn: (turn speed)\nadd (x) to [enemy x v]\nadd (y) to [enemy y v]\nadd (type) to [enemy type v]\nadd (size) to [enemy size v]\nadd (turn speed) to [enemy turn speed v]\nchange [id v] by (1)\nadd (id) to [enemy ids v]\n\ndefine Use Data\nset [index v] to [0]\nrepeat (length of [enemy ids v])\n change [index v] by (1)\n set [x v] to (item (index) of [enemy x v])\n set [y v] to (item (index) of [enemy y v])\n set [type v] to (item (index) of [enemy type v])\n set [turn speed v] to (item (index) of [enemy turn speed v])\n if <(Turn Speed) = []> then\n set [turn speed v] to (tsDalt)\n end\n if <(Type) = [Saw]> then\n set [size v] to (item (index) of [enemy size v])\n if <(Size) = []> then\n set [size v] to (sDalt)\n end\n end\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\ndefine Set Size (type)\nif <(type) = [Spike]> then\n set size to (200) %\nelse\n if < (type) contains [Enemy]?> then\n set size to ([size v] of [player v]) %\n else\n set size to (130) %\n end\nend\n\ndefine Enemy - Frame\nset [ended? v] to (<not <(END) = []>> + (0))\nif <(ended?) = [1]> then\n Position ((x) - (CAMERA X)) ((y) - (CAMERA Y)) (Type)\n Handle Moving Enemies\n stop [this script v]\nend\nif <(Type) = [Spike]> then\n Position ((x) - (CAMERA X)) ((y) - (CAMERA Y)) (Type)\n point in direction (90)\nend\nif <(Type) = [Saw]> then\n Position ((x) - (CAMERA X)) ((y) - (CAMERA Y)) (Type)\n turn right (Turn Speed) degrees\nend\nif <(Type) = [Enemy]> then\n Position ((x) - (CAMERA X)) ((y) - (CAMERA Y)) (Type)\nend\nHandle Moving Enemies\n\ndefine New Moving Danger | Pos 1 (x1) (y1) Pos 2 (x2) (y2) Speed: (speed) Turn: (turn) Type: (type)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [speed0 v] to (speed)\nset [turn speed v] to (turn)\nset [type v] to (type)\ncreate clone of (_myself_ v)\nchange [clones v] by (1)\n\ndefine Handle Moving Enemies\nif <not < (Type) contains [Moving]?>> then\n stop [this script v]\nend\nset [speed1 v] to ((([sin v] of ((MOVE FRAME) * (Speed0)) ) + (1)) / (2))\nPosition (((x1) + (((x2) - (x1)) * (Speed1))) - (CAMERA X)) (((y1) + (((y2) - (y1)) * (Speed1))) - (CAMERA Y)) (Type)\nif <(ended?) = [0]> then\n if < (Type) contains [Enemy]?> then\n if <<<(x1) > (x2)> and <(Speed0) > [0]>> or <<(x1) < (x2)> and <(Speed0) < [0]>>> then\n point in direction ((direction) - (([cos v] of ((MOVE FRAME) * (Speed0)) ) * (5)))\n else\n point in direction ((direction) + (([cos v] of ((MOVE FRAME) * (Speed0)) ) * (5)))\n end\n end\n if < (Type) contains [Saw]?> then\n point in direction ((direction) + (Turn Speed))\n end\nend\n\ndefine _New Spike at x: (x) y: (y)\nNew Danger: [Spike] at x: (x) y: (y) Size: [200] Turn: []\n\ndefine _New Enemy at x: (x) y: (y)\nNew Danger: [Enemy] at x: (x) y: (y) Size: [150] Turn: []\n\ndefine _New Saw at x: (x) y: (y) Turn Speed: (turn speed) Size: (size)\nif <(size) = []> then\n New Danger: [Saw] at x: (x) y: (y) Size: (sDalt) Turn: (turn speed)\nelse\n New Danger: [Saw] at x: (x) y: (y) Size: (size) Turn: (turn speed)\nend\n\ndefine _New Moving Saw | Pos 1 (x1) (y1) Pos 2 (x2) (y2) | Speed: (speed) | Turn: (turn)\nif <(turn) = []> then\n New Moving Danger | Pos 1 (x1) (y1) Pos 2 (x2) (y2) Speed: (speed) Turn: (tsDalt) Type: [Moving Saw]\nelse\n New Moving Danger | Pos 1 (x1) (y1) Pos 2 (x2) (y2) Speed: (speed) Turn: (turn) Type: [Moving Saw]\nend\n\ndefine _New Moving Enemy | Pos 1 (x1) (y1) Pos 2 (x2) (y2) | Speed: (speed)\nNew Moving Danger | Pos 1 (x1) (y1) Pos 2 (x2) (y2) Speed: (speed) Turn: [0] Type: [Moving Enemy]\n\ndefine Setup Enemies\nset rotation style [all around v]\ndelete all of [enemy x v]\ndelete all of [enemy y v]\ndelete all of [enemy type v]\ndelete all of [enemy ids v]\ndelete all of [enemy size v]\ndelete all of [enemy turn speed v]\nshow\npoint in direction (90)\nset [id v] to [0]\nset [sdalt v] to [100]\nset [tsdalt v] to [7]\nSetup\nset [x v] to [-999999]\nhide\n\ndefine Check Around Enemy\n\n@Collectables\n\nwhen I receive [play game v]\nSetup Stars\n\nwhen I receive [green flag v]\nReset Stars\n\ndefine Setup\nif <(LEVEL) = [1]> then\n Stars\nelse\n New Star at x: [200] y: [0]\nend\nUse Data\n\ndefine New Collectable (collectable) at x: (x) y: (y)\nadd (collectable) to [collectable type v]\nadd (x) to [collectable x v]\nadd (y) to [collectable y v]\nchange [id v] by (1)\nadd (id) to [collectable ids v]\n\nwhen I receive [frame v]\nswitch costume to (big v)\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y))\nswitch costume to (join (Type) [ Hitbox])\nset [collect display v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\nif <touching (player v)?> then\n if <(EDITOR) = [0]> then\n if <(Collected) = [No]> then\n change [collected v] by (1)\n set [collected v] to [Yes]\n end\n end\nend\nif <(COLLECTED) > (COLLECTED MAX)> then\n set [collected v] to (COLLECTED MAX)\nend\nif <not <(Collected) = [Yes]>> then\n switch costume to (Type)\nelse\n set size to (100) %\n switch costume to (+1 v)\n change [ghost v] effect by (5)\n change [faded v] by (5)\n change [y v] by (3)\n if <(Faded) > [100]> then\n change [clones v] by (-1)\n delete this clone\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\ndefine Use Data\nset [index v] to [0]\nset [collected max v] to (length of [collectable ids v])\nrepeat (length of [collectable ids v])\n change [index v] by (1)\n set [x v] to (item (index) of [collectable x v])\n set [y v] to (item (index) of [collectable y v])\n set [type v] to (item (index) of [collectable type v])\n set [faded v] to [0]\n set [collected v] to [No]\n set size to (130) %\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\ndefine New Star at x: (x) y: (y)\nNew Collectable [Star] at x: (x) y: (y)\n\ndefine Stars\nNew Star at x: [130] y: [-75]\nNew Star at x: [170] y: [-75]\nNew Star at x: [210] y: [-75]\nNew Star at x: [355] y: [60]\nNew Star at x: [480] y: [-75]\nNew Star at x: [520] y: [-75]\nNew Star at x: [620] y: [-5]\nNew Star at x: [912] y: [60]\nNew Star at x: [912] y: [100]\nNew Star at x: [912] y: [140]\nNew Star at x: [1173] y: [200]\nNew Star at x: [1173] y: [240]\nNew Star at x: [1173] y: [280]\nNew Star at x: [1437] y: [60]\nNew Star at x: [1437] y: [100]\nNew Star at x: [1437] y: [140]\nNew Star at x: [1835] y: [-5]\nNew Star at x: [1885] y: [30]\nNew Star at x: [1935] y: [-5]\nNew Star at x: [2055] y: [-60]\nNew Star at x: [2225] y: [140]\nNew Star at x: [2450] y: [80]\nNew Star at x: [2675] y: [140]\nNew Star at x: [3027] y: [65]\nNew Star at x: [3275] y: [3]\nNew Star at x: [3421] y: [295]\nNew Star at x: [3421] y: [335]\nNew Star at x: [3421] y: [375]\nNew Star at x: [3275] y: [50]\nNew Star at x: [3275] y: [90]\nNew Star at x: [3593] y: [385]\nNew Star at x: [3805] y: [290]\nNew Star at x: [4010] y: [195]\nNew Star at x: [4260] y: [0]\nNew Star at x: [4607] y: [50]\nNew Star at x: [4763] y: [50]\nNew Star at x: [4910] y: [50]\nNew Star at x: [5690] y: [-75]\nNew Star at x: [5690] y: [-35]\nNew Star at x: [5690] y: [5]\nNew Star at x: [6553] y: [-20]\nNew Star at x: [6629] y: [704]\nNew Star at x: [6595] y: [704]\nNew Star at x: [6560] y: [704]\nNew Star at x: [7605] y: [704]\nNew Star at x: [7640] y: [704]\nNew Star at x: [7675] y: [704]\nNew Star at x: [8025] y: [-80]\nNew Star at x: [8869] y: [440]\nNew Star at x: [9040] y: [413]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\nif <not <(username) = [ImRohan10187]>> then\n stop [this script v]\nend\nif <(END) = [Win]> then\n Reset Stars\nend\n\nif <not <(username) = [ImRohan10187]>> then\n stop [this script v]\nend\nif <(END) = [Win]> then\n Setup Stars\nend\n\ndefine Setup Stars\nshow\nset [collected v] to [0]\nset [collected max v] to [0]\nset [id v] to [0]\nSetup\nset [x v] to [-99999]\nhide\n\ndefine Reset Stars\ndelete all of [collectable x v]\ndelete all of [collectable y v]\ndelete all of [collectable type v]\ndelete all of [collectable ids v]\nset size to (130) %\nrepeat (1)\n delete this clone\nend\n\n@Checkpoint\n\nwhen I receive [play game v]\nshow\nSetup\nhide\n\ndefine Setup\nset [checkpoint v] to [1]\nset [index v] to [0]\nrepeat (length of [checkpoints v])\n change [index v] by (1)\n Analyse Start X (index)\n Analyse Start Y (index)\n if <(index) > [1]> then\n New Checkpoint at x: (Start X) y: (Start Y)\n end\nend\nset [x v] to [-9999]\n\ndefine New Checkpoint at x: (x) y: (y)\nset [check v] to [Unchecked]\nset [x v] to (x)\nset [y v] to (y)\nchange [checkpoint v] by (1)\ncreate clone of (_myself_ v)\nchange [clones v] by (1)\n\nwhen I receive [frame v]\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y))\n\ndefine Position (x) (y)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (Check)\nif <touching (player v)?> then\n if <(EDITOR) = [0]> then\n if <(Check) = [Unchecked]> then\n set [check v] to [Checked]\n if <(CHECKPOINT) < (Checkpoint)> then\n set [checkpoint v] to (Checkpoint)\n end\n end\n switch costume to (Check)\n end\nend\n\ndefine Analyse Start X (checkpoint)\nset [start x v] to []\nset [start idx v] to [1]\nset [start letter # v] to [0]\nrepeat (length of (item (checkpoint) of [checkpoints v]))\n set [start letter # v] to (letter (Start idx) of (item (checkpoint) of [checkpoints v]))\n if <(Start Letter #) = [,]> then\n stop [this script v]\n end\n set [start x v] to (join (Start X) (Start Letter #))\n change [start idx v] by (1)\nend\n\ndefine Analyse Start Y (checkpoint)\nset [start y v] to []\nset [start letter # v] to (letter ((Start idx) + (1)) of (item (checkpoint) of [checkpoints v]))\nrepeat ((length of (item (checkpoint) of [checkpoints v])) - (Start idx))\n set [start y v] to (join (Start Y) (Start Letter #))\n change [start idx v] by (1)\n set [start letter # v] to (letter ((Start idx) + (1)) of (item (checkpoint) of [checkpoints v]))\nend\n\n@Ladder\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\ndelete all of [ladder x v]\ndelete all of [ladder y v]\nSetup\nset [x v] to [-999999]\nhide\n\ndefine Setup\nif <(LEVEL) = [1]> then\n New Ladder at x: [3420] y: [70]\n New Ladder at x: [3420] y: [190]\n New Ladder at x: [6905] y: [-110]\n New Ladder at x: [6905] y: [10]\n New Ladder at x: [6905] y: [130]\n New Ladder at x: [6905] y: [250]\n New Ladder at x: [6905] y: [370]\n New Ladder at x: [6905] y: [490]\n New Ladder at x: [6905] y: [610]\n New Ladder at x: [7000] y: [-110]\n New Ladder at x: [7000] y: [10]\n New Ladder at x: [7000] y: [130]\n New Ladder at x: [7000] y: [250]\n New Ladder at x: [7000] y: [370]\n New Ladder at x: [7000] y: [490]\n New Ladder at x: [7000] y: [610]\n New Ladder at x: [7000] y: [730]\n New Ladder at x: [7000] y: [850]\n New Ladder at x: [7000] y: [970]\n New Ladder at x: [7000] y: [1090]\n New Ladder at x: [7095] y: [-110]\n New Ladder at x: [7095] y: [10]\n New Ladder at x: [7095] y: [130]\n New Ladder at x: [7095] y: [250]\n New Ladder at x: [7095] y: [370]\n New Ladder at x: [7095] y: [490]\n New Ladder at x: [7095] y: [610]\nelse\nend\n\ndefine New Ladder at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nadd (x) to [ladder x v]\nadd (y) to [ladder y v]\ncreate clone of (_myself_ v)\nchange [clones v] by (1)\n\nwhen I receive [frame v]\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y))\n\ndefine Position (x) (y)\nswitch costume to (big v)\ngo to x: (x) y: (y)\npoint in direction (90)\nswitch costume to (ladder v)\n\n@Trampoline\n\nwhen I receive [frame v]\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y))\nchange [bounce frame v] by (1)\nif <touching (player v)?> then\n if <(EDITOR) = [0]> then\n if <(SPEED Y) < [0]> then\n set [bounce frame v] to [0]\n set [speed y v] to (Bounce)\n end\n end\nend\nif <(bounce frame) < (time after bounce)> then\n switch costume to (sprung v)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\ndelete all of [trampoline x v]\ndelete all of [trampoline y v]\ndelete all of [trampoline bounce v]\nset [time after bounce v] to [10]\nSetup\nhide\n\ndefine Setup\nif <(LEVEL) = [1]> then\n New Trampoline at x: [8447] y: [-86] Bounce Y: [40]\n New Trampoline at x: [9040] y: [379] Bounce Y: [65]\nend\nUse Data\n\ndefine New Trampoline at x: (x) y: (y) Bounce Y: (bounce)\nadd (x) to [trampoline x v]\nadd (y) to [trampoline y v]\nadd (bounce) to [trampoline bounce v]\n\ndefine Use Data\nshow\nset [index v] to [0]\nrepeat (length of [trampoline bounce v])\n change [index v] by (1)\n set [x v] to (item (index) of [trampoline x v])\n set [y v] to (item (index) of [trampoline y v])\n set [bounce v] to (item (index) of [trampoline bounce v])\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\nhide\n\ndefine Position (x) (y)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (spring v)\n\nNew Trampoline at x: [8447] y: ((-86) + ([abs v] of ((-86) - (265)) )) Bounce Y: [40]\n\n@Jump Through\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\nSetup\nLadder\nhide\n\ndefine Setup\nif <(LEVEL) = [1]> then\n New Jump Through Platform [Cloud1] at x: [9035] y: [1350]\n New Jump Through Platform [Cloud1] at x: [9170] y: [1450]\n New Jump Through Platform [Cloud1] at x: [9240] y: [1450]\n New Jump Through Platform [Cloud1] at x: [9310] y: [1450]\n New Jump Through Platform [Cloud1] at x: [9380] y: [1450]\nend\n\ndefine New Jump Through Platform (type) at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (type)\ncreate clone of (_myself_ v)\nchange [clones v] by (1)\n\nwhen I receive [frame v]\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y))\n\ndefine Position (x) (y)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (Type)\n\ndefine Ladder\nset [index v] to [0]\nrepeat (length of [ladder x v])\n change [index v] by (1)\n New Jump Through Platform [Ladder] at x: (item (index) of [ladder x v]) y: ((item (index) of [ladder y v]) + (67))\nend\n\n@Parachute\n\nwhen I receive [frame v]\nParachute - Frame [40]\n\nwhen flag clicked\npoint in direction (90)\nhide\n\ndefine Position (x) (y)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (parachute v)\n\ndefine Parachute - Frame (offset)\nPosition (([x v] of [player v]) - (CAMERA X)) (([y v] of [player v]) - (CAMERA Y))\nPosition (x position) ((y position) + (offset))\nif <(PARACHUTE) = [1]> then\n show\nelse\n hide\nend\nif <not <[items bought v] contains [Parachute]?>> then\n hide\nend\n\nwhen I receive [die v]\nhide\n\n@Text\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\nSetup\nset [x v] to [-99999]\nhide\n\ndefine Setup\nif <(LEVEL) = [1]> then\n New Text [1] at x: [0] y: [100]\n New Text [2] at x: [0] y: [70]\n New Text [3] at x: [620] y: [50]\n New Text [4] at x: [1885] y: [100]\n New Text [5] at x: [2972] y: [100]\n New Text [6] at x: [3420] y: [-60]\n New Text [7] at x: [5720] y: [70]\n New Text [8] at x: [4140] y: [230]\n New Text [9] at x: [6758] y: [150]\n New Text [10] at x: [6500] y: [830]\n New Text [11] at x: [6500] y: [800]\n New Text [12] at x: [7000] y: [1250]\n New Text [13] at x: [8100] y: [730]\n New Text [14] at x: [8205] y: [30]\n New Text [15] at x: [8547] y: [650]\n New Text [16] at x: [9025] y: [1525]\nend\n\nwhen I receive [frame v]\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y))\n\ndefine Position (x) (y)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (Text)\n\ndefine New Text (text) at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [text v] to (text)\ncreate clone of (_myself_ v)\nchange [clones v] by (1)\n\n@Signs\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\nend\n\ndefine New Sign (sign) at x: (x) y: (y) Direction: (direction)\nshow\nset [sign v] to (sign)\nset [x v] to (x)\nset [y v] to (y)\nif <not <(direction) = []>> then\n set [dir v] to ((direction) + (0))\nelse\n set [dir v] to [90]\nend\ncreate clone of (_myself_ v)\nset [x v] to [-9999]\nhide\n\nwhen I receive [frame v]\nif < (Sign) contains [Arrow]?> then\n Frame - Arrow Sign\nend\nif <(Sign) = [Enemy]> then\n Frame - Enemy Sign\nend\nif <(Sign) = [Saw]> then\n Frame - Saw Sign\nend\n\ndefine Frame - Arrow Sign\nset size to (90) %\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y)) (dir) (Sign)\n\ndefine Position (x) (y) (dir) (costume)\nswitch costume to (big v)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (costume)\n\ndefine Frame - Enemy Sign\nset size to (100) %\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y)) [90] [Enemy]\n\ndefine Frame - Saw Sign\nset size to (100) %\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y)) [90] [Saw]\n\ndefine New Sign | Right Arrow | at x: (x) y: (y) Dir: (dir)\nNew Sign [Right Arrow] at x: (x) y: (y) Direction: (dir)\n\ndefine New Sign | Left Arrow | at x: (x) y: (y) Dir: (dir)\nNew Sign [Left Arrow] at x: (x) y: (y) Direction: (dir)\n\ndefine New Sign | Enemy | at x: (x) y: (y)\nNew Sign [Enemy] at x: (x) y: (y) Direction: [90]\n\ndefine New Sign | Saw | at x: (x) y: (y)\nNew Sign [Saw] at x: (x) y: (y) Direction: [90]\n\n@Portal\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n Portal at x: [9530] y: [1540]\nend\n\ndefine Portal at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [frame v]\nPosition ((x) - (CAMERA X)) ((y) - (CAMERA Y))\nif <touching (player v)?> then\n if <(EDITOR) = [0]> then\n set [end v] to [Win]\n end\nend\nshow\n\ndefine Position (x) (y)\nswitch costume to (big v)\ngo to x: (x) y: (y)\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\n@Game Over\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen2 v)\nset [ghost v] effect to (50)\nshow\ngo to [front v] layer\nrepeat (10)\n switch costume to (blank v)\n change size by (-5)\n change [ghost v] effect by (-5)\n switch costume to (win screen2 v)\nend\n\n@Connect\n\nwhen flag clicked\nSetup\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n start sound [Connect v]\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n play sound [Disconnect v] until done\n stop [this script v]\n else\n switch costume to (connecting v)\n end\n end\nend\n\ndefine Setup\ngo to x: (0) y: (0)\ngo to x: (170) y: (130)\nswitch costume to (connecting v)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nset size to (100) %\ngo to [front v] layer\nshow\nstop [all v]\n\n@Clouds\n\n@Chat Button\n\nwhen flag clicked\nhide\ngo to x: (-195) y: (-150)\nswitch costume to (chat v)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (5))) %\n else\n set size to ((size) + (((100) - (size)) / (5))) %\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (z v) pressed?>> then\n set [chat open v] to (((CHAT OPEN) + (1)) mod (2))\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (z v) pressed?>>>\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of ((WAVE FRAME) * (10)) ) * (5)))\nend\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (25)\nswitch costume to (big v)\nset size to (1) %\nswitch costume to (chat v)\nset [ghost v] effect to (100)\nset [chat open v] to [0]\nset [chat v] to [0]\nshow\nbroadcast (Chat Close v)\nforever\n switch costume to (big v)\n set size to (1) %\n switch costume to (chat v)\n hide\n wait until <(CHAT OPEN) = [1]>\n set [shop open v] to [0]\n broadcast (Shop Close v)\n show\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n switch costume to (chat v)\n end\n wait until <(CHAT OPEN) = [0]>\n repeat (10)\n set size to ((size) + (((1) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nset [chat open v] to [0]\nforever\n if <(CHAT OPEN) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I receive [chat close v]\nhide\n\n@Shop Button\n\nwhen flag clicked\nhide\ngo to x: (-125) y: (-150)\nswitch costume to (shop v)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (5))) %\n else\n set size to ((size) + (((100) - (size)) / (5))) %\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of ((WAVE FRAME) * (10)) ) * (5)))\nend\n\nwhen flag clicked\nset [shop open v] to [0]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (x v) pressed?>> then\n set [shop open v] to (((SHOP OPEN) + (1)) mod (2))\n if <(SHOP OPEN) = [1]> then\n broadcast (Shop Open v)\n else\n broadcast (Shop Close v)\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (x v) pressed?>>>\n end\nend\n\n@Shop\n\nwhen flag clicked\nOriginal Init\n\ndefine Setup Shop\nNew Shop Item [Shop] at x: ([x position v] of [chat v]) y: ([y position v] of [chat v]) Price: []\nNew Shop Item [1] at x: [-50] y: [50] Price: [0]\nNew Shop Item [2] at x: [-50] y: [15] Price: [1]\nNew Shop Item [3] at x: [-50] y: [-20] Price: [3]\nNew Shop Item [4] at x: [-50] y: [-55] Price: [5]\nNew Shop Item [5] at x: [-50] y: [-90] Price: [6]\nNew Shop Item [6] at x: [0] y: [50] Price: [7]\nNew Shop Item [7] at x: [0] y: [15] Price: [10]\nNew Shop Item [8] at x: [0] y: [-20] Price: [12]\nNew Shop Item [9] at x: [0] y: [-55] Price: [13]\nNew Shop Item [10] at x: [0] y: [-90] Price: [15]\nNew Shop Item [Jump Boost] at x: [53] y: [45] Price: [15]\nNew Shop Item [Speed Boost] at x: [50] y: [-15] Price: [12]\nNew Shop Item [Parachute] at x: [50] y: [-75] Price: [20]\n\ndefine New Shop Item (item) at x: (x) y: (y) Price: (price)\nset [emoji v] to (item)\nset [price v] to (price)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nif <not <(emoji) = [Shop]>> then\n add (emoji) to [skin ids v]\n add ((round ((Price) * (1))) / (1)) to [item prices v]\nend\nchange [clones v] by (1)\nset [emoji v] to []\nset [price v] to []\nset [x v] to []\nset [y v] to []\n\nwhen I start as a clone\nif <not < [12345678910] contains (emoji)?>> then\n stop [this script v]\nend\nset size to ([size v] of [player v]) %\nswitch costume to (emoji)\ngo to x: (x) y: (y)\nshow\nforever\n switch costume to (hitbox v)\n Sense Touching Mouse\nend\n\ndefine Original Init\nhide\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nset size to (100) %\nset [emoji v] to [1]\ndelete all of [items bought v]\nadd [1] to [items bought v]\ndelete all of [item prices v]\ndelete all of [shop items v]\ndelete all of [skin ids v]\n\nwhen I start as a clone\nif <not <(emoji) = [Shop]>> then\n stop [this script v]\nend\nset size to (100) %\nswitch costume to (shop v)\ngo to x: (x) y: (y)\nshow\n\ndefine Sense Touching Mouse\nset [touching mouse v] to (<touching (mouse-pointer v)?> + (0))\nswitch costume to (emoji)\nif <(Touching Mouse) = [1]> then\n switch costume to (join (emoji) [ Shop])\n go to [front v] layer\n Buy Shop Item\nelse\n switch costume to (emoji)\nend\n\ndefine Buy Shop Item\nif <mouse down?> then\n if <not <[items bought v] contains (emoji)?>> then\n if <(COLLECTED) > (([abs v] of (Price) ) - (1))> then\n start sound [Purchased v]\n change [collected v] by ((0) - ([abs v] of (Price) ))\n Set Emoji to (emoji) from (EMOJI)\n add (emoji) to [items bought v]\n broadcast (Selected v)\n end\n else\n Set Emoji to (emoji) from (EMOJI)\n broadcast (Selected v)\n end\nend\n\nwhen I receive [shop open v]\nset [chat open v] to [0]\nbroadcast (Chat Close v)\nSetup Shop\n\nwhen I receive [shop close v]\ndelete all of [item prices v]\ndelete all of [shop items v]\ndelete all of [skin ids v]\ndelete this clone\n\nwhen I start as a clone\nif <not <(emoji) = [Speed Boost]>> then\n stop [this script v]\nend\nswitch costume to (speed boost v)\nset size to (100) %\ngo to x: (x) y: (y)\nshow\nforever\n switch costume to (hitbox2 v)\n Sense Touching Mouse\nend\n\nwhen I start as a clone\nif <not <(emoji) = [Jump Boost]>> then\n stop [this script v]\nend\nswitch costume to (jump boost v)\nset size to (100) %\ngo to x: (x) y: (y)\nshow\nforever\n switch costume to (hitbox2 v)\n Sense Touching Mouse\nend\n\nwhen I start as a clone\nif <not <(emoji) = [Parachute]>> then\n stop [this script v]\nend\nswitch costume to (parachute v)\nset size to (100) %\ngo to x: (x) y: (y)\nshow\nforever\n switch costume to (hitbox2 v)\n Sense Touching Mouse\nend\n\ndefine Set Emoji to (emoji) from (emoji)\nset [emoji v] to (emoji)\nif <not < [12345678910] contains (emoji)?>> then\n set [emoji v] to (emoji)\nend\n\n@Collectable HUD\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset [offset star v] to [10]\nStar HUD Symbol\nCollected HUD Numbers\nCollected Max HUD Numbers\n/ HUD Symbol\n\nwhen I start as a clone\nif <(Clone Type) = [Collected]> then\n set size to (100) %\n show\n forever\n go to x: (((Clone ID) * (13)) - (200)) y: (155)\n switch costume to (letter (Clone ID) of (COLLECTED))\n if <(Clone ID) > (length of (round (COLLECTED)))> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine Collected HUD Numbers\nset [clone type v] to [Collected]\nClone\n\ndefine Collected Max HUD Numbers\nset [clone type v] to [Collected Max]\nClone\n\ndefine Clone\nset [clone id v] to [0]\nrepeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen I start as a clone\nif <(Clone Type) = [Collected Max]> then\n set size to (100) %\n show\n forever\n if <(COLLECTED) < [10]> then\n go to x: (((Clone ID) * (13)) - ((165) + (Offset Star))) y: (155)\n else\n go to x: (((Clone ID) * (13)) - ((152) + (Offset Star))) y: (155)\n end\n switch costume to (letter (Clone ID) of (COLLECTED MAX))\n if <(Clone ID) > (length of (round (COLLECTED MAX)))> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine / HUD Symbol\nset [clone type v] to [/]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone Type) = [/]> then\n go to x: (-190) y: (155)\n set size to (100) %\n switch costume to (/ v)\n show\n forever\n if <(COLLECTED) < [10]> then\n go to x: ((-185) + (Offset Star)) y: (155)\n else\n go to x: ((-172) + (Offset Star)) y: (155)\n end\n end\nend\n\ndefine Star HUD Symbol\nset [clone type v] to [Star]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone Type) = [Star]> then\n switch costume to (star v)\n go to x: (-220) y: (155)\n set size to (100) %\n show\nend\n\n@Editor\n\nwhen [m v] key pressed\nif <not <(username) = [ImRohan10187]>> then\n set [mouse v] to [0]\n set [mouse var shown v] to [No]\n hide variable [mouse v]\n stop [this script v]\nend\nif <<([abs v] of (mouse x) ) < [240]> and <([abs v] of (mouse y) ) < [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 [, ] (mouse y)))\n set [mouse var shown v] to [Yes]\n show variable [mouse v]\nelse\n set [mouse var shown v] to [No]\n hide variable [mouse v]\nend\n\nwhen [0 v] key pressed\nif <not <(username) = [ImRohan10187]>> then\n set [editor v] to [0]\n stop [this script v]\nend\nset [editor v] to (((EDITOR) + (1)) mod (2))\n\nwhen flag clicked\nset [wave frame v] to [0]\nforever\n change [wave frame v] by (1)\nend\n\nwhen [g v] key pressed\nif <not <(username) = [ImRohan10187]>> then\n set [god mode v] to [0]\n stop [this script v]\nend\nset [god mode v] to (((GOD MODE) + (1)) mod (2))\n\nwhen flag clicked\nset [mouse v] to [0]\nforever\n if <([vars visible? v] of [player v]) = [1]> 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 [, ] (mouse y)))\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail2 v)\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nforever\n Go to Front [Infinity]\nend\n\ndefine Go to Front (layers)\ngo to [front v] layer\ngo [forward v] (layers) layers\n\n@Music\n\nwhen flag clicked\nset [mute v] to [0]\nset [init vol v] to [50]\nset [mute/unmute speed v] to [20]\nset volume to (Init Vol) %\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen [m v] key pressed\nset [mute v] to (((MUTE) + (1)) mod (2))\nif <(MUTE) = [1]> then\n Mute (Mute/Unmute Speed)\nelse\n Unmute (Mute/Unmute Speed)\nend\n\ndefine Mute (speed)\nrepeat (speed)\n change volume by (() - ([abs v] of ((Init Vol) / (speed)) ))\nend\n\ndefine Unmute (speed)\nrepeat (speed)\n change volume by ([abs v] of ((Init Vol) / (speed)) )\nend\n\n
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Platformer Part-9 (Underwater)
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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\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\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 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 (spikes 0.2 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 (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [bensound-creativeminds2 v] until done\nend\n\nset [level v] to [8]\n\nwhen flag clicked\nwait (10) seconds\nbroadcast (Start v)\n\n@Shine\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\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 go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwait (0.5) seconds\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@Spikes 0.2\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\nwhen I receive [start v]\nforever\n glide (1) secs to x: (0) y: ((y position) + (50))\n glide (1) secs to x: (0) y: ((y position) + (-50))\nend\n\nchange [level v] by (1)\n\n@Trampoline\n\nwhen I receive [start v]\ngo to [front 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@Speed Ups\n\nwhen I receive [start v]\ngo to [front 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\nchange [level v] by (1)\n\n@Plants\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\nwhen flag clicked\nshow\nif <(intro played?) = [0]> then\n set [id v] to [5]\n create clone of (_myself_ v)\n set [id v] to [6]\n create clone of (_myself_ v)\n set [intro end animation? v] to [0]\n set volume to (100) %\n set [brightness v] effect to (-100)\n go to x: (0) y: (0)\n set size to (87) %\n switch costume to (bg v)\n point in direction (90)\n show\n go to [front v] layer\n repeat (75)\n change size by (((125) - (size)) / (50))\n change [brightness v] effect by (1)\n float\n end\n forever\n float\n change size by (((100) - (size)) / (25))\n end\nelse\n set [brightness v] effect to (-100)\n wait (0.15) seconds\n hide\n broadcast (end intro v)\n set [intro played? v] to [0]\nend\n\nwhen flag clicked\nset [intro: x v] to (mouse x)\nset [intro: y v] to (mouse y)\nwait until <not <mouse down?>>\nif <(mouse y) > [179]> then\n wait until <not <(mouse x) = (Intro: x)>>\n wait until <not <(mouse y) = (Intro: y)>>\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <<not <mouse down?>> or <touching (mouse-pointer v)?>>\n if <<touching (mouse-pointer v)?> and <(intro end animation?) = [0]>> then\n set [intro end animation? v] to [1]\n set [id v] to [3]\n start sound [Hit_Hurt4 v]\n broadcast (z intro fade v)\n create clone of (_myself_ v)\n wait (0.15) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\n repeat (15)\n change volume by (-7.5)\n end\n wait (0.5) seconds\n broadcast (end intro v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nif <(intro end animation?) = [0]> then\n set [id v] to [1]\n create clone of (_myself_ v)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\nwait (0.6) seconds\nset size to (150) %\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\nwait (0.45) seconds\nrepeat (4)\n set size to (150) %\n set [brightness v] effect to (20)\n repeat (5)\n change [brightness v] effect by (-1)\n end\nend\nrepeat (15)\n change [brightness v] effect by (-1.5)\nend\nwait (0.675) seconds\nset size to (150) %\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nif <(id) = [1]> then\n point in direction (80)\n switch costume to (logo bg v)\n show\n set size to (50) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (44) seconds\n repeat (4)\n change size by (((-15) - (size)) / (3))\n end\n hide\n delete this clone\nelse\n if <(id) = [2]> then\n change y by (-5)\n point in direction (65)\n switch costume to (logo v)\n show\n set size to (0) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (44) seconds\n repeat (6)\n change size by (((-8) - (size)) / (3))\n end\n hide\n delete this clone\n else\n if <<(id) = [3]> or <(id) = [4]>> then\n go to [front v] layer\n set size to (100) %\n go to x: (0) y: (0)\n repeat (40)\n switch costume to (costume2 v)\n change size by (((2750) - (size)) / (8))\n if <(id) = [3]> then\n switch costume to (costume3 v)\n else\n change [brightness v] effect by (-4)\n switch costume to (costume1 v)\n end\n end\n else\n hide\n set volume to (75) %\n if <(id) = [5]> then\n set [pan left/right v] effect to (-100)\n play sound [monodyL v] until done\n delete this clone\n else\n set [pan left/right v] effect to (100)\n play sound [monodyR v] until done\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nwait (7.2) seconds\nif <(intro end animation?) = [0]> then\n set [intro end animation? v] to [1]\n set [id v] to [3]\n start sound [Hit_Hurt4 v]\n create clone of (_myself_ v)\n wait (0.15) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\n wait (1) seconds\n broadcast (end intro v)\nend\n\nwhen I start as a clone\nset [float v] to [0]\nwait (0.25) seconds\nif <(id) = [1]> then\n repeat (27)\n float\n end\n repeat (5)\n change x by (50)\n float\n end\n set x to ((x position) * (-1))\n repeat (32)\n change x by (((0) - (x position)) / (2))\n float\n end\n set x to (0)\n repeat (2)\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n end\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n set [spin! v] to [90]\n repeat (15)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((135) - (spin!)) / (8))\n point in direction (spin!)\n end\n repeat (20)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((45) - (spin!)) / (8))\n point in direction (spin!)\n end\n set [zoom v] to [0]\n repeat (100)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((90) - (spin!)) / (8))\n point in direction (spin!)\n change [zoom v] by (-2)\n change size by (zoom)\n end\nelse\n if <(id) = [2]> then\n repeat (27)\n float\n end\n repeat (5)\n change x by (-50)\n float\n end\n set x to ((x position) * (-1))\n repeat (32)\n change x by (((0) - (x position)) / (2))\n float\n end\n set x to (0)\n repeat (2)\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n end\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n set [spin! v] to [90]\n repeat (15)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((45) - (spin!)) / (8))\n point in direction (spin!)\n end\n repeat (20)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((135) - (spin!)) / (8))\n point in direction (spin!)\n end\n set [zoom v] to [0]\n repeat (100)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((90) - (spin!)) / (8))\n point in direction (spin!)\n change [zoom v] by (-2)\n change size by (zoom)\n end\n end\nend\n\ndefine float\nif <(costume [number v]) = [1]> then\n change [float v] by (3)\n change y by (([sin v] of (float) ) / (4))\nelse\n if <(costume [number v]) = [3]> then\n change [float v] by (6)\n else\n change [float v] by (-6)\n end\n change y by (([sin v] of (float) ) / (3))\n change size by (([sin v] of (float) ) / (4))\n turn right (([sin v] of (float) ) / (5)) degrees\nend\n\nwhen I receive [end intro v]\nstop [other scripts in sprite v]\nif <(costume [number v]) = [1]> then\n set [intro played? v] to [0]\n go to x: (0) y: (0)\n switch costume to (bg2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n hide\nelse\n delete this clone\nend\n\nwhen I receive [z intro fade v]\nif <(id) > [4]> then\n repeat (15)\n change volume by (-7.5)\n end\nend\n\nwhen flag clicked\nwait (7.2) seconds\nif <(intro end animation?) = [0]> then\n set [intro end animation? v] to [1]\n set [id v] to [3]\n start sound [Hit_Hurt4 v]\n create clone of (_myself_ v)\n wait (0.15) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\n wait (1) seconds\n broadcast (end intro v)\nend\n\nwhen flag clicked\nset [intro played? v] to [1]\n\nwhen flag clicked\nwait (13) 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
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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-12 - https://scratch.mit.edu/projects/542317456/\n✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n INSTRUCTIONS\nPress WASD or arrow buttons to move.\nAvoid spikes (grey), holes and arrows kinda things (red).\nThere are 9 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n28th May 2021 - shared\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
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Google プラットフォーマー 2.0/Google platformer !!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (google_homepage v)\nwait until <[3566] < (Camera_x)>\nbroadcast (g-る v)\n\nwhen I receive [g-る v]\nrepeat (14)\n start sound [PC-Keyboard06-05\(Single-Hard\) v]\n next backdrop\n wait (pick random (0.1) to (0.3)) seconds\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [ぽちょっ v]\n set [yの力 v] to [10]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [ぽちょっ v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\n
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矢印キーとwasdで操作できます。いたってシンプルなプラットフォーマーです!
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Platformer Deluxe (Knife Edition)
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@Stage\n\nwhen I receive [start game!! :-d v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (start v)\n\nwhen I receive [soundtest room v]\nset [soundtest room v] to [2]\nswitch backdrop to (soundtest room v)\nwait (2) seconds\nswitch backdrop to (soundtest room2 v)\n\nwhen I receive [go back to game1 v]\nif <(QSJ IWS IJW QW USH BQSHuwhquh) = [1]> then\n repeat (15)\n switch backdrop to (soundtest room3 v)\n wait (0.05) seconds\n switch backdrop to (soundtest room6 v)\n wait (0.05) seconds\n switch backdrop to (soundtest room5 v)\n wait (0.05) seconds\n switch backdrop to (soundtest room4 v)\n wait (0.05) seconds\n end\n broadcast (BacktoGame2 v)\nelse\n broadcast (BacktoGame2 v)\nend\n\nwhen I receive [nextlevel v]\nnext backdrop\n\nwhen I receive [backtogame2 v]\nset [soundtest room v] to [999]\nswitch backdrop to (level b v)\n\n@Green Slime\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 [0.75] [0.9] [-0.9] [17]\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 [dead meat v]\ngo to x: (-225) y: (-21)\nstart sound [uuhhh v]\n\ndefine Touch Ground\n\nrepeat until <not <touching color (#00cc44)?>>\n change y by (1)\n set [speed y v] to [-2]\nend\n\nwhen flag clicked\n\nforever\n if <<key (up arrow v) pressed?> and <<<touching color (#00cc44)?> or <touching color (#00cccc)?>> or <touching color (#666666)?>>> then\n broadcast (jumpitey on trampoline! v)\n end\nend\n\nwhen I receive [jumpitey on trampoline! v]\n\nset [speed y v] to [20]\n\nwhen I receive [start game!! :-d v]\ngo to x: (-150) y: (-21)\n\ndefine Walk (direction) (speed)\n\nwhen I receive [nextlevel v]\ngo to x: (-350) y: (-21)\nif <(Level number) = [10]> then\n if <(Soundtest Room) = [1]> then\n if <not <(Soundtest Room) = [2]>> then\n broadcast (Soundtest Room v)\n stop all sounds\n hide\n wait (100) seconds\n broadcast (Go back to game1 v)\n end\n end\nend\nif <(Soundtest Room) = [999]> then\n if <(Level number) = [15]> then\n broadcast (Secret Level v)\n end\nend\n\nwhen flag clicked\nrepeat until <(Soundtest Room) = [2]>\n play sound [Dance Celebrate v] until done\nend\nstop all sounds\n\ndefine Walk (direction) (speed)\n\nchange x by (speed)\n\nwhen flag clicked\nforever\n if <touching color (#b2b2b2)?> then\n broadcast (dead meat v)\n end\n if <touching (bottom v)?> then\n broadcast (dead meat v)\n end\n if <touching color (#ff0000)?> then\n broadcast (dead meat v)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [backtogame2 v]\n\nset [soundtest room v] to [0]\nif <(pick random (1) to (100)) = [62]> then\n set [soundtest room v] to [1]\nend\nset [boss health v] to [25]\ngo to [front v] layer\ngo to x: (0) y: (-21)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-2)\n change y by (speed y)\n if <<<touching color (#00cc44)?> or <touching color (#00cccc)?>> or <<touching color (#ffff00)?> or <touching color (#666666)?>>> then\n set [speed y v] to [0]\n change y by (2)\n end\n if <key (left arrow v) pressed?> then\n change [speed y v] by (-0.7)\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change [speed y v] by (0.7)\n change x by (5)\n end\nend\n\nrepeat until <(Soundtest Room) = [2]>\n play sound [Dance Celebrate v] until done\nend\nshow\nset [soundtest room v] to [0]\nif <(pick random (1) to (1)) = [1]> then\n set [soundtest room v] to [1]\nend\nset [boss health v] to [25]\ngo to [front v] layer\ngo to x: (0) y: (-21)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-2)\n change y by (speed y)\n if <<<touching color (#00cc44)?> or <touching color (#00cccc)?>> or <<touching color (#ffff00)?> or <touching color (#666666)?>>> then\n set [speed y v] to [0]\n change y by (2)\n end\n if <key (left arrow v) pressed?> then\n change [speed y v] by (-0.7)\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change [speed y v] by (0.7)\n change x by (5)\n end\n if <touching (edge v)?> then\n broadcast (nextlevel v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (edge v)?> then\n broadcast (nextlevel v)\n end\nend\n\nwhen flag clicked\nforever\n set size to (60) %\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (mini green dude2 v)\nset size to (60) %\nset [ghost v] effect to (50)\nrepeat (30)\n change [ghost v] effect by (2)\n change size by (-4)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (mini green dude v)\n\nwhen this sprite clicked\nsay [uh its not a clicker game lol] for (1.5) seconds\n\n@Ground\n\nbroadcast (Secret Level v)\n\nwhen I receive [secret level v]\nswitch costume to (qhyq hyqshqwsuw hsa si v)\nset [soundtest room v] to [2]\nforever\n play sound ["Glitch Mess" v] until done\nend\n\nwhen I receive [backtogame2 v]\nswitch costume to (level b v)\nshow\nforever\n set [level number v] to (costume [number v])\nend\n\nwhen I receive [soundtest room v]\nhide\n\nwhen flag clicked\nshow\nforever\n set [level number v] to (costume [number v])\nend\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (start v)\n\nwhen I receive [start game!! :-d v]\nnext costume\n\n@Edge\n\nwhen flag clicked\nshow\ngo to x: (210) y: (-11)\nset [ghost v] effect to (250)\n\nwhen I receive [secret level v]\nhide\n\n@start\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\nshow\ngo to x: (-2) y: (57)\n\nwhen this sprite clicked\nbroadcast (start game!! :-d v)\n\nwhen I receive [start game!! :-d v]\n\nrepeat (200)\n change [ghost v] effect by (15)\n wait (0.025) seconds\nend\n\nbroadcast (Secret Level v)\n\n@blood\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to x: (-1) y: (4)\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [dead meat v]\n\nrepeat (10)\n change [ghost v] effect by (-15)\n wait (0.05) seconds\nend\nwait (0.025) seconds\nrepeat (10)\n change [ghost v] effect by (15)\n wait (0.05) seconds\nend\n\nhide\n\n@Bottom\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nset [bad song1 v] to [0]\ngo to x: (-8) y: (5)\nhide\n\nwhen this sprite clicked\nset [bad song2 v] to [0]\nswitch costume to (costume2 v)\nset [bad song1 v] to [1]\nif <not <(QSJ IWS IJW QW USH BQSHuwhquh) = [1]>> then\n repeat until <(Bad Song1) = [0]>\n start sound [Classical Piano v]\n wait (4.5) seconds\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [soundtest room v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [music playing 2 v]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [backtogame2 v]\nset [bad song1 v] to [0]\ngo to x: (-8) y: (5)\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [bad song2 v] to [0]\ngo to x: (-8) y: (5)\nhide\n\nwhen this sprite clicked\nset [bad song1 v] to [0]\nswitch costume to (costume2 v)\nset [bad song2 v] to [1]\nif <not <(QSJ IWS IJW QW USH BQSHuwhquh) = [1]>> then\n repeat until <(Bad Song2) = [0]>\n start sound [Dance Around v]\n wait (3) seconds\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [soundtest room v]\nswitch costume to (costume1 v)\n\nwhen I receive [music playing 2 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [music playing 3 v]\nhide\n\nwhen I receive [backtogame2 v]\nhide\nset [bad song2 v] to [0]\ngo to x: (-8) y: (5)\nhide\n\n@Sprite3\n\nwhen flag clicked\nset [qh wsy hqwy sqw gsqwushqwy s v] to [0]\ngo to x: (-4) y: (1)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [soundtest room v]\nset [qsj iws ijw qw ush bqshuwhquh v] to [0]\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nset [bad song1 v] to [0]\nswitch costume to (costume2 v)\nset [bad song2 v] to [0]\nrepeat until <(Soundtest Room) = [3]>\n set [qsj iws ijw qw ush bqshuwhquh v] to [1]\n start sound ["Glitch Mess" v]\n wait (10) seconds\nend\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [music playing 3 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [music playing 2 v]\nhide\n\nwhen I receive [music playing 1 v]\nhide\n\nwhen I receive [backtogame2 v]\nset [qsj iws ijw qw ush bqshuwhquh v] to [0]\nhide\n\n@Sprite4\n\nwhen flag clicked\nset [music playing v] to [1]\ngo to x: (182) y: (9)\nhide\n\nwhen I receive [soundtest room v]\nshow\n\nwhen this sprite clicked\nif <(Music Playing) = [1]> then\n broadcast (Music Playing 2 v)\n set [music playing v] to [2]\nelse\n if <(Music Playing) = [2]> then\n broadcast (Music Playing 3 v)\n set [music playing v] to [3]\n else\n if <(Music Playing) = [3]> then\n broadcast (Music Playing 1 v)\n set [music playing v] to [1]\n end\n end\nend\n\nwhen I receive [backtogame2 v]\nset [music playing v] to [1]\ngo to x: (182) y: (9)\nhide\n\n@QyqtQRy MqQ\n\nwhen flag clicked\ngo to x: (2) y: (-21)\nset size to (125) %\nhide\n\nwhen I receive [secret level v]\nforever\n show\n wait (0.05) seconds\n hide\n wait (0.05) seconds\nend\n\n@stupid title\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (82.5)\nforever\n repeat (30)\n turn right (0.5) degrees\n end\n repeat (30)\n turn left (0.5) degrees\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (60)\n change size by (.25)\n end\n repeat (60)\n change size by (-0.25)\n end\nend\n\n@Ground2\n\nbroadcast (Secret Level v)\n\nwhen I receive [secret level v]\nswitch costume to (qhyq hyqshqwsuw hsa si v)\nset [soundtest room v] to [2]\nforever\n play sound ["Glitch Mess" v] until done\nend\n\nwhen I receive [backtogame2 v]\nswitch costume to (level b v)\nshow\nforever\n set [level number v] to (costume [number v])\nend\n\nwhen I receive [soundtest room v]\nhide\n\nwhen flag clicked\nshow\nforever\n set [level number v] to (costume [number v])\nend\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (start v)\n\nwhen I receive [start game!! :-d v]\nnext costume\n\n
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⭐+❤=Cool\n
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Strange World || Platformer #games
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@Stage\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(level) = [17]>\n wait (0.5) seconds\n change [time v] by (0.5)\nend\nif <(time) < (☁ WR)> then\n set [☁ wr v] to (time)\nend\n\nwhen [n v] key pressed\nset [time v] to [Used skip]\nstop [other scripts in sprite v]\n\n@Ground\n\nbroadcast (superdeeduperdeenextlvl v)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@shade\n\nwhen flag clicked\ngo to [back v] layer\nforever\n show\n set [ghost v] effect to (75)\n switch costume to (level)\n go to [back v] layer\nend\n\n@character\n\nwhen I receive [superdeeduperdeenextlvl v]\nhide\nif <(level) = [1]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [2]> then\n set [start x v] to [-200]\n set [start y v] to [100]\nend\nif <(level) = [3]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [4]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [5]> then\n set [start x v] to [100]\n set [start y v] to [0]\nend\nif <(level) = [6]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [7]> then\n set [start x v] to [170]\n set [start y v] to [0]\nend\nif <(level) = [8]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [9]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [10]> then\n set [start x v] to [-200]\n set [start y v] to [180]\nend\nif <(level) = [11]> then\n set [start x v] to [100]\n set [start y v] to [0]\nend\nif <(level) = [12]> then\n set [start x v] to [-240]\n set [start y v] to [0]\nend\nif <(level) = [13]> then\nif <(level) = [14]> then\nif <(level) = [15]> then\nif <(level) = [16]> then\nstarting position\n\ndefine starting position\nhide\nshow\nset [fallspeed v] to [0]\ngo to x: (start x) y: (start y)\nset [runspeed v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nshow\nset [ghost v] effect to (0)\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [fallspeed v] by (-1)\n set [runspeed v] to ((runspeed) * (0.9))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [runspeed v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [runspeed v] by (1)\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n set [character x v] to (x position)\n set [character y v] to (y position)\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (ground v)?> or <touching (moving ground v)?>>> then\n set [fallspeed v] to [15]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <<<(x position) > [230]> or <key (n v) pressed?>> and <not <(level) = [16]>>> then\n change [level v] by (1)\n broadcast (superdeeduperdeenextlvl v)\n wait until <not <key (n v) pressed?>>\n end\n if <[-180] > (y position)> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n if <touching (spike v)?> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n if <touching (enemies v)?> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n if <touching (moving ground v)?> then\n change y by (5)\n if <touching (ground v)?> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n end\n if <touching (trampoline v)?> then\n set [fallspeed v] to [18]\n broadcast (jump v)\n end\n if <touching (spike2 v)?> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n if <touching (smasher v)?> then\n wait (3) seconds\n set [level v] to [17]\n broadcast (the end v)\n hide\n stop [this script v]\n end\nend\n\nwait (0.5) seconds\n\nbroadcast (superdeeduperdeenextlvl v)\n\n\n\nsay [Uh-Oh] for (2) seconds\n\nif <(level) = [16]> then\n say [Uh-Oh]\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n fast\n switch costume to (level)\nend\n\ndefine fast\ngo to (character v)\nset [ghost v] effect to (75)\ngo to [back v] layer\n\n@cloud\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (300) y: (pick random (190) to (120))\nswitch costume to (pick random (1) to (3))\nshow\nset [clone x v] to (pick random (-1) to (-3))\nset size to (pick random (50) to (75)) %\nset [ghost v] effect to (pick random (0) to (50))\ngo [backward v] (size) layers\nrepeat until <(x position) < [-300]>\n change x by (clone x)\nend\ndelete this clone\n\n@spike\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Enemies\n\nwhen I start as a clone\ngo to [back v] layer\nif <(enemy type) = [1]> then\n switch costume to (costume1 v)\n if <(level) = [1]> then\n if <(level) = [2]> then\n go to x: (-77) y: (-15)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n if <(level) = [5]> then\n go to x: (-200) y: (-15)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [6]> then\n if <(level) = [7]> then\n if <(level) = [8]> then\n if <(level) = [9]> then\n go to x: (2) y: (150)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [10]> then\n go to x: (148) y: (-10)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [11]> then\n go to x: (137) y: (130)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n go to x: (23) y: (0)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [14]> then\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\nif <(enemy type) = [2]> then\n switch costume to (costume14 v)\n if <(level) = [1]> then\n if <(level) = [2]> then\n if <(level) = [3]> then\n set [fish start x v] to [200]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n if <(level) = [4]> then\n if <(enemy clone number) = [1]> then\n set [fish start x v] to [50]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n if <(enemy clone number) = [2]> then\n set [fish start x v] to [220]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n end\n if <(level) = [5]> then\n if <(level) = [6]> then\n set [fish start x v] to [220]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n set [fish start x v] to [220]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n if <(level) = [9]> then\n if <(level) = [10]> then\n if <(level) = [11]> then\n if <(enemy clone number) = [1]> then\n set [fish start x v] to [75]\n set [fish start y v] to [-150]\n swim like a fish\n show\n end\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n if <(enemy clone number) = [2]> then\n set [fish start x v] to [-50]\n set [fish start y v] to [-30]\n swim like a fish\n show\n end\n if <(enemy clone number) = [3]> then\n set [fish start x v] to [175]\n set [fish start y v] to [-30]\n swim like a fish\n show\n end\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\nif <(enemy clone number) = [2]> then\n set [fish start x v] to [125]\n set [fish start y v] to [-150]\n swim like a fish\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n set rotation style [left-right v]\n point towards (character v)\nend\n\ndelete this clone\n\ndelete this clone\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nbroadcast (okie dokie v)\n\nchange x by (25)\n\nwhen flag clicked\n\ndefine Act like a wierd spike\nset [blob runspeed v] to [0]\nforever\n if <<((y position) + (10)) > (character y)> and <((y position) + (-10)) < (character y)>> then\n switch costume to (costume1 v)\n repeat (14)\n change y by (1)\n end\n forever\n change [blob fallspeed v] by (-1)\n change x by (blob runspeed)\n change y by (blob fallspeed)\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (-4)\n change x by ((blob runspeed) * (-1))\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by ((blob fallspeed) - ((blob fallspeed) * (2)))\n set [blob fallspeed v] to [0]\n end\n change y by (-1)\n if <(character x) > (x position)> then\n point in direction (-90)\n change [blob runspeed v] by (0.2)\n if <(blob runspeed) > [5]> then\n set [blob runspeed v] to [5]\n end\n else\n point in direction (90)\n change [blob runspeed v] by (-0.2)\n if <(blob runspeed) < [-5]> then\n set [blob runspeed v] to [-5]\n end\n end\n change y by (1)\n if <(y position) < [-160]> then\n delete this clone\n end\n next costume\n if <(costume [number v]) = [14]> then\n switch costume to (costume1 v)\n end\n if <touching (moving ground v)?> then\n change y by (4)\n end\n end\n end\nend\n\nwhen I receive [superdeeduperdeenextlvl v]\ndelete this clone\n\nswitch costume to (costume1 v)\n\ndefine swim like a fish\nshow\nset rotation style [all around v]\nforever\n show\n go to x: (fish start x) y: (fish start y)\n set [fishfallspeed v] to [18]\n set [fishrunspeed v] to [-15]\n repeat until <touching (_edge_ v)?>\n change x by (fishrunspeed)\n change y by (fishfallspeed)\n point in direction ((fishrunspeed) * (-5))\n change [fishfallspeed v] by (-1)\n set [fishrunspeed v] to ((fishrunspeed) * (0.9))\n end\n hide\n wait (0.4) seconds\nend\n\nwhen I receive [superdeeduperdeenextlvl v]\nforever\n go to [front v] layer\n hide\n if <(level) = [1]> then\n if <(level) = [2]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [3]> then\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [4]> then\n set [enemy clone number v] to [1]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n set [enemy clone number v] to [2]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [5]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [6]> then\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [9]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [10]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [11]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [enemy clone number v] to [1]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [14]> then\n set [enemy clone number v] to [2]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n set [enemy clone number v] to [3]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\ngo to x: (-100) y: (-37)\nshow\nset [z test x v] to (x position)\nset [z test y v] to (y position)\nAct like a wierd spike\n\nbroadcast (superdeeduperdeenextlvl v)\n\nbroadcast (superdeeduperdeenextlvl v)\n\nset [enemy type v] to [2]\nset [badguy lvl v] to (level)\ncreate clone of (_myself_ v)\n\nset [enemy clone number v] to [1]\nset [enemy type v] to [2]\nset [badguy lvl v] to (level)\ncreate clone of (_myself_ v)\n\nif <(enemy clone number) = [2]> then\n set [fish start x v] to [50]\n set [fish start y v] to [-30]\n swim like a fish\n show\nend\n\n@water\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\n set y to ((0) + ((10) * ([cos v] of (((timer) - (50)) * (300)) )))\n set [ghost v] effect to (50)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [Poggersimdone v] until done\nend\n\n@Moving Ground\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\nwhen flag clicked\ndelete all of [how much to move up v]\nsynthesize list\n\ndefine synthesize list\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [100] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [100] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [150] to [how much to move up v]\nadd [100] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [100] to [how much to move up v]\nadd [0] to [how much to move up v]\n\nwhen I receive [superdeeduperdeenextlvl v]\nif <(level) = [6]> then\n go to x: (-24) y: (-97)\nend\nif <(level) = [9]> then\n go to x: (-181) y: (-66)\nend\nif <(level) = [12]> then\n go to x: (-79) y: (-105)\nend\nif <(level) = [13]> then\n go to x: (0) y: (0)\nend\nif <(level) = [15]> then\n go to x: (0) y: (0)\nend\nstop [other scripts in sprite v]\nbroadcast (moving wall v)\n\nbroadcast (superdeeduperdeenextlvl v)\n\nwhen I receive [moving wall v]\nhide\nforever\n show\n switch costume to (level)\n change y by (2)\n if <touching (character v)?> then\n repeat ((item (level) of [how much to move up v]) / (4))\n change y by (4)\n end\n wait until <not <touching (character v)?>>\n repeat ((item (level) of [how much to move up v]) / (4))\n change y by (-4)\n end\n end\n change y by (-2)\nend\n\n@Trampoline\n\nwhen I receive [jump v]\nset [jump movement v] to [-5]\nrepeat until <(jump movement) = [2]>\n change y by (jump movement)\n change [jump movement v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (-196) y: (-49)\n go to [back v] layer\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to [back v] layer\n go to x: (117) y: (-28)\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-209) y: (-39)\n go to [back v] layer\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n show\n go to x: (-145) y: (-67)\n go to [back v] layer\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\n@spike2\n\nwhen flag clicked\nforever\n turn right (4) degrees\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (0) y: (93)\n go to [back v] layer\n end\n if <(level) = [8]> then\n show\n go to x: (20) y: (-70)\n go to [back v] layer\n end\n if <(level) = [9]> then\n show\n go to x: (-27) y: (-50)\n go to [back v] layer\n end\n if <(level) = [10]> then\n show\n go to x: (-27) y: (-50)\n go to [back v] layer\n end\n if <(level) = [11]> then\n show\n go to x: (228) y: (91)\n go to [back v] layer\n end\n if <(level) = [12]> then\n show\n go to x: (101) y: (-87)\n go to [back v] layer\n end\n if <(level) = [13]> then\n if <(level) = [14]> then\n if <(level) = [15]> then\n show\n go to x: (62) y: (-16)\n go to [back v] layer\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@smasher\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(level) = [16]>\ngo to x: (-2) y: (0)\nwait (1) seconds\ngo to [front v] layer\nshow\nrepeat until <touching (ground v)?>\n change y by (-1)\nend\n\n\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\ngo to [front v] layer\nshow\nwait (8) seconds\nstop [all v]\n\n
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Controls: WASD, Arrow Keys, N to skip\nif you skip you will not be able to get world record\n\nheart and star
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ERUPTION||A Scrolling Platformer
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@Stage\n\nwhen flag clicked\nbroadcast (green flag v)\nbroadcast (setup v)\nbroadcast (Play game v)\n\nwhen flag clicked\nforever\n play sound [Midnight v] until done\n wait (1) seconds\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@blank\n\n@Player\n\ndefine start\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nshow\n\ndefine game on\nbroadcast (reset v)\nbroadcast (setup v)\nset [x v] to (checkpoint x)\nset [y v] to (checkpoint y)\nset [scroll x v] to (checkpoint x)\nset [scroll y v] to (checkpoint y)\nset [sx v] to [0]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nshow\n\ndefine tick\nTest - die\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(mouse x) < [0]> and <(mouse y) < [170]>>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) < [170]>>>> then\n change [sx v] by (2)\n point in direction (90)\nend\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(in air) < [5]> then\n set [sy v] to [15]\n end\nend\nif <<key (s v) pressed?> and <(score visible) = [0]>> then\n set [score visible v] to [1]\n hide list [scores v]\nelse\n if <<key (s v) pressed?> and <(score visible) = [1]>> then\n set [score visible v] to [0]\n show list [scores v]\n end\nend\nif <key (0 v) pressed?> then\n delete all of [scores 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 <(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)) / (4)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [8926]> then\n set [scroll x v] to [8926]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round ((((y) - (SCROLL Y)) + (50)) / (7)))\nposition\nTest - die\n\nwhen I receive [play game v]\nshow variable [timer v]\ngo to [front v] layer\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nbroadcast (reset v) and wait\nbroadcast (setup v) and wait\nstart\nforever\n tick\n broadcast (tick v)\n go to [front v] layer\n set [player x v] to (x position)\n set [player y v] to (y position)\n set [player d v] to (direction)\n if <(EXIT) = [DIE]> then\n game over\n end\n if <(EXIT) = [WIN]> then\n go to [back v] layer\n broadcast (WIN v)\n stop [this script v]\n end\nend\n\ndefine Test - die\nif <<(y position) < [-179]> or <touching (obstacles v)?>> then\n set [exit v] to [DIE]\nelse\n if <touching (helicopter v)?> then\n add (Timer) to [scores v]\n hide variable [timer v]\n set [exit v] to [WIN]\n broadcast (WIN v)\n stop [this script v]\n else\n clear graphic effects\n end\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine game over\nstart sound [Basketball Bounce v]\nstart\ngame on\n\nhide\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((platform: x) - (SCROLL X)) ((platform: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset size to (100) %\nhide\nset [platform: x v] to [0]\nset [platform: y v] to [0]\nswitch costume to (level 1 1 v)\ngo to [front v] layer\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ngo to [front v] layer\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platform: x v] by (x)\nchange [platform: y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@obstacles\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nposition ((spike: x) - (SCROLL X)) ((spike: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [spike: x v] to [0]\nset [spike: y v] to [0]\nswitch costume to (level 1 1 v)\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [spike: x v] by (x)\nchange [spike: y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: ((round ((0) - (SCROLL X))) * (0.03)) y: ((round ((0) - (SCROLL Y))) * (0.003))\nend\n\n@sparks\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (30) to (100)) %\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nrepeat (5)\n change [ghost v] effect by (pick random (-3) to (-10))\nend\nrepeat until <(x position) < [-235]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\n@Checkpoint 1\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to [284]\n set [checkpoint y v] to [-8]\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((Checkpoint 1: x) - (SCROLL X)) ((Checkpoint 1: y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [checkpoint 1: x v] to [0]\nset [checkpoint 1: y v] to [0]\nclone at x: [300] y: [-75]\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 [checkpoint 1: x v] to (x)\nset [checkpoint 1: y v] to (y)\n\n@Checkpoint 2\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (my x)\n set [checkpoint y v] to ((my y) + (30))\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\ngo to x: [991] y: [-68]\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 go to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\n\n@Checkpoint 3\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (my x)\n set [checkpoint y v] to ((my y) + (30))\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\ngo to x: [1884] y: [-68]\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 go to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\n\n@Checkpoint 4\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (my x)\n set [checkpoint y v] to ((my y) + (30))\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\ngo to x: [3030] y: [-68]\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 go to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\n\n@TB\n\nwhen flag clicked\nreset timer\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nhide variable [timer v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\n\nforever\n if <(Timer) < [50]> then\n end\nend\n\n@Checkpoint 5\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (my x)\n set [checkpoint y v] to ((my y) + (30))\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\ngo to x: [4487] y: [-68]\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 go to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\n\n@Checkpoint 6\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (my x)\n set [checkpoint y v] to ((my y) + (30))\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\ngo to x: [5132] y: [43]\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 go to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\n\n@Checkpoint 7\n\nwhen I receive [green flag v]\nwait (1) seconds\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (my x)\n set [checkpoint y v] to ((my y) + (30))\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\ngo to x: [6646] y: [159]\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 go to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\n\n@Checkpoint 8\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (my x)\n set [checkpoint y v] to ((my y) + (30))\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\ngo to x: [7375] y: [320]\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 go to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\n\n@Checkpoint 9\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (my x)\n set [checkpoint y v] to ((my y) + (30))\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\ngo to x: [7985] y: [330]\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 go to x: (x) y: (y)\nset [my x v] to (x)\nset [my y v] to (y)\n\n@sign\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nposition ((sign: x) - (SCROLL X)) ((sign: y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n say [WASD, Arrow Keys or Mobile to move.] for (0) seconds\n end\nelse\n if <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n say [Get to the helicopter to escape the eruption] for (0) seconds\n end\n else\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <touching (player v)?> then\n say [DO NOT TOUCH SPIKES OR LAVA!] for (0) seconds\n end\n end\n end\nend\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nshow\nset [sign: x v] to [0]\nset [sign: y v] to [-3]\nswitch costume to (level 1 1 v)\nclone at x: [250] y: [-3]\nclone at x: [100] y: [-3]\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 [sign: x v] by (x)\nchange [sign: y v] by (y)\nnext costume\n\n@helicopter\n\nwhen flag clicked\nforever\n Position ((my x) - (SCROLL X)) ((my y) - (SCROLL Y))\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\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nif <(timer) < (☁ Global highscore)> then\n set [☁ global highscore v] to (timer)\nend\nstop all sounds\ngo to [front v] layer\nshow\nplay sound [Vicetone - United We Dance v] until done\nstop [all v]\n\nwhen I receive [green flag v]\ngo to [front v] layer\nstop [other scripts in sprite v]\nhide\n\n
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CONTROLS:\nARROW KEYS TO MOVE\nBackground Story:\nYou had been working in a island which had a dormant volcano but it suddenly erupted. NOW YOU HAVE TO ESCAPE!!!\n\n\n\n
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Platformer
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@Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nsay [Hello!] for (5) seconds\nsay [this is my game] for (5) seconds\nswitch costume to (costume2 v)\nsay [Trick, it is evil cat who can shape shift] for (5) seconds\nsay [Now i can turn into scratches friend and put him in jail] for (5) seconds\nswitch costume to (gobo-a v)\nbroadcast (message3 v)\n\nwhen I receive [message1 v]\nswitch costume to (costume2 v)\nsay [Ha tricked you] for (5) seconds\nbroadcast (message2 v) and wait\n\nwhen I receive [message4 v]\nsay [MHAMHAMHA] for (5) seconds\n\n@Sprite2\n\n@Cat\n\nwhen I receive [message2 v]\nswitch costume to (cat-a2 v)\nsay [Ahhhhhhhhhhhhhhhhhh] for (5) seconds\nbroadcast (message4 v) and wait\n\nwhen flag clicked\nhide\n\nwhen I receive [message3 v]\nswitch costume to (cat-a v)\nshow\nsay [Hi gobo] for (5) seconds\nbroadcast (message1 v) and wait\n\n
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I do not know how i have so many views\n79th on trending
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反重力プラットフォーマー!? Anti-gravity platformer!?
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (背景1 v)\nforever\n play sound [Elektronomia - Energy \[NCS Release\].mp3 v] until done\nend\n\nwhen I receive [end v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [最後 v]\nset volume to (0) %\nstop all sounds\n\n@player\n\nwhen flag clicked\nset [stage v] to [0]\nリスポーン\nforever\n set rotation style [left-right v]\n switch costume to (player v)\n if <key (any v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [動力x v] by (0.85)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [動力x v] by (-0.85)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n else\n if <mouse down?> then\n if <(mouse x) > [0]> then\n change [動力x v] by (0.85)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <(mouse x) < [0]> then\n change [動力x v] by (-0.85)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n end\n end\n set [動力x v] to ((動力x) * (0.9))\n change x by (動力x)\n if <touching (stage v)?> then\n change x by ((0) - (動力x))\n set [動力x v] to [0]\n end\n if <touching (anti-gravity v)?> then\n change x by ((0) - (動力x))\n set [動力x v] to [0]\n set [重力 v] to ((0) - (重力))\n start sound [ v]\n if <(重力) = [1]> then\n switch costume to (anti-gravity player v)\n else\n switch costume to (player v)\n end\n end\n change [動力y v] by (重力)\n change y by (動力y)\n if <touching (stage v)?> then\n change y by ((0) - (動力y))\n set [動力y v] to [0]\n end\n if <(重力) = [-1]> then\n change y by (-1)\n if <touching (anti-gravity v)?> then\n start sound [ v]\n change y by ((0) - (動力y))\n set [動力y v] to [0]\n set [重力 v] to ((0) - (重力))\n end\n if <touching (stage v)?> then\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(重力) = [-1]> then\n start sound [jump v]\n set [動力y v] to [13]\n else\n start sound [jump v]\n set [動力y v] to [-13]\n end\n end\n end\n change y by (1)\n else\n change y by (1)\n if <touching (anti-gravity v)?> then\n start sound [ v]\n change y by ((0) - (動力y))\n set [動力y v] to ((動力y) * (0.05))\n set [重力 v] to ((0) - (重力))\n end\n if <touching (stage v)?> then\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(重力) = [-1]> then\n start sound [jump v]\n set [動力y v] to [13]\n else\n start sound [jump v]\n set [動力y v] to [-13]\n end\n end\n end\n change y by (-1)\n end\n if <touching (jump v)?> then\n if <(重力) = [-1]> then\n start sound [jump2 v]\n set [動力y v] to [20]\n else\n start sound [jump2 v]\n set [動力y v] to [-20]\n end\n end\n if <touching (perilous! v)?> then\n タヒんだ\n リスポーン\n end\n if <(重力) = [1]> then\n switch costume to (anti-gravity player v)\n else\n switch costume to (player v)\n end\n if <<(y position) < [-175]> or <(y position) > [175]>> then\n タヒんだ\n リスポーン\n end\n if <(x position) > [237.5]> then\n broadcast (next v)\n change [stage v] by (1)\n リスポーン\n wait (4) seconds\n end\n go to [back v] layer\nend\n\ndefine リスポーン\nset [動力x v] to [0]\nset [動力y v] to [0]\nset [重力 v] to [-1]\ngo to x: (-200) y: (-90)\n\nwhen I start as a clone\nswitch costume to (afterimage v)\nset size to (100) %\nrepeat (20)\n go to [back v] layer\n go [forward v] (1) layers\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ndefine タヒんだ\nstart sound [Oops v]\nif <(重力) = [-1]> then\n set [動力y v] to [15]\nelse\n set [動力y v] to [-15]\nend\nset rotation style [all around v]\nrepeat (10)\n turn right ((15) * (重力)) degrees\n change [動力y v] by (重力)\n change y by (動力y)\nend\nrepeat until <<(y position) < [-175]> or <(y position) > [175]>>\n turn right ((15) * (重力)) degrees\n change [動力y v] by (重力)\n change y by (動力y)\nend\npoint in direction (90)\n\nwhen [r v] key pressed\nリスポーン\n\n@Anti-gravity\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [next stage v]\nnext costume\n\n@jump\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [next stage v]\nnext costume\n\n@stage\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [next stage v]\nnext costume\n\n@perilous!\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n go [backward v] (4) layers\nend\n\nwhen I receive [next stage v]\nnext costume\n\n@background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n go to [back v] layer\n go [backward v] (4) layers\nend\n\nwhen I receive [next stage v]\nnext costume\n\n@演出\n\nwhen I receive [next v]\nswitch costume to (1 v)\ngo to x: (-300) y: (-250)\nset [x目的地 v] to [-220]\nrepeat (12)\n create clone of (_myself_ v)\n change [x目的地 v] by (40)\nend\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nwait (0.85) seconds\nbroadcast (Next stage v)\nif <(stage) = [8]> then\n broadcast (end v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n repeat (75)\n show\n switch costume to ( v)\n set size to ((1) / ()) %\n change x by (((x目的地) - (x position)) / (7.5))\n change y by (((0) - (y position)) / (7.5))\n point in direction ((((x目的地) - (x position)) / (5)) + (90))\n set size to (100) %\n switch costume to (1 v)\n end\n go to x: (x目的地) y: (0)\n repeat (75)\n show\n switch costume to ( v)\n set size to ((1) / ()) %\n change x by ((((x position) - (x目的地)) + (1)) / (7.5))\n change y by (((y position) - (1)) / (7.5))\n point in direction ((((x目的地) - (x position)) / (5)) + (90))\n set size to (100) %\n switch costume to (1 v)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n repeat (75)\n show\n switch costume to ( v)\n set size to ((1) / ()) %\n change x by (((0) - (x position)) / (7.5))\n change y by (((0) - (y position)) / (7.5))\n point in direction ((((0) - (x position)) / (5)) + (90))\n set size to (100) %\n switch costume to (コスチューム1 v)\n end\n go to x: (0) y: (0)\n repeat (75)\n show\n switch costume to ( v)\n set size to ((1) / ()) %\n change x by (((x position) + (1)) / (7.5))\n change y by (((y position) - (1)) / (7.5))\n point in direction ((((0) - (x position)) / (5)) + (90))\n set size to (100) %\n switch costume to (コスチューム1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@エンディング\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (4) seconds\nset [エンディング v] to [1]\nrepeat (4)\n go to x: (0) y: (180)\n change [エンディング v] by (1)\n repeat (200)\n switch costume to (1 v)\n set size to ((1) / ()) %\n change y by (-2.5)\n set size to (100) %\n switch costume to (エンディング)\n show\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@ターボを対策\n\nwhen flag clicked\nforever\n set [ターボ対策 v] to [0]\n wait (0.01) seconds\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <(ターボ対策) > [10000]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [最後 v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nswitch costume to (kbc v)\ngo to x: (0) y: (0)\nset volume to (100) %\nplay sound [あああああああ!! v] until done\nswitch costume to (放送休止 v)\nforever\n play sound [放送休止 v] until done\nend\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (275)\nend\n\n
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黄色いの?が反重力装置です!\n反重力装置にぶつかりながら進み続けると上がるのは\nバグでs((仕様ですw\nRキーでリスポーン\n8ステージ
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One Day in Japan - A platformer (#games)
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@Stage\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n switch backdrop to (backdrop4 v)\n else\n switch backdrop to (rays v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [ninja music v] until done\nend\n\n@water particles \n\nwhen flag clicked\nhide\ngo to x: (217) y: (113)\nset [id# v] to [1]\nforever\n if <(LEVEL) = [7]> then\n repeat until <not <(LEVEL) = [7]>>\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nif <(id#) = [1]> then\n go to [back v] layer\n show\n set size to (pick random (30) to (50)) %\n set [ghost v] effect to (pick random (0) to (80))\n set [brightness v] effect to (pick random (-50) to (10))\n set [y v] to (pick random (0) to (-1))\n set [x v] to (pick random (-1) to (-2))\n repeat (55)\n change x by (x)\n change y by (y)\n change [y v] by (-0.2)\n end\n delete this clone\nend\n\ncreate clone of (_myself_ v)\n\n@fire particles\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-180)\nforever\n if <(LEVEL) = [2]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\ngo to x: (pick random (-100) to (100)) y: (-150)\nshow\nset size to (pick random (50) to (60)) %\nset [ghost v] effect to (pick random (20) to (80))\nset [brightness v] effect to (pick random (-50) to (10))\nset [y v] to (pick random (3) to (0))\nset [x v] to (pick random (-1) to (1))\nrepeat (25)\n change x by (x)\n change y by (y)\n change [y v] by (0.1)\n change size by (-2)\nend\ndelete this clone\n\n@ninja\n\ndefine Platformer physics\nset drag mode [not draggable v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\nend\nif <not <touching (water v)?>> then\n change [yv v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\nelse\n change [yv v] by (-0.3)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-0.7)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (block v)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (block v)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (block v)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (block v)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (block v)?>> or <touching (moving platforms v)?>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <touching (moving platforms v)?> then\n if <(y position) > [-50]> then\n set x to (round ([x position v] of [moving platforms v]))\n end\nend\nif <touching (stones v)?> then\n if <(Yv) > [0]> then\n broadcast (destroy_stone v)\n end\nend\nif <touching (stones2 v)?> then\n if <(Yv) > [0]> then\n broadcast (destroy_stone2 v)\n end\nend\nif <touching (stones3 v)?> then\n if <(Yv) > [0]> then\n broadcast (destroy_stone3 v)\n end\nend\nif <touching (?-bock v)?> then\n if <(Yv) > [0]> then\n if <([costume # v] of [?-bock v]) = [1]> then\n broadcast (destroy_?block v)\n end\n end\nend\nif <touching (water v)?> then\n set [yv v] to [-1]\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (block v)?>> or <touching (moving platforms v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (block v)?>> or <touching (moving platforms v)?>>> then\n set [yv v] to [15]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <touching (water v)?>> then\n set [yv v] to [8]\nend\nchange y by (1)\nif <<<touching (spikes v)?> or <<touching (enemy v)?> or <touching (another_danger v)?>>> or <touching (lava v)?>> then\n if <touching (spikes v)?> then\n set [deadx v] to (x position)\n broadcast (bloodanimation v)\n wait (0.1) seconds\n end\n if <not <touching (enemy v)?>> then\n broadcast (oof v)\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <[-3] > (Yv)> then\n broadcast (enemy_killed v)\n wait (0.2) seconds\n else\n broadcast (oof v)\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\nif <(y position) < [-180]> then\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <not <(LEVEL) = [11]>> then\n if <(x position) > [215]> then\n broadcast (LEVEL UP! v)\n hide\n go to x: (-200) y: (0)\n wait (2) seconds\n change [level v] by (1)\n go to x: (-200) y: (0)\n show\n end\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nwhen flag clicked\nset [deadx v] to [0]\nset [master_talking v] to [0]\nset [event v] to [0]\nhide\nset size to (40) %\nset [level v] to [3]\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\ngo to x: (-200) y: (-46)\nshow\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n if <(master_talking) = [0]> then\n Platformer physics\n if <key (r v) pressed?> then\n go to x: (-200) y: (0)\n end\n end\nend\n\ndefine movingplatformscript\n\ndefine Direction\n\nrepeat until \n\nwhen I receive [level_check v]\ngo to x: (-200) y: (0)\n\nwhen I receive [restart v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <(event) = [0]> then\n if <(master_talking) = [0]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <(Yv) > [1]>> then\n switch costume to (costume9 v)\n else\n switch costume to (costume2 v)\n repeat (7)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <(Yv) > [1]>> then\n switch costume to (costume9 v)\n else\n next costume\n end\n end\n end\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <(Yv) > [1]>> then\n switch costume to (costume9 v)\n else\n switch costume to (standing v)\n end\n end\n else\n switch costume to (standing v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (hitframe v)\n\nwhen I receive [sushievent v]\nwait (1) seconds\nset [master_talking v] to [1]\nset [event v] to [1]\npoint in direction (90)\nswitch costume to (costume9 v)\nwait (0.1) seconds\nswitch costume to (sushiwasbad2 v)\nwait (0.1) seconds\nswitch costume to (sushiwasbad2 v)\n\nwhen I receive [wrongdecision v]\nwait (1) seconds\ngo to x: (-214) y: (0)\nset [master_talking v] to [0]\nset [event v] to [0]\n\nwhen I receive [rightdecision v]\nwait (0.3) seconds\nset [master_talking v] to [0]\nset [event v] to [0]\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n go [backward v] (4) layers\n else\n go to [front v] layer\n go [backward v] (5) layers\n end\nend\n\nif <touching (spikes v)?> then\n\nbroadcast (bloodanimation v)\n\nwait until <not <touching (spikes v)?>>\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@ground\n\nwhen flag clicked\nbroadcast (Level_check v)\ngo to [front v] layer\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [level up! v]\n\nwhen I receive [start v]\nswitch costume to (costume4 v)\nset [level v] to [1]\nbroadcast (Level_check v)\n\n@Spikes\n\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@trampolins\n\nwhen flag clicked\nforever\n if <touching (ninja v)?> then\n switch costume to (kostüm2 v)\n wait (0.15) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n if <(LEVEL) = [9]> then\n go to x: (-100) y: (-90)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sprite2 v)?> then\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\n\nforever\n \n point in direction (90)\n show\n set y to ()\n set x to (40)\n else\n hide\n end\nend\n\nhide\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [9]> then\n go to x: (60) y: (-90)\n show\n else\n hide\n end\nend\n\n@Water\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (10) y: (25)\nset [ghost v] effect to (50)\ngo to [front v] layer\nhide\nforever\n if <(LEVEL) = [7]> then\n go to [back v] layer\n show\n forever\n if <<(LEVEL) = [7]> or <(LEVEL) = [8]>> then\n change y by ([sin v] of ((variable_sin) * (7)) )\n change [variable_sin v] by (1)\n else\n hide\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [back v] layer\ngo to x: (10) y: (15)\nset [ghost v] effect to (50)\ngo to [front v] layer\nhide\nforever\n if <(LEVEL) = [7]> then\n go to [back v] layer\n show\n forever\n if <<(LEVEL) = [7]> or <(LEVEL) = [8]>> then\n change y by ([sin v] of ((variable_sin) * (4)) )\n change [variable_sin v] by (1)\n else\n hide\n end\n end\n else\n hide\n end\nend\n\nchange [level v] by (1)\n\n@Lava\n\nchange [ghost v] effect by (10)\n\nchange [ghost v] effect by (-10)\n\nwhen flag clicked\nforever\n next costume\n wait (0.2) seconds\n set [ghost v] effect to (20)\n if <(LEVEL) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n change y by ([sin v] of ((variable) * (7)) )\n change [variable v] by (1)\nend\n\n@Sprite15\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [info v]\nhide\n\nwhen I receive [info_closed v]\nset size to (0) %\nshow\nrepeat (5)\n change size by (10)\nend\n\nwhen flag clicked\nshow\nwait (0.2) seconds\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n broadcast (start_idk v)\n repeat until <(size) = [40]>\n change size by (2)\n switch costume to (costume1 v)\n end\n else\n repeat until <(size) = [30]>\n change size by (-2)\n switch costume to (polygon 25 v)\n end\n end\nend\n\nset size to (60) %\n\nset size to (70) %\n\nswitch costume to (costume1 v)\n\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n broadcast (start_idk v)\n repeat until <(size) = [40]>\n change size by (2)\n switch costume to (costume1 v)\n end\n else\n repeat until <(size) = [30]>\n change size by (-2)\n switch costume to (polygon 25 v)\n end\n end\nend\n\n@Component 12 (1)\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset size to (140) %\nshow\nswitch costume to (component 12 \(1\) v)\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (3)) + (90))\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [160]>\n change size by (2)\n switch costume to (costume1 v)\n end\n else\n repeat until <(size) = [140]>\n change size by (-2)\n switch costume to (polygon 25 v)\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I start as a clone\nset size to (80) %\nchange y by (-50)\nchange x by (80)\nswitch costume to (component 13 \(2\) v)\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (3)) + (90))\nend\n\n@NinjaMaster\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nwait (0.5) seconds\nset [master_talking v] to [1]\nswitch costume to (costume2 v)\nwait until <key (z v) pressed?>\nswitch costume to (costume3 v)\nwait until <not <key (z v) pressed?>>\nwait until <key (z v) pressed?>\nswitch costume to (costume4 v)\nwait until <not <key (z v) pressed?>>\nwait until <key (z v) pressed?>\nswitch costume to (costume5 v)\nwait () seconds\nwait until <not <key (z v) pressed?>>\nwait until <key (z v) pressed?>\nhide\nset [master_talking v] to [0]\nwait until <(LEVEL) = [2]>\nwait (1) seconds\nshow\nset [master_talking v] to [1]\nswitch costume to (costume6 v)\nwait until <key (z v) pressed?>\nset [master_talking v] to [0]\nwait until <not <key (z v) pressed?>>\nhide\nwait until <(LEVEL) = [3]>\nshow\nset [master_talking v] to [1]\nswitch costume to (costume7 v)\nwait until <key (z v) pressed?>\nset [master_talking v] to [0]\nwait until <not <key (z v) pressed?>>\nhide\nwait until <(LEVEL) = [6]>\nshow\nset [master_talking v] to [1]\nswitch costume to (costume8 v)\nwait until <key (z v) pressed?>\nset [master_talking v] to [0]\nwait until <not <key (z v) pressed?>>\nhide\nwait until <(LEVEL) = [7]>\nshow\nset [master_talking v] to [1]\nswitch costume to (costume9 v)\nwait until <key (z v) pressed?>\nset [master_talking v] to [0]\nwait until <not <key (z v) pressed?>>\nhide\nwait until <(LEVEL) = [9]>\nshow\nset [master_talking v] to [1]\nswitch costume to (costume10 v)\nwait until <key (z v) pressed?>\nset [master_talking v] to [0]\nwait until <not <key (z v) pressed?>>\nhide\n\nswitch costume to (costume2 v)\n\nhide\n\nset [master_talking v] to [1]\nswitch costume to (costume5 v)\nwait until <key (z v) pressed?>\n\nhide\n\nwait until <(LEVEL) = [3]>\n\n@Next-Level animation\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [skip_nextlevel v] to []\nif <(clone id#) = [1]> then\n point in direction (90)\n switch costume to (costume2 v)\n go to [front v] layer\n show\n go to x: (0) y: (400)\n set [speed_nextlevelanimation3 v] to [0]\n set [ghost v] effect to (80)\n repeat (20)\n change y by (speed_nextlevelanimation3)\n change [speed_nextlevelanimation3 v] by (-2)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n wait (1) seconds\n set [speed_nextlevelanimation3 v] to [0]\n repeat (28)\n change y by (speed_nextlevelanimation3)\n change [speed_nextlevelanimation3 v] by (1)\n change [ghost v] effect by (2)\n end\n set [ghost v] effect to (100)\n delete this clone\nend\nif <(clone id#) = [2]> then\n set size to (250) %\n wait (0) seconds\n go to [front v] layer\n show\n switch costume to (component 27 v)\n point in direction (90)\n go to x: (0) y: (-180)\n set [speed_nextlevelanimation v] to [0]\n repeat (19)\n change y by (speed_nextlevelanimation)\n change [speed_nextlevelanimation v] by (1)\n end\n wait (1) seconds\n set [speed_nextlevelanimation v] to [0]\n repeat (19)\n change y by (speed_nextlevelanimation)\n change [speed_nextlevelanimation v] by (-2)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nif <(clone id#) = [3]> then\n set size to (170) %\n wait (2.4) seconds\n go to [front v] layer\n show\n switch costume to (component 26 \(1\) v)\n point in direction (90)\n go to x: (0) y: (-180)\n set [speed_nextlevelanimation2 v] to [0]\n repeat (13)\n change y by (speed_nextlevelanimation2)\n change [speed_nextlevelanimation2 v] by (1)\n end\n wait (0.8) seconds\n set [speed_nextlevelanimation2 v] to [0]\n repeat (13)\n change y by (speed_nextlevelanimation2)\n change [speed_nextlevelanimation2 v] by (-2)\n end\n delete this clone\nend\n\nmove (10) steps\n\nwhen I start as a clone\nif <(clone id#) = [5]> then\n\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [skip_nextlevel v] to [skip]\n end\n end\nend\n\nwhen I start as a clone\nforever\n\nstop [other scripts in sprite v]\n\n\n\nif <(clone id#) = [1]> then\nif <(clone id#) = [2]> then\n hide\nend\nif <(clone id#) = [3]> then\n hide\nend\nif <(clone id#) = [4]> then\nif <(clone id#) = [5]> then\n\nwhen I receive [level up! v]\nset [clone id# v] to [0]\nrepeat (2)\n change [clone id# v] by (1)\n create clone of (_myself_ v)\nend\n\n@Sushi\n\nwhen flag clicked\nhide\nset x to (0)\nset y to (-55)\nset size to (25) %\nset [variable v] to [0]\nforever\n change y by ([sin v] of ((variable) * (7)) )\n change [variable v] by (1)\nend\n\nwhen flag clicked\nset [eaten v] to [0]\nforever\n if <(LEVEL) = [6]> then\n if <(eaten) = [0]> then\n show\n else\n hide\n end\n if <touching (ninja v)?> then\n repeat (2)\n set [eaten v] to [1]\n change size by (-10)\n end\n hide\n broadcast (sushievent v)\n end\n else\n hide\n end\nend\n\n@Component 28\n\nwhen flag clicked\nset [decisioninevent v] to [0]\nhide\n\nwhen I receive [sushievent v]\nwait (0.5) seconds\nset [id#sushi v] to [0]\nrepeat (3)\n change [id#sushi v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id#sushi) = [1]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n go [forward v] (0) layers\n switch costume to (component 28 \(3\) v)\n forever\n wait until <(decisioninevent) > [0]>\n delete this clone\n end\nend\nif <(id#sushi) = [2]> then\n show\n go to x: (-10) y: (0)\n go to [front v] layer\n go [forward v] (0) layers\n switch costume to (component 29 v)\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [90]>\n change size by (2)\n end\n if <mouse down?> then\n set [decisioninevent v] to [1]\n broadcast (rightdecision v)\n delete this clone\n end\n else\n repeat until <(size) = [80]>\n change size by (-2)\n end\n end\n end\nend\nif <(id#sushi) = [3]> then\n go to x: (-10) y: (-70)\n show\n go to [front v] layer\n go [forward v] (0) layers\n switch costume to (component 30 v)\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [90]>\n change size by (2)\n end\n if <mouse down?> then\n set [decisioninevent v] to [2]\n broadcast (wrongdecision v)\n delete this clone\n end\n else\n repeat until <(size) = [80]>\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [rightdecision v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (component 34 v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [wrongdecision v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (component 33 v)\nwait (1) seconds\nset [level v] to [4]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nchange [level v] by (3)\n\nwhen I start as a clone\nforever\n wait until <(decisioninevent) > [0]>\n delete this clone\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo [backward v] (6) layers\nset [ghost v] effect to (50)\nswitch costume to (costume1 v)\nwait until <(LEVEL) = [5]>\nshow\nwait until <(LEVEL) = [6]>\nhide\nswitch costume to (costume2 v)\nwait until <(LEVEL) = [10]>\nshow\nwait until <(LEVEL) = [11]>\nhide\n\n@kEtChUp particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nhide\nset [ghost v] effect to (0)\nset x to (deadx)\nwait (pick random (0) to (0.1)) seconds\nchange x by (pick random (-25) to (25))\ngo to [back v] layer\ngo [forward v] (9) layers\nset y to (-40)\nshow\nset [velocity v] to [0]\nrepeat until <touching (ground v)?>\n change [velocity v] by (-0.5)\n change y by (velocity)\nend\nchange y by (3)\nset [velocity v] to [3]\nrepeat (5)\n change [velocity v] by (-0.5)\n change y by (velocity)\nend\nset [velocity v] to [0]\nrepeat (5)\n change [velocity v] by (-0.5)\n change y by (velocity)\nend\nset [velocity v] to [2]\nrepeat (4)\n change [velocity v] by (-0.5)\n change y by (velocity)\nend\nset [velocity v] to [0]\nrepeat (4)\n change [velocity v] by (-0.5)\n change y by (velocity)\nend\nset [velocity v] to [1]\nrepeat (2)\n change [velocity v] by (-0.5)\n change y by (velocity)\nend\nset [velocity v] to [0]\nrepeat (2)\n change [velocity v] by (-0.5)\n change y by (velocity)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [bloodanimation v]\nrepeat (4)\n create clone of (_myself_ v)\nend\n\n@block\n\nwhen flag clicked\ngo to x: (-90) y: (-81)\nforever\n if <(LEVEL) = [9]> then\n show\n if <touching (ninja v)?> then\n if <not <touching (spikes v)?>> then\n if <([y position v] of [ninja v]) < [60]> then\n if <([x position v] of [ninja v]) > (x position)> then\n repeat until <not <touching (ninja v)?>>\n change x by (-10)\n end\n else\n repeat until <not <touching (ninja v)?>>\n change x by (10)\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nset [level v] to [9]\n\n@golden sword\n\nwhen flag clicked\nhide\nwait until <(LEVEL) = [11]>\nset [iddd# v] to [0]\nrepeat (2)\n change [iddd# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(iddd#) = [1]> then\n set size to (85) %\n set [ghost v] effect to (50)\n show\n forever\n turn right (2) degrees\n end\nend\nif <(iddd#) = [2]> then\n set size to (85) %\n set [ghost v] effect to (50)\n show\n forever\n turn left (2) degrees\n end\nend\n\nset [level v] to [11]\n\nwhen I start as a clone\nforever\n if <touching (ninja v)?> then\n broadcast (outro v)\n delete this clone\n end\nend\n\n@Sprite1\n\nwhen I receive [outro v]\nhide list [. v]\nset [outro_id# v] to [0]\nrepeat (3)\n change [outro_id# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(outro_id#) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n go to [front v] layer\n go [forward v] (1) layers\n show\n set size to (100) %\nend\nif <(outro_id#) = [2]> then\n go to x: (100) y: (-80)\n switch costume to (costume2 v)\n go to [front v] layer\n go [forward v] (1) layers\n show\n set size to (100) %\n forever\n go to [front v] layer\n point in direction ((([cos v] of ((timer) * (75)) ) * (5)) + (90))\n end\nend\nif <(outro_id#) = [3]> then\n switch costume to (component 1 \(11\) v)\n go to x: (-100) y: (-120)\n go to [front v] layer\n go [forward v] (1) layers\n show\n set size to (50) %\n forever\n if <touching (mouse-pointer v)?> then\n hide list [. v]\n else\n show list [. v]\n end\n end\nend\n\nwhen flag clicked\nforever\n show list [. v]\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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Hello everybody!\nAfter quite some time beeing inactive, I have finally made a new game! \n\n\n 【 Double Click the green flag or you will have MASSIVE lag and bugs 】\n\nDISCLAIMER: One Day in Japan, didnt mean to offend japanese People or Japan or smth like this, I am sorry if someone feel offened because of this. The name comes because the real Ninjas are from Japan (according to Wikipedia) and so I taught that would be a good name. :) \n\nbtw I am going to love and maybe fave every creative remix, so start remixing :)\n\n 『 CONTROLS 』\n\n♦ WAD or arrows to move\n♦ R to restart\n♦ Z to proceed in Masters Talking\n♦ Avoid Spikes, Lava, etc. \n♦ Enjoy!\n\n\n If you enjoyed maybe leave a ❤ and a ⭐\n\n 『 CREDITS 』\n\n♦ A lot of Scratch Projects, Google Images for inspiration\n♦ @alphabetica for ground art\n♦ @will_wam for the music :D\n\n♦ figma, the tool with which I designed the graphics\n\n\n\n\n
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generic platformer #etu #expecttheunexpected
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@Stage\n\nwhen I receive [green flag v]\nforever\n play sound [Vexento-Pollen v] until done\nend\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\n\n@Player\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> 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 (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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 [8]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <key (down arrow v) pressed?> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> 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 (ground 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 (35) %\nset rotation style [left-right v]\ngo to x: (-216) y: (-118)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\nwhen flag clicked\nset [skips v] to [0]\nhide\n\nwhen I receive [green flag v]\nReset Level\ngo to [back v] layer\nforever\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) < [-211]> then\n Reset Level\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 set [frame v] to [0]\n end\n end\n if <touching (trampoline v)?> then\n set [speed y v] to [25]\n end\n if <touching (danger v)?> then\n broadcast (Dead v)\n change [deaths v] by (1)\n Reset Level\n end\n if <not <(Level) = [10]>> then\n if <(x position) > [238]> then\n change [level v] by (1)\n broadcast (Reset v)\n Reset Level\n end\n end\n if <(y position) < [-182]> then\n broadcast (Dead v)\n change [deaths v] by (1)\n Reset Level\n end\n if <(Level) = [7]> then\n if <(x position) < [-238]> then\n change [level v] by (1)\n Reset Level\n end\n end\n broadcast (tick v) and wait\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen I receive [dead v]\nif <(Level) = [8]> then\n broadcast (Died v)\nend\n\nwhen [r v] key pressed\nbroadcast (Reset v)\nReset Level\n\nwhen [q v] key pressed\nbroadcast (Skip v)\n\nwhen I receive [skip v]\nif <not <(Level) = [10]>> then\n change [skips v] by (1)\n change [level v] by (1)\n broadcast (Reset v)\nend\n\nwhen I receive [reset v]\nReset Level\n\n@Deaths Counter\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (-100)\nshow\nforever\n go to x: (((digits) * (10)) - (167)) y: (165)\n if <(length of (Deaths)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Deaths))\n end\nend\n\nwhen I receive [green flag v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\n\n@Skip counter\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (-100)\nshow\nforever\n go to x: (((digits) * (10)) - (23)) y: (165)\n if <(length of (Skips)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Skips))\n end\nend\n\nwhen I receive [green flag v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\n\n@Ground\n\nwhen I receive [green flag v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(Level) = [9]> then\n\n@Danger\n\nwhen flag clicked\nset [level v] to [1]\ngo to [back v] layer\nhide\n\nwhen I receive [died v]\nswitch backdrop to (8-2 v)\n\nwhen I receive [reset v]\nif <(Level) = [9]> then\n switch costume to (10 v)\n switch backdrop to (9 v)\nend\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (Level)\n if <not <(Level) = [8]>> then\n switch backdrop to (Level)\n else\n switch backdrop to (8 v)\n stop [this script v]\n end\nend\n\n@Buttons\n\nwhen flag clicked\nswitch costume to (reset v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (50) %\nset [brightness v] effect to (25)\nset [ghost v] effect to (15)\nif <(costume [number v]) = [1]> then\n go to x: (-208) y: (-163)\nend\nif <(costume [number v]) = [2]> then\n go to x: (-150) y: (-162)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (58) %\n else\n set size to (50) %\n end\n if <(Level) = [10]> then\n delete this clone\n end\nend\n\nwhen I receive [green flag v]\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Reset v)\nend\nif <(costume [number v]) = [2]> then\n broadcast (skip v)\nend\n\n@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [ghost v] effect to (pick random (20) to (35))\nif <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n go to x: (-308) y: (146)\n repeat until <(x position) > [307]>\n move (1) steps\n end\n delete this clone\nelse\n point in direction (-90)\n go to x: (308) y: (130)\n repeat until <(x position) < [-307]>\n change x by (-1)\n end\n delete this clone\nend\n\nwhen I receive [green flag v]\nhide\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (10)) seconds\nend\n\n@Thumb Nail\n\nwhen flag clicked\nhide\n\nwhen I receive [outro done v]\nshow\n\n@Sprite2\n\nwhen flag clicked\npoint in direction (90)\nset size to (10) %\nclear graphic effects\nset [pixelate v] effect to (100)\nrepeat (50)\n change [pixelate v] effect by (-2)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nstart sound [Amadeus - Euphoria v]\nshow\nrepeat (37)\n change size by (10)\nend\nwait (6.3) seconds\nbroadcast (bass drop v)\nset size to (540) %\nturn right (10) degrees\nrepeat (16)\n change size by (-10)\nend\nwait (0.5) seconds\nset size to (540) %\nturn left (20) degrees\nrepeat (16)\n change size by (-10)\nend\nwait (0.3) seconds\nset size to (540) %\nturn right (20) degrees\nrepeat (16)\n change size by (-10)\nend\nwait (0.2) seconds\nset size to (900) %\nwait (0.4) seconds\nset size to (540) %\nbroadcast (bass drop 2 v)\nturn left (20) degrees\nrepeat (16)\n change size by (-10)\nend\nwait (0.5) seconds\nset size to (540) %\nturn right (20) degrees\nrepeat (16)\n change size by (-10)\nend\nwait (0.3) seconds\nset size to (540) %\nturn left (20) degrees\nrepeat (16)\n change size by (-10)\nend\nwait (0.3) seconds\nset size to (540) %\nturn left (20) degrees\nwait (3) seconds\nhide\nbroadcast (message1 v)\nbroadcast (Green flag v)\nnext backdrop\n\nwhen flag clicked\nforever\n next costume\nend\n\n
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m to mute\nYes it is Mobile friendly\n=============================================\nApril Fools!!!!\nThe day is here or past and you need to pass this platformer and try not to get trolled. It has a lot of trolls at each level so try to avoid them\n=============================================\nControls:\nw, a,s,d, or arrow keys and It is mobile friendly\nr-to reset\nq- to skip\n=============================================\nPlease enjoy this game I made all levels are possible and please give a ❤ and ⭐ and FOLLOW, please. \n\n\n\ni got in the sds lets goo
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Midnight_Multiplayer Scrolling Platformer
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@Stage\n\n@TS\n\ngo to x: (7) y: (-1)\n\nwhen flag clicked\nbroadcast (start v)\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\n@Collectables\n\nwhen flag clicked\nswitch costume to (coin12 v)\nshow\nforever\n next costume\nend\n\n@Collectables2\n\nwhen flag clicked\nswitch costume to (coin12 v)\nshow\nforever\n next costume\nend\n\n@Collectables3\n\nwhen flag clicked\nswitch costume to (coin12 v)\nshow\nforever\n next costume\nend\n\n@Collectables4\n\nwhen flag clicked\nswitch costume to (coin12 v)\nshow\nforever\n next costume\nend\n\n@Button 2\n\nwhen flag clicked\nshow\ngo to x: (20) y: (16)\nforever\n set y to ((15) + ((10) * ([cos v] of (((timer) - (3)) * (200)) )))\nend\n\n@Sprite2\n\n@Level 1 1\n\n@Normal\n\n@start\n\nwhen flag clicked\ngo to [front v] layer\nset size to (350) %\nshow\n\nwhen flag clicked\nswitch costume to (flag v)\nforever\n wait (0.8) seconds\n next costume\n wait (0.05) seconds\n next costume\n wait (0.05) seconds\n next costume\nend\n\nwhen flag clicked\nset size to (350) %\nwait (1) seconds\nforever\n repeat (10)\n change size by (1)\n end\n wait (0.2) seconds\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen this sprite clicked\nif <touching (mouse-pointer v)?> then\n point towards (center v)\n turn right (pick random (-45) to (45)) degrees\n set [v v] to [150]\n repeat (60)\n if <<([abs v] of (x position) ) > [196]> or <([abs v] of (y position) ) > [135]>> then\n change [v v] by (10)\n end\n move (v) steps\n if on edge, bounce\n change [v v] by (((0) - (v)) / (1.5))\n end\nend\n\nwhen [timer v] > (0)\nrepeat (30)\n change x by (((0) - (x position)) / (2))\n change y by (((0) - (y position)) / (2))\nend\n\n
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-Generic DEMO a multiplayer scrolling platform game-\nInstructions:\nArrow keys WASD or mouse to move\ndon't touch spikes\nEnemies or saws\nYou can buy things from the shop and ya\nCredit's\n@JTHEJET for the engine
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Bembiş ll A Scrolling Platformer!!! (Geri Döndüm)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\n\n@Player\n\ndefine Tick\nshow\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x yeri v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x yeri v] by (-1)\nend\nchange x by (x yeri)\nset [x yeri v] to ((x yeri) * (0.9))\nif <<<touching (level v)?> or <touching (yukarı haraket v)?>> or <touching (yan haraket v)?>> then\n change y by (1)\n if <<<touching (level v)?> or <touching (yukarı haraket v)?>> or <touching (yan haraket v)?>> then\n change y by (1)\n if <<<touching (level v)?> or <touching (yukarı haraket v)?>> or <touching (yan haraket v)?>> then\n change y by (1)\n if <<<touching (level v)?> or <touching (yukarı haraket v)?>> or <touching (yan haraket v)?>> then\n change y by (1)\n if <<<touching (level v)?> or <touching (yukarı haraket v)?>> or <touching (yan haraket v)?>> then\n change y by (1)\n if <<<touching (level v)?> or <touching (yukarı haraket v)?>> or <touching (yan haraket v)?>> then\n change x by ((x yeri) * (-1.2))\n change y by (-5)\n end\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 v)\n if <(x yeri) > [0]> then\n set [x yeri v] to [-10]\n else\n set [x yeri v] to [10]\n end\n set [y yeri v] to [15]\n else\n set [x yeri v] to [0]\n end\n end\n end\n end\n end\nend\nchange [y yeri v] by (-1)\nchange y by (y yeri)\nif <<<touching (level v)?> or <touching (yukarı haraket v)?>> or <touching (yan haraket v)?>> then\n change y by ((y yeri) * (-1))\n set [y yeri 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 (level v)?> or <touching (yukarı haraket v)?>> or <touching (yan haraket v)?>> then\n set [y yeri v] to [15]\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 <touching color (#1d00ff)?> then\n start sound [Drum Boing v]\n set [y yeri v] to [25]\nend\nif <<touching (portal v)?> or <key (n v) pressed?>> then\n if <(Level) = [4]> then\n set volume to (45) %\n start sound [Bonk v]\n else\n broadcast (Next Level v)\n wait until <not <<touching (portal v)?> or <key (n v) pressed?>>>\n end\nend\nif < or <touching (öldüren v)?>> then\n start sound [Crunch v]\n set [y yeri v] to [0]\n dead\n respawn\nend\nif <key (r v) pressed?> then\n set [y yeri v] to [0]\n respawn\nend\nif <(Scroll Y) > [900]> then\n start sound [AAAA2 v]\n set [y yeri v] to [0]\n dead\n respawn\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (yan haraket v)?> then\n set [x v] to [15]\n end\nend\n\nchange [y yeri v] by (8)\n\nforever\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (player v)\nhide\nrespawn\nrespawn\nforever\n Tick\nend\n\ndefine respawn\nset rotation style [left-right v]\npoint in direction (90)\nset [y v] to [0]\nset [x yeri v] to [0]\nset [y yeri v] to [0]\nwait (.06) seconds\nset [ghost v] effect to (0)\nif <(Level) = [4]> then\n set [scroll x v] to [30]\n set [scroll y v] to [400]\nelse\n set [scroll x v] to [1000]\n set [scroll y v] to [500]\nend\n\nwhen I receive [next level v]\nrespawn\n\ndefine dead\nset rotation style [all around v]\nset [y v] to [10]\nrepeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (y)\nend\n\nset [y yeri v] to [25]\n\n@Level\n\ndefine Position\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n set [level v] to ((costume [number v]) - (1))\nend\n\nset [scroll x v] to [1000]\nset [scroll y v] to [600]\n\n@öldüren\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@trambolin\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@portal\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@yukarı haraket\n\nwhen flag clicked\nhide\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n set [yukarı haraket v] to [0]\n go to x: (47) y: (578)\n repeat (150)\n go to x: (Scroll X) y: ((Scroll Y) + (yukarı haraket))\n change [yukarı haraket v] by (4)\n end\n repeat (150)\n go to x: (Scroll X) y: ((Scroll Y) + (yukarı haraket))\n change [yukarı haraket v] by (-4)\n end\n end\nend\n\n@arkaplan\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nswitch costume to (berge v)\ngo to [back v] layer\nforever\n go to x: ((Scroll X) / (8)) y: ((Scroll Y) / (8))\nend\n\nwhen I start as a clone\nswitch costume to (sonne v)\ngo to [back v] layer\nforever\n go to x: ((Scroll X) / (7.7)) y: ((Scroll Y) / (7.7))\nend\n\nwhen flag clicked\nset volume to (20) %\nforever\n play sound [Treenan v] until done\nend\n\n@arkaplan 2\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nrepeat (2)\n go to [back v] layer\nend\nforever\n go to x: ((Scroll X) / (8)) y: ((Scroll Y) / (8))\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go [forward v] (5) layers\nend\n\n@Kukla 1\n\n@asda\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow variable [level v]\nwait (1) seconds\nforever\n if <(Level) = [3]> then\n hide variable [level v]\n else\n show variable [level v]\n end\nend\n\n@yan haraket\n\nwhen flag clicked\nhide\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n set [yan haraket v] to [0]\n go to x: (47) y: (578)\n repeat (150)\n go to x: ((yan haraket) + (Scroll X)) y: (Scroll Y)\n change [yan haraket v] by (4)\n end\n repeat (150)\n go to x: ((yan haraket) + (Scroll X)) y: (Scroll Y)\n change [yan haraket v] by (-4)\n end\n end\nend\n\n@Kukla 2\n\nwhen flag clicked\nshow\nforever\n if <[3] = (Level)> then\n hide\n end\nend\n\n
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ENG:\nBembiş ll A Scrolling Platformer!!!\n@canozen for some codes\nHow to play:\n➜W,A,D, Arrow keys (Have mobile Control)\n➜Dont fall!!!\n➜Have trambolins\n➜Dont touch spikes\n➜Have Wall Jump\n➜N for skip\n\n#Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend #Games #All #Trend
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Easy Platformer
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@Stage\n\nwhen I receive [alert v]\nswitch backdrop to (arrière-plan1 v)\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@Platforms2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen backdrop switches to [arrière-plan1 v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n end\n if <(Level) = [6]> then\n hide\n end\nend\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\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n switch costume to (costume2 v)\n go to x: (110) y: (14)\n end\n if <(Level) = [8]> then\n switch costume to (level 4 v)\n show\n go to x: (180) y: (-180)\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n show\n go to x: (0) y: (-70)\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n switch costume to (costume2 v)\n show\n go to x: (180) y: (-80)\n end\n if <(Level) = [13]> then\n switch costume to (costume1 v)\n show\n go to x: (0) y: (-100)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\nset y to (-5)\nforever\n stop [this script v]\nend\n\npoint in direction (90)\n\npoint in direction (90)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (30) to (60)) 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@Ennemi\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n point in direction (90)\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\n if <(Level) = [8]> then\n point in direction (180)\n show\n go to x: (65) y: (10)\n end\n if <(Level) = [9]> then\n show\n point in direction (90)\n go to x: (-120) y: (-75)\n end\n if <(Level) = [10]> then\n hide\n end\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: (-15)\n end\n if <(Level) = [3]> then\n show\n go to x: (220) y: (5)\n end\n if <(Level) = [4]> then\n show\n go to x: (110) y: (5)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (60) y: (75)\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [11]> then\n show\n go to x: (-117) y: (-40)\n end\n if <(Level) = [12]> then\n show\n go to x: (-90) y: (-70)\n end\n if <(Level) = [14]> then\n hide\n end\n if <(Level) = [16]> then\n show\n go to x: (-120) y: (-60)\n end\n if <(Level) = [17]> then\n hide\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@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 (d v) pressed?> or <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 (a v) pressed?> or <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 (space v) pressed?> or <key (up arrow v) pressed?>> or <mouse down?>> 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 <key (w v) pressed?>> or <mouse down?>> 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 (ennemi2 v)?> or <touching (ennemi3 v)?>> or <<touching (danger2 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\nwhen I receive [skip that level v]\ngo to x: (-200) y: (-45)\n\n@Danger2\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: (100) 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: (-40) y: (40)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (110) y: (107)\n end\n if <(Level) = [7]> then\n show\n go to x: (-169) y: (20)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [12]> then\n show\n go to x: (-90) y: (150)\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Ennemi2\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (-220) y: (120)\n end\n if <(Level) = [8]> then\n show\n go to x: (110) y: (-90)\n end\n if <(Level) = [9]> then\n show\n go to x: (60) y: (-75)\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Ennemi3\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (-120) y: (119)\n end\n if <(Level) = [8]> then\n show\n go to x: (0) y: (40)\n end\n if <(Level) = [9]> then\n go to x: (-30) y: (-75)\n show\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (Skip that level v)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n end\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen I receive [skip that level v]\nchange [level v] by (1)\n\n@Player2\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n set size to (100) %\n go to x: (-170) y: (110)\n show\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [6]> then\n show\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (30)\n change size by (25)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\n@Sprite4\n\nif <(Level) = [1]> then\n point in direction (90)\n show\n go to x: (0) y: (-70)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [14]> then\n switch costume to (costume1 v)\n show\n go to x: (40) y: (0)\n end\n if <(Level) = [15]> then\n show\n switch costume to (costume2 v)\n go to x: (-50) y: (90)\n end\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [17]> then\n show\n end\nend\n\n
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Night Mode : https://scratch.mit.edu/projects/703022444/\n\n\nHey... all levels are possible :p \nFr : eh... tous les niveaux sont possible :p\n\n! No Advertising In Comments !\nChillax, it's easy. (chill + relax = chillax)\nP.S : all levels are possible\narrow or wasd keys to move\nmobile friendly(deadly)\n❤️ and ⭐\n#2 on explore(or trending)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhehe boi
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Green ninja platformer v1.3
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@Stage\n\n@Ninjan\n\nwhen flag clicked\nset [x speed v] to [0]\nset [y speed v] to [0]\nReset\nforever\n Movement\n if <(x position) > [238]> then\n broadcast (Next Level v)\n Reset\n end\nend\n\ndefine Reset\ngo to x: (-178) y: (0)\n\ndefine Movement\nchange [y speed v] by (-1)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-1)\n switch costume to (disfraz4 v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (1)\n switch costume to (disfraz3 v)\nend\nset [x speed v] to ((X Speed) * (0.9))\nchange x by (X Speed)\nif <touching (lvls v)?> then\n change y by (1)\nend\nif <touching (lvls v)?> then\n change y by (1)\nend\nif <touching (lvls v)?> then\n change y by (1)\nend\nif <touching (lvls v)?> then\n change y by (1)\nend\nif <touching (lvls v)?> then\n change y by (4)\n change x by ((X Speed) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n set [y speed v] to [13]\n if <(X Speed) > [0]> then\n set [x speed v] to [-10]\n else\n set [x speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\nend\nchange y by (Y Speed)\nif <touching (lvls v)?> then\n change y by ((Y Speed) * (-1))\n set [y speed v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> and <touching (lvls v)?>> then\n set [y speed v] to [15]\nend\nchange y by (1)\n\nwhen flag clicked\nshow\nforever\n if <touching (spikes v)?> then\n Reset\n end\nend\n\nhide\n\nwhen [m v] key pressed\n\nhide\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 (14)\nend\ndelete this clone\n\nshow\n\n@Lvls\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\n\nwhen [m v] key pressed\n\nswitch costume to (disfraz1 v)\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\ngo to x: (0) y: (0)\n\nwhen [m v] key pressed\n\nswitch costume to (disfraz1 v)\n\n@Objeto2\n\nwhen flag clicked\nhide\n\nwhen [m v] key pressed\n\nforever\n\nshow\n\n
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W,A,S,D, space or keyboard keys to play.\n=========================================\nWelcome to my second platformer, I did this project because in my previous platformer I had a lot of success so I hope this one too\n=========================================\nHere is my frist platformer:\nhttps://scratch.mit.edu/projects/534220889/\nHacked:\nhttps://scratch.mit.edu/projects/538365204/
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Normal ~A platformer~
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@Stage\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nrepeat (10)\n\nchange volume by (-100)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Electro-Light - Symbolism v] until done\nend\n\nwhen flag clicked\n\nforever\n\n\n\n@Player\n\nwhen I receive [boss fight v]\nsay [Hit space] for (1) seconds\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nReset Player Position\nset [force walk v] to [3]\nset [force gravity v] to [-1.5]\nset [force jump v] to [17]\nset [player speed x v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <<touching color (#66ff76)?> or <<touching color (#7b5e31)?> or <<touching color (#939a3e)?> or >>>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <<touching color (#66ff76)?> or <<touching color (#7b5e31)?> or <<touching color (#939a3e)?> or >>> then\n if <(Player Speed Y) > [0]> then\n move out [0] [-1]\n set [player speed y v] to [0]\n else\n move out [0] [1]\n if <key (down arrow v) pressed?> then\n set [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\nrepeat (10)\nend\n\ncreate clone of (_myself_ v)\n\ndefine Check Player Walk\nif <key (left arrow v) pressed?> then\n point in direction (90)\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <key (right arrow v) pressed?> then\n point in direction (-90)\n change [player speed x v] by ((1) * (FORCE WALK))\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n move out [-1] [0]\nelse\n move out [1] [0]\nend\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\ndefine Check Player Touching\nif <touching color (#ff0000)?> then\n set volume to (100) %\n start sound [Collect v]\n set [level v] to (backdrop [number v])\n broadcast (Complete level v) and wait\n Reset Player Position\n next backdrop\nend\nif <touching color (#b7b7b7)?> then\n set volume to (100) %\n start sound [Big Boing v]\n set [player speed y v] to [24]\nend\nif <<touching color (#42ff00)?> or <<touching color (#3b2c17)?> or <touching color (#efff00)?>>> then\n set volume to (100) %\n start sound [Clang3 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\nif <touching color (#9966ff)?> then\n set volume to (100) %\n start sound [Basketball Bounce v]\n move (100) steps\nend\nif <touching color (#66f5ff)?> then\n set volume to (100) %\n start sound [Basketball Bounce v]\n move (-100) steps\nend\nif <touching color (#b7b7b7)?> then\n start sound [Clang v]\nend\nif <touching color (#5500ff)?> then\n move (50) steps\nend\nif <touching color (#ffc266)?> then\n Reset Player Position\n broadcast (hole v)\nend\nif <touching color (#fff63b)?> then\n say [Yum] for (1) seconds\n broadcast (EXPLOAD v)\n hide\nend\nif <touching color (#bfc700)?> then\n start sound [Collect v]\n Reset Player Position\nend\n\nchange [level v] by (1)\n\ndefine Reset Player Position\nbroadcast (r v)\nclear graphic effects\ngo to x: (-200) y: (-10)\n\nwhen flag clicked\nset [name v] to [Walk8]\nset [level v] to [1]\nset rotation style [left-right v]\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume1 v)\n else\n switch costume to (name)\n end\nend\n\nif <key (up arrow v) pressed?> then\n\nCheck Player Gravity\n\nset [force gravity v] to [-1.5]\n\nset [force gravity v] to [0]\n\nwhen [r v] key pressed\nReset Player Position\n\nwhen flag clicked\nif <key (left arrow v) pressed?> then\n point in direction (90)\n next costume\nelse\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n next costume\n else\n switch costume to (stand_1 v)\n end\nend\nswitch costume to (jump_1 v)\nwait (0.2) seconds\nswitch costume to (fall_1 v)\n\nwhen flag clicked\n\nwhen I receive [music v]\n\nReset Player Position\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nturn right (1) degrees\n\ngo to (boss v)\n\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\nforever\n if <(backdrop [number v]) = [25]> then\n broadcast (music v)\n repeat (10)\n change volume by (10)\n end\n stop [this script v]\n end\nend\n\nforever\n play sound [finalsong v] until done\nend\n\nswitch costume to (costume2 v)\n\nif <touching color (#00b5ff)?> then\n switch costume to (costume2 v)\nend\n\nwhen I receive [buy v]\n\nswitch backdrop to (backdrop18 v)\n\nwhen I start as a clone\n\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nswitch costume to (walk2 v)\n\nforever\n move (-10) steps\nend\n\nswitch costume to (costume3 v)\nforever\n if <touching (boss v)?> then\n change [boss health v] by (-1)\n delete this clone\n end\nend\n\nswitch costume to (pick random (2) to (6))\nset [name v] to (costume [name v])\n\nwhen flag clicked\n\nforever\n if <(Player Speed Y) < [10]> then\n switch costume to (walk2 v)\n end\nend\n\nswitch costume to (walk8 v)\n\n\n\nwhen flag clicked\n\nforever\n if <(x position) = (pick random (-240) to (-181))> then\n Reset Player Position\n end\nend\n\npoint in direction (90)\n\n\n\nplay sound [Clang v] until done\n\nstart sound [Clang v]\n\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nset volume to (0) %\n\nplay sound [Collect v] until done\n\nwait (1) seconds\n\nbroadcast (out hole v)\n\nwhen I receive [efg v]\nshow\nReset Player Position\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\n\nwhen [h v] key pressed\nset [help v] to [0]\nask [What is the problem? ] and wait\nset [asoso v] to (answer)\nask (join (answer) [?]) and wait\nset [help v] to (pick random (1) to (10))\nsay (join [You are ] (join (help) [ in line...])) for (2) seconds\nif <<(help) = [1]> or <(help) = [2]>> then\n ask (join [So you are experiencing ] (join (asoso) [?])) and wait\n if <(answer) = [Yes]> then\n say [Notifying 277141] for (10) seconds\n say [277141 is working on it! :\)] for (25) seconds\n else\n say [Pls come back!] for (2) seconds\n end\nelse\n say [Line is too long! :\(] for (2) seconds\n say [Pls try again] for (2) seconds\nend\n\nbroadcast (buy v)\n\nif then\n\n@Sprite3\n\nwhen I receive [complete level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nchange [level v] by (1)\n\nwhen I receive [hole v]\nswitch costume to (costume31 v)\n\nwhen I receive [out hole v]\nswitch costume to (costume30 v)\n\nwhen flag clicked\n\nwhen this sprite clicked\n\nif <(Level) = [31]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\ngo to [front v] layer\ngo to (mouse-pointer v)\nswitch costume to (costume32 v)\n\n@Sprite4\n\nwhen I receive [r v]\ngo to x: (36) y: (28)\n\nwhen flag clicked\nforever\n if <<(Level) = [16]> or <<(Level) = [17]> or <<(Level) = [18]> or <(Level) = [20]>>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n move (5) steps\nend\n\n@Explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [expload v]\nshow\ngo to [front v] layer\nswitch costume to (tumblr_m9vrrtjov2 v)\nstart sound [explode1 v]\nrepeat (16)\n wait (0.1) seconds\n next costume\nend\nhide\nbroadcast (efg v)\n\n
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Arrow keys to move \nThe game walks through the rest\n\n\n\n\n\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 has the cheese" Other scratchers will be like: "WHAT?"
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Travel A Platformer 3
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@Stage\n\n@Blank\n\n@Title\n\nwhen I receive [player v]\nhide\n\nwhen I receive [grid snapping v]\nhide\n\nwhen flag clicked\nshow\nbroadcast (Start v)\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n repeat (3)\n next costume\n wait (0.04) seconds\n end\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n repeat (3)\n next costume\n wait (0.04) seconds\n end\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\nend\n\n@Play\n\nwhen this sprite clicked\nhide\nbroadcast (Player v) and wait\n\nwhen I receive [player v]\nhide\n\nwhen I receive [grid snapping v]\nhide\n\nwhen flag clicked\nshow\nbroadcast (Start v)\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n wait (0.03) seconds\n repeat (4)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n end\nend\n\n@Character Walk\n\nwhen I receive [player v]\nhide\n\nwhen I receive [grid snapping v]\nhide\n\nwhen flag clicked\nshow\nbroadcast (Start v)\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nset size to (77) %\ngo to x: (36) y: (3)\nstart sound [Footsteps v]\nrepeat (36)\n next costume\n wait (0.03) seconds\nend\nforever\n switch costume to (costume37 v)\nend\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-184) y: (-26)\nset [x-position v] to (x position)\nset [y-position v] to (y position)\nforever\n if <<touching (platforms v)?> or <touching (platform v)?>> then\n go to x: (X-Position) y: (Y-Position)\n else\n set [x-position v] to (x position)\n set [y-position v] to (y position)\n end\nend\n\ndefine Level Physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.95)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.95)\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <<touching (platforms v)?> or <touching (platform v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (platform v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (platform v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (platform v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (platform v)?>> then\n change y by (-4)\n change x by ((xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (yv)\nif <<touching (platforms v)?> or <touching (platform v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n switch costume to (jump v)\n set [yv v] to [13]\nend\nchange y by (1)\nif <<touching (platforms v)?> or <touching (platform v)?>> then\n change x by ((0) - (x-vel))\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n wait (0.03) seconds\n switch costume to (walk7 v)\n wait (0.01) seconds\n switch costume to (walk2 v)\n wait (0.01) seconds\n switch costume to (walk8 v)\n wait (0.01) seconds\n switch costume to (walk3 v)\n wait (0.01) seconds\n switch costume to (walk9 v)\n wait (0.01) seconds\n switch costume to (walk4 v)\n wait (0.01) seconds\n switch costume to (walk10 v)\n wait (0.01) seconds\n switch costume to (walk5 v)\n wait (0.01) seconds\n switch costume to (walk11 v)\n wait (0.01) seconds\n switch costume to (walk6 v)\n wait (0.03) seconds\n end\n end\n if <key (left arrow v) pressed?> then\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk12 v)\n else\n wait (0.01) seconds\n switch costume to (walk13 v)\n wait (0.01) seconds\n switch costume to (walk14 v)\n wait (0.01) seconds\n switch costume to (walk15 v)\n wait (0.01) seconds\n switch costume to (walk16 v)\n wait (0.01) seconds\n switch costume to (walk17 v)\n wait (0.01) seconds\n switch costume to (walk18 v)\n wait (0.01) seconds\n switch costume to (walk19 v)\n wait (0.01) seconds\n switch costume to (walk20 v)\n wait (0.01) seconds\n switch costume to (walk21 v)\n wait (0.01) seconds\n switch costume to (walk22 v)\n wait (0.03) seconds\n end\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (idle v)\n end\nend\n\nwhen I receive [player v]\nshow\ngo to [front v] layer\ngo to x: (-184) y: (-26)\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [xv v] to [0]\nset [levels v] to [1]\nforever\n Level Physics\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<<touching (spikes v)?> or <touching (arrow v)?>> or <<<touching (lava v)?> or <touching (saw v)?>> or <<touching (saw: 2 v)?> or <<touching (arrow: 2 v)?> or <<touching (lava: 2 v)?> or <<touching (spikes: 2 v)?> or <<touching (spikes:3 v)?> or <<touching (laser lava v)?> or <<touching (walk 2 v)?> or <<touching (saw: 3 v)?> or <<touching (lava: 3 v)?> or <<touching (pipes v)?> or <<touching (saw: 4 v)?> or <<touching (saw: 5 v)?> or <<touching (spikes: 4 v)?> or <<touching (arrow: 3 v)?> or <<touching (laser lava: 2 v)?> or <<touching (saw: 7 v)?> or <touching (spikes: 3 v)?>>>>>>>>>>>>>>>>>>> then\n go to x: (-184) y: (-26)\n end\n if <touching (flag v)?> then\n broadcast (2 v)\n end\n if <touching (flag: 2 v)?> then\n broadcast (3 v)\n end\n if <touching (flag: 3 v)?> then\n broadcast (4 v)\n end\n if <touching (flag: 4 v)?> then\n broadcast (5 v)\n end\n if <touching (flag: 5 v)?> then\n broadcast (6 v)\n end\n if <touching (flag: 6 v)?> then\n broadcast (7 v)\n end\n if <touching (flag: 7 v)?> then\n broadcast (8 v)\n end\n if <touching (flag: 8 v)?> then\n broadcast (9 v)\n end\n if <touching (flag: 9 v)?> then\n broadcast (10 v)\n end\n if <touching (flag: 10 v)?> then\n broadcast (11 v)\n end\n if <touching (flag: 11 v)?> then\n broadcast (12 v)\n end\nend\n\nwhen I receive [player v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [2 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [3 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [4 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [5 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [6 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [7 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [8 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [9 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [10 v]\ngo to x: (-184) y: (-32)\n\nwhen flag clicked\nforever\n if <<touching (lava: 4 v)?> or <<touching (spikes: 5 v)?> or <touching (saw: 6 v)?>>> then\n go to x: (-184) y: (-32)\n end\nend\n\nwhen I receive [11 v]\ngo to x: (-184) y: (-26)\n\nwhen I receive [12 v]\ngo to x: (-184) y: (-32)\n\nwhen I receive [normal screen v]\nhide\n\nwhen I receive [player v]\nerase all\n\n@Platforms\n\nwhen I receive [player v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 2 v)\n\nwhen I receive [3 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 3 v)\n\nwhen I receive [4 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 4 v)\n\nwhen I receive [5 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 5 v)\n\nwhen I receive [6 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 6 v)\n\nwhen I receive [7 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 7 v)\n\nwhen I receive [8 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 8 v)\n\nwhen I receive [9 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 9 v)\n\nwhen I receive [10 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 10 v)\n\nwhen I receive [11 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 11 v)\n\nwhen I receive [12 v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nswitch backdrop to (backdrop1 v)\nswitch costume to (platform: 12 v)\n\nwhen I receive [normal screen v]\nhide\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [player v]\ngo to [back v] layer\nshow\ngo to x: (36) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [normal screen v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [2 v]\nshow\ngo to [back v] layer\nset y to (15)\nswitch costume to (costume1 v)\nswitch backdrop to (1 v)\nforever\n switch costume to (costume1 v)\n repeat (9)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume10 v)\n wait (0.6) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2.5) seconds\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [2 v]\ngo to [front v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (blank v)\nset size to (80) %\nforever\n clear graphic effects\n switch costume to (blank v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n go to x: (248) y: (9)\n glide (1) secs to x: (-66) y: (9)\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (blank v)\n wait (1) seconds\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [3 v]\ngo to [front v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (4)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [3 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (8)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 2\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [2 v]\ngo to [back v] layer\nshow\ngo to x: (36) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 3\n\nwhen flag clicked\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [3 v]\ngo to [back v] layer\nshow\ngo to x: (71) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [normal screen v]\nhide\n\n@Saw: 2\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [4 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (-129) y: (-34)\nset size to (80) %\nforever\n switch costume to (costume1 v)\n repeat (8)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [4 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (-146) y: (-34)\nset size to (80) %\nforever\n switch costume to (costume1 v)\n repeat (8)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [normal screen v]\nhide\n\n@Arrow: 2\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [4 v]\ngo to [front v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (blank v)\nset size to (80) %\nforever\n clear graphic effects\n switch costume to (blank v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n go to x: (248) y: (39)\n glide (1) secs to x: (-281) y: (39)\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (blank v)\n wait (3.8) seconds\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Lava: 2\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [5 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (3)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume4 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 4\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\ngo to [back v] layer\nshow\ngo to x: (36) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Saw: 3\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [4 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (19) y: (-34)\nset size to (80) %\nforever\n switch costume to (costume1 v)\n repeat (8)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [normal screen v]\nhide\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [5 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\ngo to x: (-82) y: (-59)\nswitch costume to (costume1 v)\nset size to (87) %\nforever\n switch costume to (costume1 v)\n go to x: (-82) y: (-59)\n switch costume to (costume1 v)\n wait (1.8) seconds\n switch costume to (costume1 v)\n glide (1) secs to x: (75) y: (-59)\n wait (1.8) seconds\n glide (1) secs to x: (-82) y: (-59)\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Spikes: 2\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [5 v]\nshow\ngo to [back v] layer\ngo to x: (177) y: (2)\nswitch costume to (costume1 v)\nswitch backdrop to (1 v)\nset size to (90) %\nforever\n switch costume to (costume1 v)\n repeat (9)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume10 v)\n wait (3.5) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2.5) seconds\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 5\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\ngo to [back v] layer\nshow\ngo to x: (36) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Spikes:3\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [6 v]\nshow\ngo to x: (-68) y: (1)\ngo to [back v] layer\nset size to (90) %\nswitch costume to (costume1 v)\nswitch backdrop to (1 v)\nforever\n switch costume to (costume1 v)\n repeat (9)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume10 v)\n wait (1.2) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2.7) seconds\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Laser Lava\n\nwhen I receive [2 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [6 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nforever\n switch costume to (blank v)\n wait (0.03) seconds\n go to x: (9) y: (34)\n switch costume to (lava v)\n glide (1) secs to x: (9) y: (-254)\n wait (1.2) seconds\n glide (1) secs to x: (9) y: (34)\n switch costume to (blank v)\n wait (2.4) seconds\nend\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Walk 2\n\nwhen flag clicked\nhide\n\nwhen I receive [6 v]\ngo to [back v] layer\nshow\nforever\n wait (0.3) seconds\n switch costume to (walk1 v)\n set size to (55) %\n go to x: (111) y: (-38)\n repeat (4)\n next costume\n wait (0.03) seconds\n end\n wait (2.5) seconds\n switch costume to (walk5 v)\n repeat (5)\n next costume\n wait (0.03) seconds\n end\n wait (2.5) seconds\nend\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 6\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [6 v]\ngo to [back v] layer\nshow\ngo to x: (73) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Lava: 3\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [7 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (6)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume6 v)\n wait (0.2) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 7\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [7 v]\ngo to [back v] layer\nshow\ngo to x: (71) y: (148)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Pipes\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [8 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nforever\n switch costume to (blank v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n go to x: (-81) y: (422)\n glide (1) secs to x: (-81) y: (139)\n wait (1.5) seconds\n glide (1) secs to x: (-81) y: (422)\n switch costume to (blank v)\n wait (2.6) seconds\nend\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Saw: 4\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [8 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (96) y: (-53)\nset size to (70) %\nforever\n switch costume to (costume1 v)\n repeat (10)\n next costume\n wait (0.03) seconds\n end\n wait (2) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2) seconds\nend\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Saw: 5\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [9 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (55) y: (-14)\nset size to (55) %\nforever\n switch costume to (costume1 v)\n repeat (16)\n next costume\n wait (0.03) seconds\n end\n wait (2) seconds\n switch costume to (costume17 v)\n wait (0.03) seconds\n switch costume to (costume16 v)\n wait (0.03) seconds\n switch costume to (costume15 v)\n wait (0.03) seconds\n switch costume to (costume14 v)\n wait (0.03) seconds\n switch costume to (costume13 v)\n wait (0.03) seconds\n switch costume to (costume12 v)\n wait (0.03) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2) seconds\nend\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 8\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [8 v]\ngo to [back v] layer\nshow\ngo to x: (73) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Spikes: 4\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\ngo to x: (36) y: (36)\nforever\n switch costume to (costume1 v)\n repeat (7)\n wait (0.03) seconds\n next costume\n end\n switch costume to (costume8 v)\n wait (6.2) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2.5) seconds\nend\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Arrow: 3\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [7 v]\ngo to [front v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (blank v)\nset size to (80) %\nforever\n clear graphic effects\n switch costume to (blank v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n go to x: (248) y: (39)\n glide (1) secs to x: (-281) y: (39)\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (blank v)\n wait (3.8) seconds\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 9\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [9 v]\ngo to [back v] layer\nshow\ngo to x: (73) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Lava: 4\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [10 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (6)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume7 v)\n wait (0.2) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Spikes: 5\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [10 v]\nshow\ngo to x: (36) y: (13)\ngo to [back v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nswitch backdrop to (1 v)\nforever\n switch costume to (costume1 v)\n repeat (10)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume11 v)\n wait (7.3) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2.7) seconds\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Saw: 6\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [10 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (56) y: (196)\nset size to (55) %\nforever\n switch costume to (costume1 v)\n repeat (16)\n next costume\n wait (0.03) seconds\n end\n wait (4.7) seconds\n switch costume to (costume17 v)\n wait (0.03) seconds\n switch costume to (costume16 v)\n wait (0.03) seconds\n switch costume to (costume15 v)\n wait (0.03) seconds\n switch costume to (costume14 v)\n wait (0.03) seconds\n switch costume to (costume13 v)\n wait (0.03) seconds\n switch costume to (costume12 v)\n wait (0.03) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (4.7) seconds\nend\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Laser Lava: 2\n\nwhen I receive [2 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [11 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nforever\n switch costume to (blank v)\n wait (0.03) seconds\n go to x: (-95) y: (34)\n switch costume to (lava v)\n glide (1) secs to x: (-95) y: (-254)\n wait (1.4) seconds\n glide (1) secs to x: (-95) y: (34)\n switch costume to (blank v)\n wait (3) seconds\nend\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [12 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Saw: 7\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [11 v]\ngo to [back v] layer\nshow\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to x: (-88) y: (-34)\nset size to (70) %\nforever\n switch costume to (costume1 v)\n repeat (8)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [12 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Spikes: 3\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nhide\n\nwhen I receive [11 v]\nshow\ngo to [back v] layer\nset size to (140) %\ngo to x: (304) y: (-8)\nswitch costume to (costume1 v)\nswitch backdrop to (1 v)\nforever\n switch costume to (costume1 v)\n repeat (10)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume11 v)\n wait (2.5) seconds\n switch costume to (costume11 v)\n wait (0.03) seconds\n switch costume to (costume10 v)\n wait (0.03) seconds\n switch costume to (costume9 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (2.7) seconds\nend\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [12 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 10\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [10 v]\ngo to [back v] layer\nshow\ngo to x: (20) y: (66)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Flag: 11\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [11 v]\ngo to [back v] layer\nshow\ngo to x: (73) y: (16)\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat (14)\n wait (0.03) seconds\n next costume\n end\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\nend\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [12 v]\nhide\n\nwhen I receive [normal screen v]\nhide\n\n@Art\n\nwhen this sprite clicked\nhide\nbroadcast (Grid Snapping v)\n\nwhen I receive [player v]\nhide\n\nwhen flag clicked\nshow\nbroadcast (Start v)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\ngo to x: (40) y: (-28)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n repeat (3)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n end\nend\n\n@Grid Snapping\n\nwhen I receive [grid snapping v]\ngo to [back v] layer\nshow\nswitch backdrop to (2 v)\nswitch costume to (block v)\nset size to (70) %\nerase all\nwait until <not <mouse down?>>\nforever\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\n if <mouse down?> then\n stamp\n end\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [player v]\nhide\n\n@Sound\n\nwhen flag clicked\nshow\nbroadcast (Start v)\n\nwhen this sprite clicked\ngo to [front v] layer\nshow\nnext costume\nif <(costume [number v]) = ((2) mod (7))> then\n set volume to (round (0.4)) %\nelse\n set volume to ((round (0.4)) + (100)) %\nend\n\nwhen I receive [player v]\nhide\n\nwhen I receive [grid snapping v]\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (59) y: (28)\nset volume to ((round (0.4)) + (100)) %\nforever\n play sound [Time Lapse v] until done\nend\n\n@Clear\n\nwhen this sprite clicked\nerase all\n\nwhen I receive [player v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [grid snapping v]\nshow\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\nset size to (70) %\ngo to x: (-142) y: (-110)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n repeat (3)\n next costume\n wait (0.03) seconds\n end\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Thumbnail\n\nwhen [timer v] > (.1)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\n\n
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Spam Flag A Platformer, Full Screen Recommended\nOr You Can Play It The First Time Then Play It Again.\n\nArrow Keys To Move \n\nAvoid Obstacles, For Design Art- You Use Space To Change Your Blocks And You Can Remix It As Your Art.
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The Miner 5 | Platformer with Boss Fight #games
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@Stage\n\nwhen I receive [\[intro\] v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Creo - Exoplanet v] until done\nend\n\nwhen I receive [start platformer v]\nforever\n play sound [Tobu - Deja Vu \(Original Mix\).mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(Level) = [2]>\nswitch backdrop to (woodtexture v)\n\n@Blank\n\n@LuckyLMJ's Health Bar\n\ndefine Draw health bar with a length of ( length ) and a thickness of (thickness) at XY (x) (y) max (max) current (current)\ngo to x: ((x) - (( length ) / (2))) y: (y)\nset pen size to ((thickness) + (3))\npen down\nset pen color to (#000000)\nchange x by ( length )\npen up\ngo to x: ((x) - (( length ) / (2))) y: (y)\nset pen size to (thickness)\npen down\nif <((current) / (max)) < [.2]> then\n set pen color to (#e81818)\n set pen shade to (50)\n change pen shade by (((current) / (max)) * (25))\nelse\n if <((current) / (max)) < [.5]> then\n set pen color to (#ee7d16)\n set pen shade to (50)\n change pen shade by (((current) / (max)) * (20))\n else\n if <((current) / (max)) < [.7]> then\n set pen color to (#e1a91a)\n set pen shade to (50)\n change pen shade by (((current) / (max)) * (15))\n else\n set pen shade to (30)\n set pen color to (#0e9a6c)\n change pen shade by (((current) / (max)) * (10))\n end\n end\nend\nchange x by (((current) / (max)) * ( length ))\npen up\n\nwhen flag clicked\nerase all\nset [_boss health v] to [860]\nset [_p health v] to [16]\n\ngo to x: ((x) - ((size) / (45))) y: ((y) - ((size) / (45)))\n\ngo to x: ((x) - ((size) / (45))) y: ((y) - ((size) / (45)))\n\nwhen I receive [\[intro\] v]\nforever\n erase all\n Draw health bar with a length of (200) and a thickness of (10) at XY (0) (160) max (860) current (_boss health)\n Draw health bar with a length of (50) and a thickness of (8) at XY (-200) (-130) max (16) current (_p health)\nend\n\n@story\n\nwhen flag clicked\nstart sound [Sunshine v]\nswitch costume to (costume2 v)\nshow\nforever\n if <<key (any v) pressed?> or <mouse down?>> then\n if <(costume [number v]) = [7]> then\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (start platformer v)\n hide\n stop [this script v]\n end\n next costume\n wait until <not <<key (any v) pressed?> or <mouse down?>>>\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [\[intro\] v]\nhide\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nhide\nset [level v] to [1]\nPlace Player: [-200] [0] Set Size To: [100]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nwait until <(Level) = [9]>\nbroadcast (\[intro\] v)\nstop [other scripts in sprite v]\nhide\n\ndefine Gravity, Platform Detection, Physics....\nforever\n go to [front v] layer\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n switch costume to (3 v)\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n switch costume to (2 v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [13]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (levels v)?>> then\n set [y v] to [13]\n end\n change y by (1)\n if <<<<touching (ghosts v)?> or <touching (spikes v)?>> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-200] [0] Set Size To: [100]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-200] [0] Set Size To: [100]\n end\nend\n\nwhen flag clicked\nforever\n if <key (q v) pressed?> then\n Place Player: [-200] [0] Set Size To: [100]\n change [level v] by (1)\n wait (1) seconds\n if <(Level) = [9]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start platformer v]\nshow\nGravity, Platform Detection, Physics....\n\nwhen I receive [player die v]\nPlace Player: [-200] [0] Set Size To: [100]\n\n@pewpew\n\nwhen flag clicked\nhide\n\nwhen I receive [start platformer v]\nshow\nforever\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\nwhen I receive [\[intro\] v]\nhide\n\n@ingame bullet\n\nwhen flag clicked\nset size to (35) %\nhide\n\nwhen I receive [start platformer v]\nforever\n go to (pewpew v)\n point in direction ([direction v] of [pewpew v])\nend\n\nwhen I receive [start platformer v]\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n broadcast (shoot v)\n wait (1.2) seconds\n end\nend\n\nwhen I receive [shoot v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [color v] effect to (pick random (1) to (100))\nrepeat until <<touching (levels v)?> or <<touching (ghosts v)?> or <touching (_edge_ v)?>>>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [\[intro\] v]\nstop [other scripts in sprite v]\nhide\n\n@mobile\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I receive [start platformer v]\nshow\n\nwhen I receive [start platformer v]\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (shoot v)\n wait (1.2) seconds\n end\nend\n\nwhen I receive [\[intro\] v]\nset [_shooting? v] to [0]\nswitch costume to (costume2 v)\nstop [other scripts in sprite v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(_shooting?) = [1]> then\n set [_shooting? v] to [0]\n else\n set [_shooting? v] to [1]\n end\n end\nend\n\nwait (0.1) seconds\n\n@ghosts\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start platformer v]\nwait until <(Level) = [5]>\nset [_cloneid v] to [1]\ncreate clone of (_myself_ v)\nwait until <(Level) = [6]>\nrepeat until <(Level) = [7]>\n set [_cloneid v] to [2]\n create clone of (_myself_ v)\n wait (2.2) seconds\nend\nwait until <(Level) = [8]>\nset [_cloneid v] to [1]\nrepeat (5)\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(_cloneid) = [1]> then\n go to x: (300) y: (100)\n repeat until <<touching (ingame bullet v)?> or <(Level) = [6]>>\n point towards (player v)\n move (3) steps\n if <touching (player v)?> then\n go to x: (300) y: (100)\n broadcast (player die v)\n end\n end\n delete this clone\nend\nif <(_cloneid) = [2]> then\n go to x: (350) y: (200)\n repeat until <<touching (ingame bullet v)?> or <(Level) = [7]>>\n point towards (player v)\n move (3) steps\n if <touching (player v)?> then\n go to x: (300) y: (100)\n broadcast (player die v)\n end\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] v]\nstop [other scripts in sprite v]\nhide\n\n@extra\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start platformer v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [\[intro\] v]\nstop [other scripts in sprite v]\nhide\n\n@eyes\n\nwhen flag clicked\ngo to x: (-52) y: (12)\ngo to [front v] layer\nhide\nwait until <(Level) = [4]>\nshow\ncreate clone of (_myself_ v)\nrepeat until <(Level) = [5]>\n go to [front v] layer\n point towards (player v)\nend\nhide\n\nwhen I start as a clone\ngo to x: (83) y: (12)\nrepeat until <(Level) = [5]>\n go to [front v] layer\n point towards (player v)\nend\ndelete this clone\n\n@assets\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start platformer v]\nwait until <(Level) = [7]>\nshow\nforever\n switch costume to ((Level) + (6))\nend\n\nwhen I receive [\[intro\] v]\nstop [other scripts in sprite v]\nhide\n\n@bossfight\n\nwhen I receive [\[intro\] v]\nwait (2) seconds\ngo to [front v] layer\nset [b - defeated v] to [0]\nset [a - clone type \(personal\) v] to [N]\nset [b - attack type \(personal\) v] to [N]\nset [a - clone type \(personal\) v] to [N]\nset [clone type v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clone type v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clone type v] to [FLARE]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clone type v] to [BOSS]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\n\nset [p - player hp v] to [5]\n\nif <[1] > [50]> then\n stop [all v]\nend\n\nset [b - boss hurt v] to [0]\n\nif <[10] > (B - Grav)> then\n\nwhen I start as a clone\nif <(Clone Type) = [0]> then\n show\n switch costume to (ground v)\n set [ghost v] effect to (0)\nend\nif <(Clone Type) = [1]> then\n show\n switch costume to (player v)\nend\nif <(Clone Type) = [FLARE]> then\n show\n set [ghost v] effect to (100)\n switch costume to (flare v)\n set [flare v] to [0]\n forever\n if <(Flare) = [2]> then\n switch costume to (win v)\n set [ghost v] effect to (100)\n repeat (40)\n change [ghost v] effect by (-2.5)\n end\n end\n if <(Flare) = [1]> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n set [flare v] to [0]\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [1]> then\n go to x: (0) y: (-130)\n forever\n if <not <color (#000000) is touching (#c38d43)?>> then\n change y by (B - Grav)\n if <(B - Grav) > [-8]> then\n change [b - grav v] by (-1)\n end\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [b - jump v] to [0]\n end\n end\n if <color (#000000) is touching (#c38d43)?> then\n set [b - grav v] to [0]\n set [b - jump v] to [1]\n end\n if <[-125] > (y position)> then\n set y to (-132)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(B - Jump) = [1]>> then\n if <[10] > (B - Grav)> then\n change [b - grav v] by (5)\n end\n if <(B - Grav) > [6.5]> then\n set [b - jump v] to [0]\n end\n change y by (B - Grav)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [1]> then\n go to x: (0) y: (-130)\n forever\n set [p - player hp v] to (_p health)\n set rotation style [all around v]\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n repeat until <not <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>>>\n switch costume to (player2 v)\n set [p - facing v] to [-90]\n change x by (-5)\n end\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n repeat until <not <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>>>\n switch costume to (player v)\n set [p - facing v] to [90]\n change x by (5)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [1]> then\n forever\n set [p - player y loc v] to (y position)\n set [p - player x loc v] to (x position)\n end\nend\nif <(A - Clone Type \(Personal\)) = [Bullet]> then\n show\n go to x: (P - Player X Loc) y: (P - Player Y Loc)\n switch costume to (bullet v)\n point towards (mouse-pointer v)\n repeat until <<touching color (#666666)?> or <touching (_edge_ v)?>>\n move (10) steps\n end\n change [ghost v] effect by (100)\n wait (0.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone Type) = [1]> then\n forever\n if <<key (space v) pressed?> or <(_shooting?) = [1]>> then\n set [a - clone type \(personal\) v] to [Bullet]\n set [clone type v] to [N]\n create clone of (_myself_ v)\n wait (0.3) seconds\n if <(B - DEFEATED) = [1]> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(B - Attack Type \(Personal\)) = [1]> then\n clear graphic effects\n show\n go to x: (S - Summon/Boss X Pos) y: (S - Summon Bullet Y)\n go to [front v] layer\n switch costume to (boss bullet v)\n point in direction (B - Attack Aim \(Personal\))\n repeat (200)\n move (5) steps\n end\n delete this clone\nend\nif <(B - Attack Type \(Personal\)) = [2]> then\n clear graphic effects\n show\n go to x: (P - Player X Loc) y: (-132)\n switch costume to (warning v)\n repeat (10)\n show\n wait (0) seconds\n hide\n wait (0) seconds\n end\n delete this clone\nend\nif <(B - Attack Type \(Personal\)) = [4]> then\n clear graphic effects\n show\n switch costume to (laser v)\n Laser Attack [-120]\nend\nif <(B - Attack Type \(Personal\)) = [5]> then\n clear graphic effects\n show\n switch costume to (laser v)\n Laser Attack [120]\nend\nif <(B - Attack Type \(Personal\)) = [6]> then\n clear graphic effects\n show\n go to x: (S - Boss X Pos) y: (42)\n go to [front v] layer\n switch costume to (wave bomb v)\n point in direction (180)\n repeat (45)\n change y by (-4)\n end\n set [s - summon/boss x pos v] to (x position)\n set [b - attack type \(personal\) v] to [7]\n create clone of (_myself_ v)\n set [s - summon/boss x pos v] to (x position)\n set [b - attack type \(personal\) v] to [8]\n create clone of (_myself_ v)\n switch costume to (boom v)\n wait (0.05) seconds\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n hide\n delete this clone\nend\nif <(B - Attack Type \(Personal\)) = [7]> then\n set rotation style [left-right v]\n clear graphic effects\n show\n go to x: (S - Summon/Boss X Pos) y: (-143)\n go to [front v] layer\n switch costume to (wave v)\n point in direction (90)\n repeat (100)\n change x by (5)\n end\n delete this clone\nend\nif <(B - Attack Type \(Personal\)) = [8]> then\n set rotation style [left-right v]\n clear graphic effects\n show\n go to x: (S - Summon/Boss X Pos) y: (-143)\n go to [front v] layer\n switch costume to (wave v)\n point in direction (-90)\n repeat (100)\n change x by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(B - Attack Type \(Personal\)) = [1]> then\n forever\n repeat (5)\n change size by (3)\n end\n repeat (5)\n change size by (-3)\n end\n end\nend\nif <(B - Attack Type \(Personal\)) = [3]> then\n hide\n point in direction (90)\n go to x: (P - Player X Loc) y: (-132)\n wait (1) seconds\n go to [back v] layer\n clear graphic effects\n show\n switch costume to (spike attack v)\n repeat (3)\n change y by (15)\n end\n wait (0.5) seconds\n repeat (3)\n change y by (-15)\n end\n delete this clone\nend\nif <<(B - Attack Type \(Personal\)) = [4]> or <(B - Attack Type \(Personal\)) = [5]>> then\n forever\n repeat (3)\n change size by (4)\n end\n repeat (3)\n change size by (-4)\n end\n end\nend\nif <(B - Attack Type \(Personal\)) = [6]> then\n repeat until <[20] < (costume [number v])>\n if <[20] < (costume [number v])> then\n stop [this script v]\n end\n switch costume to (wave bomb v)\n wait (0.03) seconds\n repeat (3)\n if <[20] < (costume [number v])> then\n stop [this script v]\n end\n next costume\n wait (0.03) seconds\n end\n if <[20] < (costume [number v])> then\n stop [this script v]\n end\n switch costume to (wave bomb v)\n wait (0.03) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [BOSS]> then\n set [b - boss hurt v] to [0]\n forever\n if <touching color (#ffe800)?> then\n set [brightness v] effect to (20)\n wait (0.015) seconds\n set [brightness v] effect to (0)\n change [b - boss hurt v] by (1)\n if <(B - DEFEATED) = [1]> then\n go to x: (0) y: (42)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [BOSS]> then\n point in direction (180)\n show\n go to [back v] layer\n switch costume to (crystal boss v)\n go to x: (0) y: (-200)\n set [b - velocity v] to [7]\n repeat (70)\n change y by (B - Velocity)\n change [b - velocity v] by (-0.1)\n end\n forever\n if <(x position) > (P - Player X Loc)> then\n change x by (-2)\n else\n change x by (2)\n end\n if <(B - DEFEATED) = [1]> then\n go to x: (0) y: (42)\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [BOSS]> then\n wait (2) seconds\n set [b - phase v] to [1]\n if <(B - Phase) = [1]> then\n repeat until <not <(B - Phase) = [1]>>\n repeat (4)\n Bullet Attack [180]\n wait (0.2) seconds\n end\n wait (1) seconds\n end\n end\n if <(B - Phase) = [2]> then\n repeat until <not <(B - Phase) = [2]>>\n repeat (3)\n Spike\n wait (0.2) seconds\n end\n repeat (5)\n Bullet Attack [-145]\n Bullet Attack [145]\n Bullet Attack [-160]\n Bullet Attack [160]\n wait (0.2) seconds\n end\n wait (1) seconds\n end\n end\n if <(B - Phase) = [3]> then\n repeat (4)\n set [b - attack type \(personal\) v] to [4]\n create clone of (_myself_ v)\n set [b - attack type \(personal\) v] to [5]\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n wait (2) seconds\n repeat until <not <(B - Phase) = [3]>>\n set [b - attack type \(personal\) v] to [4]\n create clone of (_myself_ v)\n set [b - attack type \(personal\) v] to [6]\n create clone of (_myself_ v)\n wait (2) seconds\n set [b - attack type \(personal\) v] to [5]\n create clone of (_myself_ v)\n set [b - attack type \(personal\) v] to [6]\n create clone of (_myself_ v)\n wait (2) seconds\n end\n set [flare v] to [1]\n set [b - defeated v] to [1]\n repeat (10)\n change x by (5)\n wait (0) seconds\n change x by (-5)\n wait (0) seconds\n end\n wait (0.2) seconds\n clear graphic effects\n switch costume to (cracked v)\n wait (0.5) seconds\n switch costume to (cracked2 v)\n repeat (3)\n change y by (-0.8)\n end\n switch costume to (cracked3 v)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-1)\n end\n set [flare v] to [2]\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [1]> then\n forever\n if <touching color (#fc3f3f)?> then\n change [_p health v] by (-1)\n repeat (20)\n show\n wait (0) seconds\n hide\n wait (0) seconds\n end\n show\n end\n end\nend\n\nwhen [m v] key pressed\nstop [all v]\n\nwhen I start as a clone\nif <(Clone Type) = [BOSS]> then\n forever\n if <(B - DEFEATED) = [1]> then\n stop [this script v]\n end\n switch costume to (crystal boss v)\n wait (0.3) seconds\n repeat (3)\n if <(B - DEFEATED) = [1]> then\n stop [this script v]\n end\n next costume\n wait (0.05) seconds\n end\n if <(B - DEFEATED) = [1]> then\n stop [this script v]\n end\n switch costume to (crystal boss v)\n wait (0.05) seconds\n wait (0.8) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [BOSS]> then\n wait (1) seconds\n forever\n if <touching color (#ff0000)?> then\n change [_boss health v] by (-1)\n end\n if <[550] > (_boss health)> then\n set [b - phase v] to [2]\n if <[380] > (_boss health)> then\n set [b - phase v] to [3]\n if <[250] > (_boss health)> then\n set [b - phase v] to [3]\n if <[2] > (_boss health)> then\n set [b - phase v] to [4]\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\ndefine Bullet Attack (aim)\nset [s - summon/boss x pos v] to [N]\nset [clone type v] to [N]\nset [b - attack aim \(personal\) v] to (aim)\nset [b - attack type \(personal\) v] to [1]\nset [s - summon bullet y v] to (y position)\nset [s - summon/boss x pos v] to (x position)\ncreate clone of (_myself_ v)\n\ndefine Spike\nset [clone type v] to [N]\nset [b - attack type \(personal\) v] to [2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [b - attack type \(personal\) v] to [3]\ncreate clone of (_myself_ v)\n\ndefine Laser Attack (aim)\ngo to [front v] layer\nset size to (100) %\npoint in direction (aim)\nrepeat (10)\n hide\n wait (0) seconds\n show\n wait (0) seconds\nend\nrepeat (50)\n if <(direction) < [0]> then\n turn left (1) degrees\n else\n turn left (-1) degrees\n end\nend\nif <<[-179] < (direction)> and <(direction) < [-160]>> then\n repeat (10)\n show\n turn left (-0.3) degrees\n wait (0) seconds\n hide\n turn left (-0.3) degrees\n wait (0) seconds\n end\nelse\n repeat (10)\n show\n turn left (0.3) degrees\n wait (0) seconds\n hide\n turn left (0.3) degrees\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\nif <<(B - Attack Type \(Personal\)) = [4]> or <(B - Attack Type \(Personal\)) = [5]>> then\n forever\n go to x: (S - Boss X Pos) y: (42)\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [BOSS]> then\n forever\n set [s - boss x pos v] to (x position)\n if <(B - DEFEATED) = [1]> then\n go to x: (0) y: (42)\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [BOSS]> then\n wait until <(B - DEFEATED) = [1]>\nend\n\nshow\n\n@cover\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] v]\nshow\nset [ghost v] effect to (35)\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (2) seconds\nswitch costume to (costume4 v)\nforever\n if <(_p health) < [1]> then\n broadcast (gg v)\n end\nend\n\nwhen I receive [gg v]\nswitch costume to (costume3 v)\nclear graphic effects\ngo to [front v] layer\nstop [all v]\n\n@thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
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double click flag if it has glitches\nMobile friendly (tap through the story)\nWAD or arrows to move\nDown arrow or S to shoot\nQ to skip level\nOn boss fight, mouse to aim \nPlay the other miner games before this!\nMiner 4: https://scratch.mit.edu/projects/493219444/\nMiner 1: https://scratch.mit.edu/projects/486252650/\n\nHeart, star, follow if you enjoyed!
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(゚∀゚)アヒャ Platformer
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@Stage\n\nwhen [timer v] > (0.1)\nswitch backdrop to (platformer v)\n\nwhen flag clicked\nswitch backdrop to (stars v)\n\n@BGM\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@player\n\nwhen flag clicked\nset [動ける v] to [0]\npoint in direction (90)\ngo to x: (-200) y: (-90)\nforever\n if <(動ける) = [1]> then\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [x速度 v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x速度 v] by (1)\n point in direction (90)\n end\n set [x速度 v] to ((X速度) * (0.9))\n change x by (X速度)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((X速度) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(X速度) > [0]> then\n set [x速度 v] to [-7]\n else\n set [x速度 v] to [7]\n end\n start sound [壁キック v]\n start sound [\(゚∀゚\)アヒャ v]\n set [y速度 v] to [10]\n else\n set [x速度 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [ジャンプ v]\n start sound [\(゚∀゚\)アヒャ v]\n set [y速度 v] to [12]\n end\n end\n change y by (1)\n change [y速度 v] by (-1)\n change y by (Y速度)\n if <touching (stage v)?> then\n change y by ((Y速度) * (-1))\n set [y速度 v] to [0]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (しゃがむ v)\n else\n switch costume to (普通 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(タイトル?) = [1]> then\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <<not <(動ける) = [1]>> or <(タイトル?) = [1]>> then\n set [x速度 v] to [0]\n set [y速度 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(タイトル?) = [1]> then\n point in direction (90)\n go to x: (-200) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n if <(動ける) = [1]> then\n broadcast (Next v)\n end\n end\nend\n\nwhen I receive [移動 v]\ngo to x: (-200) y: (-90)\n\nwhen flag clicked\nforever\n if <not <(タイトル?) = [1]>> then\n if <(動ける) = [1]> then\n if <key (r v) pressed?> then\n create clone of (reset v)\n set [動ける v] to [0]\n point in direction (90)\n glide (0.1) secs to x: (-200) y: (-90)\n set [動ける v] to [1]\n wait until <not <key (r v) pressed?>>\n end\n end\n end\nend\n\nstart sound [\(゚∀゚\)アヒャ v]\n\nwhen I receive [miss v]\ngo to [front v] layer\ncreate clone of (miss v)\nstart sound [Miss v]\nset [動ける v] to [0]\nswitch costume to (普通 v)\nset [missのy速度 v] to [15]\nset rotation style [all around v]\nrepeat until <[-179] > (y position)>\n turn right (15) degrees\n change y by (MissのY速度)\n change [missのy速度 v] by (-1)\nend\npoint in direction (90)\nglide (0.1) secs to x: (-200) y: (-90)\nset [動ける v] to [1]\n\nbroadcast (Miss v)\n\nset [タイトル? v] to [1]\n\nwhen flag clicked\nforever\n if <<(動ける) = [1]> and <not <(タイトル?) = [1]>>> then\n if <[-165] > (y position)> then\n broadcast (Miss v)\n end\n if <touching (needle / magma v)?> then\n broadcast (Miss v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(動ける) = [1]> and <not <(タイトル?) = [1]>>> then\n if <touching (spring v)?> then\n start sound [ジャンプ v]\n start sound [\(゚∀゚\)アヒャ v]\n set [y速度 v] to [20]\n wait until <not <touching (spring v)?>>\n end\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nshow\n\n@player effect\n\nwhen I start as a clone\ngo to [back v] layer\nset rotation style [left-right v]\ngo to (player v)\npoint in direction ([direction v] of [player v])\nswitch costume to ([costume name v] of [player v])\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(動ける) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\n@stage\n\nwhen flag clicked\nforever\n if <(タイトル?) = [1]> then\n switch costume to (1 v)\n go to [back v] layer\n end\nend\n\nwhen I receive [移動 v]\nnext costume\n\nwhen [timer v] > (0.1)\nhide variable [タイム v]\nhide variable [☁ 作者の最高記録 v]\nhide variable [☁ 世界記録 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(タイトル?) = [1]> then\n set [タイム v] to [0]\n hide variable [タイム v]\n else\n show variable [タイム v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(タイトル?) = [1]>> then\n if <(動ける) = [1]> then\n if <not <(costume [name v]) = [20]>> then\n change [タイム v] by (1)\n wait (1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [20]> then\n show variable [☁ 世界記録 v]\n show variable [☁ 作者の最高記録 v]\n else\n hide variable [☁ 作者の最高記録 v]\n hide variable [☁ 世界記録 v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <not <(タイトル?) = [1]>> then\n if <(costume [name v]) = [20]> then\n if <(username) = [dosukoi5910]> then\n if <(☁ 作者の最高記録) > (タイム)> then\n set [☁ 作者の最高記録 v] to (タイム)\n end\n else\n if <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\n end\n end\n end\n end\nend\n\nset [☁ 世界記録 v] to [99999]\nset [☁ 作者の最高記録 v] to [99999]\n\n@Needle / magma\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [stage v])\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nshow\n\n@Spring\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [stage v])\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nshow\n\n@title\n\nwhen flag clicked\nset [タイトル? v] to [1]\nforever\n if <(タイトル?) = [1]> then\n go to x: (([cos v] of ((マイタイマー) * (120)) ) * (5)) y: (([sin v] of ((マイタイマー) * (120)) ) * (5))\n point in direction ((([cos v] of ((マイタイマー) * (120)) ) * (5)) + (90))\n set [動ける v] to [0]\n show\n else\n go to x: (0) y: (0)\n point in direction (90)\n set [スクロール v] to [0]\n repeat until <[-360] > (x position)>\n change x by (スクロール)\n change [スクロール v] by (-2)\n end\n hide\n set [動ける v] to [1]\n wait until <(タイトル?) = [1]>\n end\nend\n\nset [動ける v] to [0]\n\nwhen flag clicked\nset [マイタイマー v] to [0]\nforever\n change [マイタイマー v] by (0.03)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Start button\n\nwhen flag clicked\nset [タイトル? v] to [1]\ngo to [front v] layer\nforever\n if <(タイトル?) = [1]> then\n go to x: (160) y: ((([sin v] of ((マイタイマー) * (120)) ) * (20)) - (120))\n point in direction ((([sin v] of ((マイタイマー) * (300)) ) * (20)) + (90))\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [タイトル? v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n set [brightness v] effect to (0)\n set [速さ v] to [6]\n repeat (6)\n change [brightness v] effect by (速さ)\n change size by (速さ)\n change [速さ v] by (-1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (121) %\n set [brightness v] effect to (21)\n set [速さ v] to [-6]\n repeat (6)\n change [brightness v] effect by (速さ)\n change size by (速さ)\n change [速さ v] by (1)\n end\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen this sprite clicked\nset [タイトル? v] to [0]\nwait (0) seconds\nstart sound [決定、ボタン押下22 v]\n\nwhen [timer v] > (0.1)\nhide\n\n@Next\n\nwhen I receive [next v]\ngo to [front v] layer\nstart sound [決定、ボタン押下4 v]\nset [動ける v] to [0]\ngo to x: (360) y: (0)\npoint in direction (90)\nshow\nrepeat until <[0] = (round (x position))>\n change x by (((0) - (x position)) / (8))\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nbroadcast (移動 v)\ngo to [front v] layer\nwait (0.5) seconds\nrepeat until <[-330] > (x position)>\n change x by (((-400) - (x position)) / (8))\nend\nhide\nset [動ける v] to [1]\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nhide\n\n@Reset\n\nwhen I start as a clone\nstart sound [Reset v]\nset size to (50) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Miss\n\nwhen I start as a clone\nset size to (50) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@light\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (-180)\nset size to (pick random (50) to (150)) %\nset [color v] effect to (pick random (0) to (100))\nshow\nrepeat until <(y position) > [170]>\n change y by ((size) * (0.1))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@outro\n\nwhen I receive [start v]\nif <(costume [number v]) = [7]> then\n forever\n set rotation style [all around v]\n turn right (1) degrees\n end\nend\n\nwhen I receive [メッセージ1 v]\nif <(costume [number v]) = [7]> then\n point in direction (90)\n set size to (70) %\n repeat (46)\n change size by (1)\n end\n repeat (46)\n change size by (-1)\n end\nend\n\nmove (100) steps\nmove (-100) steps\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n go to x: (0) y: (0)\n forever\n show\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [コスチューム2]> then\n show\n switch backdrop to (alpha backgrou v)\n go to [front v] layer\n go to x: (-500) y: (0)\n repeat until <(x position) > [-0.001]>\n point in direction (90)\n change x by (((0) - (x position)) / (6))\n end\n hide\n switch costume to (背景1 v)\n create clone of (_myself_ v)\n show\n switch costume to (コスチューム2 v)\n set x to (1)\n repeat until <(timer) > [3.8]>\n set x to ((x position) * (1.2))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [コスチューム1]> then\n go to [back v] layer\n wait until <[3.0] < (timer)>\n show\n set [color v] effect to (pick random (0) to (400))\n go to x: (pick random (240) to (-240)) y: (-240)\n set size to (pick random (10) to (100)) %\n repeat until <[179] < (y position)>\n change y by ((size) / (10))\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(costume [name v]) = [背景1]> then\n show\n go to x: (0) y: (0)\n forever\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nif <<not <(costume [number v]) = [7]>> and <<not <(costume [number v]) = [8]>> and <not <(costume [number v]) = [9]>>>> then\n if <not <(costume [number v]) = [10]>> then\n set [あ v] to [0]\n set size to (100) %\n repeat (46)\n change size by (1)\n end\n repeat (46)\n change size by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <<not <(costume [number v]) = [7]>> and <<not <(costume [number v]) = [8]>> and <not <(costume [number v]) = [9]>>>> then\n if <not <(costume [number v]) = [10]>> then\n point in direction (あ)\n wait until <[3.0] < (timer)>\n show\n forever\n set rotation style [don't rotate v]\n go to x: (0) y: (0)\n turn right (1) degrees\n move (120) steps\n end\n end\nend\n\nwhen [timer v] > (0.1)\nplay sound [1 v] until done\nplay sound [5 v] until done\nplay sound [3 v] until done\nplay sound [6 v] until done\nplay sound [2 v] until done\nforever\n play sound [4 v] until done\n play sound [7 v] until done\n play sound [2 v] until done\nend\n\nwhen flag clicked\nforever\n reset timer\n set size to (100) %\nend\n\nwhen [timer v] > (0.1)\nset rotation style [all around v]\npoint in direction (90)\nhide\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nset [あ v] to [0]\nrepeat (6)\n wait (0) seconds\n change [あ v] by (60)\n wait (0) seconds\n create clone of (_myself_ v)\n wait (0) seconds\n next costume\nend\nswitch costume to (ぉご v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen [timer v] > (0.1)\nhide\nwait until <[3.0] < (timer)>\nbroadcast (start v)\nforever\n broadcast (メッセージ1 v)\n wait (0.41) seconds\nend\n\nwhen [timer v] > (0.1)\nwait (2.9) seconds\nforever\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\nend\n\n@Turbo measures\n\nwhen flag clicked\nforever\n change [fps v] by (1)\n go to [front v] layer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nset [fps v] to [0]\nforever\n if <(FPS) > [250]> then\n show\n start sound [ターボ v]\n wait (2) seconds\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [fps v] to [0]\n wait (1) seconds\nend\n\n
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Move:Arrow key or tap\nReset:R key
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Platformer!
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@Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\nend\n\nwhen flag clicked\ngo to x: (-192) y: (-14)\nforever\n if <key (up arrow v) pressed?> then\n set rotation style [all around v]\n repeat (10)\n change y by (10)\n end\n repeat (10)\n change y by (-10)\n end\n end\nend\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [23 v]\nset [whirl v] effect to (607)\nforever\n if <touching (sprite2 v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [23 v]\nswitch costume to (costume2 v)\n\n@Sprite4\n\nwhen I receive [ricky v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [ricky v]\n\nwhen I receive [message1 v]\nset size to (100) %\nrepeat until <(Rick) = [1]>\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [message1 v]\nforever\n if <(Rick) = [1]> then\n hide\n set [rick v] to [0]\n stop all sounds\n end\nend\n\nwhen I receive [message1 v]\nshow\nstart sound [Rick roll v]\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite2 v)?> then\n broadcast (23 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite2 v)?> then\n broadcast (q23q5 v)\n end\n if <not <touching (sprite2 v)?>> then\n broadcast (445 v)\n end\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (50)\nend\n\nwhen I receive [q23q5 v]\nshow\n\nwhen I receive [445 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n hide\n end\nend\n\n
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Gosh, I worked hard on this! \nArrow keys to move and avoid anything that looks dangerous! Hope you like it!
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Draculine's Platformer 2
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@Stage\n\nwhen I receive [musik v]\nforever\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\n\nwhen flag clicked\nset [stop_level v] to [false]\nforever\n if <(Level) = [10]> then\n wait (1) seconds\n stop [all v]\n end\nend\n\nset [level v] to [4]\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nswitch costume to (kostüm1 v)\nshow\ngo to x: (-190) y: (-68)\nrepeat (10)\n change y by (-7)\nend\ngo to x: (-190) y: (-137)\nset size to (70) %\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ducken) = [100]> then\n switch costume to (kostüm2.1 v)\n repeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\n end\n delete this clone\nelse\n switch costume to (kostüm2 v)\n repeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\nwhen I receive [go v]\nforever\n if <key (left arrow v) pressed?> then\n change x by (-3)\n end\n if <key (right arrow v) pressed?> then\n change x by (3)\n end\nend\n\nwhen I receive [go v]\nforever\n if <key (up arrow v) pressed?> then\n if <touching (plattform v)?> then\n repeat (10)\n change y by (7)\n end\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (danger v)?> then\n switch costume to (kostüm1 v)\n show\n go to x: (-190) y: (-68)\n repeat (10)\n change y by (-7)\n end\n set size to (70) %\n go to x: (-190) y: (-138)\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Level) < [10]> then\n if <(y position) < [-138]> then\n set y to (-138)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (plattform v)?> then\n set [plattform v] to [100]\n end\nend\n\nwhen I receive [go v]\nforever\n if <not <touching (plattform v)?>> then\n set [plattform v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Plattform) = [0]> then\n repeat until <(Plattform) = [100]>\n change y by (-3)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (the_mega_jump v)?> then\n repeat (20)\n change y by (10)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (kostüm1.1 v)\n set [ducken v] to [100]\n else\n switch costume to (kostüm1 v)\n set [ducken v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (Go v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (bühnenbild v)\nset [level v] to [2]\nhide variable [level v]\n\nwhen I receive [go v]\nshow variable [level v]\n\nwhen I receive [go v]\nforever\n if <(Level) = [10]> then\n show variable [level v]\n broadcast (The_End v)\n end\nend\n\n@My_Intro\n\nwhen I receive [remove v]\nrepeat (12)\n change size by (((0) - (size)) * ((costume [number v]) * (0.2)))\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (1) seconds\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nstart sound [IntroMusic v]\nwait (0.2) seconds\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (1) seconds\nswitch costume to (your pfp here v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nshow\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or <(costume [name v]) = [4]>>>> then\n set size to (10) %\n go to x: (0) y: (0)\n repeat (70)\n change size by (((120) - (size)) * (0.1))\n end\nend\nif <(costume [number v]) = [5]> then\n set [ghost v] effect to (80)\n set size to (20) %\n point in direction (90)\n go to x: (0) y: (0)\n wait (0.2) seconds\n start sound [Low Whoosh v]\n repeat (8)\n change size by (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change size by (4)\n change [brightness v] effect by (4)\n end\n repeat (10)\n change size by (-4)\n change [brightness v] effect by (-4)\n end\n repeat (10)\n change size by (4)\n change [brightness v] effect by (4)\n end\n repeat (10)\n change size by (-4)\n change [brightness v] effect by (-4)\n end\n wait (1) seconds\n repeat (10)\n change size by (-10)\n end\n broadcast (remove v)\n delete this clone\nend\nif <(costume [name v]) = [Like and fav's!]> then\n go to [back v] layer\n set [yv v] to [0]\n set y to (180)\n point in direction (90)\n set [brightness v] effect to (pick random (0) to (20))\n set x to (pick random (-200) to (200))\n wait (0.1) seconds\n set size to (pick random (20) to (100)) %\n repeat (30)\n change y by (yv)\n change [yv v] by (pick random (-0.5) to (-1))\n end\n delete this clone\nend\n\nwhen I receive [remove v]\nif <(costume [name v]) = [Like and fav's!]> then\n delete this clone\nend\nwait (0.5) seconds\nrepeat (10)\n set size to (500) %\n change x by (((-500) - (x position)) * (0.4))\n set size to (100) %\nend\ndelete this clone\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nwait (8) seconds\nbroadcast (Go v)\nbroadcast (Musik v)\nset [level v] to [1]\n\n@The_Mega_Jump\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen I receive [the_end v]\nhide\n\nwhen flag clicked\nset [stop_level v] to [false]\nforever\n if <(stop_level) = [true]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Danger\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [the_end v]\nhide\n\nwhen flag clicked\nset [stop_level v] to [false]\nforever\n if <(stop_level) = [true]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Plattform\n\nwhen flag clicked\nhide variable [level v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nforever\n switch costume to (Level)\n show\nend\n\nwhen I receive [the_end v]\nhide variable [level v]\nswitch costume to (level10 v)\n\nwhen flag clicked\nset [stop_level v] to [false]\nforever\n if <(stop_level) = [true]> then\n stop [other scripts in sprite v]\n end\nend\n\n
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My best plattformer!!\n- Arrow keys\n- Pfeiltasten \n\nI'll be happy if you like and fave\n❤ & ⭐\n\n\nMein bester Plattformer\n- Pfeiltasten\nBitte liked und faved es! :)
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Unity || a platformer (this is my first platformer!
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@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Unity \(Lyrics\) ft v] until done\nend\n\n@Figur1\n\nwhen flag clicked\nhide\n\ndefine Particle\nset [id v] to [2]\nrepeat (pick random (81) to (127))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [2]> then\n show\n set [brightness v] effect to (pick random (27) to (50))\n set [color v] effect to (pick random (Color) to ((Color) + (20)))\n point in direction (pick random (-180) to (180))\n set [v v] to (pick random (5.0) to (9.0))\n set [effekt: y v] to [3]\n set size to (pick random (0) to (100)) %\n repeat (5)\n move (V) steps\n change y by (Effekt: Y)\n set [ghost v] effect to (50)\n stamp\n set [ghost v] effect to (0)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n end\n repeat (20)\n move (V) steps\n change y by (Effekt: Y)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Firework\nset [id v] to [firework]\ncreate clone of (_myself_ v)\n\nforever\n Firework\n wait (pick random (1.00) to (3.00)) seconds\nend\n\nwhen I start as a clone\nif <(id) = [firework]> then\n erase all\n set [color v] to (pick random (0) to (200))\n show\n point in direction (pick random (-9.0) to (9.0))\n go to x: (0) y: (-180)\n set size to (81) %\n clear graphic effects\n set [color v] effect to (Color)\n set [id v] to [1]\n set [speed v] to (pick random (10.0) to (11.5))\n start sound [recording2 v]\n repeat until <[0.3] > (Speed)>\n move (Speed) steps\n create clone of (_myself_ v)\n change [speed v] by (-0.3)\n end\n start sound [recording1 v]\n set [brightness v] effect to (100)\n set size to (500) %\n Particle\n wait (0.01) seconds\n hide\n repeat (10)\n wait (0.01) seconds\n erase all\n end\nend\n\nwhen flag clicked\nforever\n set [color2 v] to (Color)\nend\n\nwhen I receive [firework v]\nFirework\n\n@Player\n\nwhen I receive [green flag clicked v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\ngo to [front v] layer\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n set [color v] effect to (Color2)\n switch costume to (costume2 v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n 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 (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x 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 [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (100)\n set [speed y v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-200) y: (100)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n broadcast (Die v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (100)\n end\n Set Costume\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))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> 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) / (-10))\nelse\n change [frame v] by ((speed) / (10))\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 Set Costume\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (10)\nrepeat (10)\n change size by (-1)\n set [color v] effect to (Color2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag clicked v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [restart v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen flag clicked\nbroadcast (Green Flag clicked v)\n\nwhen I receive [next level v]\nbroadcast (Firework v)\n\n@Ground\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [14]>> then\n next costume\n next backdrop\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [green flag clicked v]\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [13]>> then\n next costume\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\n@Particles\n\nwhen I start as a clone\nshow\ngo to (player v)\npoint in direction (pick random (-180) to (180))\ngo to [back v] layer\nrepeat until <<(distance to [player v]) > [50]> or <touching (_edge_ v)?>>\n set [color v] effect to (Color)\n move (-5) steps\n set [ghost v] effect to (distance to [player v])\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (Color)\nend\n\nwhen I receive [green flag clicked v]\nshow\nforever\n hide\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\n@Light\n\nwhen flag clicked\nforever\n go to (player v)\n set [color v] effect to (Color)\nend\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (Color)\n set [ghost v] effect to (0)\nend\n\nwhen I receive [green flag clicked v]\nshow\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (350) to (450)) %\nset [brightness v] effect to (pick random (10) to (90))\nset [ghost v] effect to (pick random (90) to (95))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nset size to (pick random (20) to (50)) %\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nnext costume\n\n
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The Test || Contest Entry || Platformer || Mobile Friendly
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@Stage\n\nwhen flag clicked\nerase all\nswitch backdrop to (intro v)\n\nwhen I receive [load over v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\nswitch backdrop to (game v)\n\nwhen I receive [load start v]\nswitch backdrop to (laoding v)\nclear graphic effects\n\nwhen I receive [load start v]\nrepeat until <(TASK) = [Done]>\n play sound [ Fresh v] until done\nend\n\nwhen I receive [evaluation time v]\nswitch backdrop to (test results. v)\n\nwhen I receive [credits v]\nrepeat (10)\n stop all sounds\nend\nplay sound [Love Looks Like Flower v] until done\n\n@Ground visuals\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\ngo to x: (500) y: (0)\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to [back v] layer\nshow\nglide (1) secs to x: (0) y: (0)\nbroadcast (Green Flag clicked v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (Level)\nend\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\nwhen [space v] key pressed\nif <(username) = [HenryWolfe]> then\n broadcast (Next level v)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (Level)\nhide\ngo to x: (500) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nglide (1) secs to x: (0) y: (0)\nbroadcast (Green Flag clicked v)\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (500) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nglide (1) secs to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\nclear graphic effects\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nforever\n change [norm time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Water\n\nwhen I receive [start v]\ngo to x: (0) y: (-150)\nshow\nforever\n wait (0.1) seconds\n next costume\n set [ghost v] effect to (50)\n go to [back v] layer\n if <(Level) = [9]> then\n go to x: (0) y: (-115)\n end\n if <(Level) = [10]> then\n go to x: (0) y: (-20)\n end\n if <(Level) = [12]> then\n go to x: (0) y: (-10)\n end\n if <(Level) = [13]> then\n go to x: (0) y: (-50)\n end\n if <(Level) = [14]> then\n go to x: (0) y: (-150)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Note + start + middle + finish \n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (1 v)\n forever\n go to [front v] layer\n glide (2) secs to x: (0) y: (10)\n glide (0.2) secs to x: (0) y: (15)\n glide (2) secs to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-15)\n end\nend\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n switch costume to (2 v)\n set [brightness v] effect to (25)\n go to x: (0) y: (0)\n set [ghost v] effect to (75)\nend\nif <(costume [number v]) = [3]> then\n switch costume to (3 v)\n forever\n go to [front v] layer\n glide (2) secs to x: (0) y: (10)\n glide (0.2) secs to x: (0) y: (15)\n glide (2) secs to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-15)\n end\nend\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n switch costume to (4 v)\n set [brightness v] effect to (25)\n go to x: (0) y: (0)\n set [ghost v] effect to (75)\nend\nif <(costume [number v]) = [5]> then\n switch costume to (5 v)\n forever\n go to [front v] layer\n glide (2) secs to x: (0) y: (10)\n glide (0.2) secs to x: (0) y: (15)\n glide (2) secs to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-15)\n end\nend\nif <(costume [number v]) = [6]> then\n go to [front v] layer\n switch costume to (6 v)\n set [brightness v] effect to (25)\n go to x: (0) y: (0)\n set [ghost v] effect to (75)\nend\n\nwhen this sprite clicked\nif <(TASK) = [1]> then\n broadcast (start v)\n hide\nend\nif <(TASK) = [2]> then\n broadcast (Scroll start v)\n hide\nend\nif <(TASK) = [Done]> then\n broadcast (Evaluation time v)\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [load over v]\nset [task v] to [1]\nwait (0.5) seconds\ngo to x: (0) y: (0)\nhide\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [normal done v]\nset [task v] to [2]\nwait (0.5) seconds\ngo to x: (0) y: (0)\nhide\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [scroll start v]\nhide\n\nwhen I receive [scroll done v]\nset [task v] to [Done]\nwait (0.5) seconds\ngo to x: (0) y: (0)\nhide\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [evaluation time v]\nhide\n\nwhen flag clicked\nset [task v] to []\n\n@1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: () y: ()\n go to [front v] layer\n set [ghost v] effect to (85)\nend\n\nwhen I receive [evaluation time v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [normal done v]\nhide\n\nwhen I receive [scroll start v]\nshow\nforever\n go to x: () y: ()\n go to [front v] layer\n set [ghost v] effect to (85)\nend\n\nwhen I receive [scroll done v]\nhide\n\n@Player\n\ndefine Reset\npoint in direction (90)\nset size to (20) %\nset rotation style [left-right v]\ngo to (respawner v)\n\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [green flag clicked v]\nReset\nset [level v] to [1]\nforever\n go to [front v] layer\n Platforming Engine\n if <<touching (moving spikes v)?> or <<touching (spikes v)?> or <touching (right/left v)?>>> then\n switch costume to (die v)\n if <(SFX VOLUME) = [1]> then\n start sound [whoop v]\n end\n Go down\n repeat (11)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Retry v)\n Reset\n set [ghost v] effect to (0)\n end\n if <touching (just another sprite v)?> then\n Reset\n end\nend\n\ngo to x: (-200) y: (0)\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <touching (moving platforms 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?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(SFX VOLUME) = [1]> then\n start sound [Jump v]\n end\n if <(Wall Jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [max bounce v] to [11]\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\nwhen I receive [retry v]\nReset\n\nwhen I receive [next level v]\nchange [level v] by (1)\nReset\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to ([floor v] of ((13) + ((Idle Frame) mod (15))) )\n change [idle frame v] by (pick random (0.3) to (0.7))\n else\n switch costume to ([floor v] of ((29) + ((frame) mod (15))) )\n end\nelse\n if <touching (ladder v)?> then\n switch costume to ([floor v] of ((61) + (((timer) * (10)) mod (3))) )\n else\n switch costume to ([floor v] of ((((15) / ((Max Bounce) * (2))) * ((speed y) + (Max Bounce))) + (45)) )\n end\nend\nif <<(costume [number v]) = [29]> or <(costume [number v]) = [37]>> then\n if <(SFX VOLUME) = [1]> then\n start sound (join [Walking Sound] (pick random (2) to (8)))\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (moving platforms v)?> or <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\nwhen flag clicked\nhide\n\ndefine Go down\nrepeat until <<touching (ground v)?> or <<touching (moving platforms v)?> or <touching (_edge_ v)?>>>\n change y by (-2)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\ndefine Platforming Engine\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nif <touching (water v)?> then\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [speed y v] by (5)\n end\n set [speed y v] to ((speed y) * (0.6))\n change [speed y v] by (-1)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x 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 [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <(SFX VOLUME) = [1]> then\n start sound [Jump v]\n end\n set [max bounce v] to [14]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n broadcast (Retry v)\n set [speed y v] to [0]\n Reset\nend\nif <touching (portal v)?> then\n if <not <(Level) = (MAX LEVEL)>> then\n broadcast (Next level v)\n broadcast (Respawn v)\n Reset\n end\nend\nif <touching (bounce v)?> then\n if <(SFX VOLUME) = [1]> then\n start sound [Jump v]\n end\n set [max bounce v] to [25]\n set [speed y v] to [25]\nend\nif <(x position) < [-190]> then\n set x to (-190)\nend\nif <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <touching (ladder v)?>> then\n set [speed y v] to [5]\nend\nSet Costume\n\nbroadcast (Green Flag clicked v)\n\nwhen I receive [retry v]\nReset\n\nwhen I receive [green flag clicked v]\nforever\n if <<touching (moving platforms v)?> and <(Level) = [6]>> then\n change x by ((([x position v] of [moving platforms v]) - (x position)) / (4))\n end\nend\n\nif <[] = [right]> then\n change x by (3)\nelse\n change x by (-3)\nend\n\nset x to (-190)\n\nwhen I receive [layer v]\ngo to [back v] layer\n\ngo to x: (-200) y: (-100)\n\nwhen I receive [start v]\nwait (1) seconds\ngo to x: (-200) y: (10)\nshow\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [next level v]\nReset\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [retry v]\nchange [deaths norm v] by (1)\n\n@Portal\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@Respawner\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nX: [-180] Y: [-96] Lvl: [1]\n\ndefine X: (x) Y: (y) Lvl: (lvl)\nif <(lvl) = (Level)> then\n go to x: (x) y: (y)\nend\n\nwhen I receive [retry v]\nshow\nset [ghost v] effect to (100)\nX: [-250] Y: [-96] Lvl: [1]\nX: [-230] Y: [-96] Lvl: [2]\nX: [-230] Y: [-96] Lvl: [5]\nX: [-250] Y: [20] Lvl: [12]\nX: [-180] Y: [-132] Lvl: [13]\nX: [-180] Y: [-125] Lvl: [14]\n\nwhen I receive [respawn v]\nshow\nset [ghost v] effect to (100)\nX: [-250] Y: [-96] Lvl: [1]\nX: [-230] Y: [-96] Lvl: [2]\nX: [-230] Y: [-96] Lvl: [5]\nX: [-250] Y: [20] Lvl: [12]\nX: [-180] Y: [-132] Lvl: [13]\nX: [-180] Y: [-125] Lvl: [14]\nX: [-222] Y: [3] Lvl: [15]\nX: [-210] Y: [-50] Lvl: [17]\n\nwhen I receive [next level v]\nbroadcast (Respawn v)\n\nclear graphic effects\n\n@Moving Platforms\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to (moving visuals v)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [16]> then\n show\n switch costume to (costume1 v)\n end\n if <(Level) = [17]> then\n show\n switch costume to (costume2 v)\n end\n if <(Level) = [18]> then\n show\n switch costume to (costume3 v)\n end\n if <(Level) = [19]> then\n show\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [next level v]\nhide\n\n@non costume code\n\nwhen I receive [load over v]\ngo to x: (-127) y: (-29)\nset pen color to (#000000)\nset pen size to (35)\ngo to x: (135) y: (-29)\n\nwhen I receive [load start v]\nerase all\nhide\ngo to x: (-127) y: (-29)\npen down\nset pen color to (#000000)\nset pen size to (34)\ngo to x: (135) y: (-29)\npen up\ngo to x: (-127) y: (-29)\npen down\nset pen color to (#ffffff)\nset pen size to (25)\ngo to x: (135) y: (-29)\npen up\ngo to x: (-127) y: (-29)\nset pen size to (15)\nset pen color to (#3f515f)\npen down\nglide (pick random (0) to (0.5)) secs to x: (-115) y: (-29)\nchange pen (brightness v) by (-1)\nglide (pick random (0) to (0.5)) secs to x: (-100) y: (-29)\nglide (pick random (0) to (0.5)) secs to x: (-50) y: (-29)\nglide (pick random (0) to (0.5)) secs to x: (0) y: (-29)\nglide (pick random (0) to (0.5)) secs to x: (0) y: (-29)\nchange pen (brightness v) by (-1)\nglide (pick random (0) to (0.5)) secs to x: (50) y: (-29)\nglide (pick random (0) to (0.5)) secs to x: (130) y: (-29)\nchange pen (brightness v) by (-1)\nglide (pick random (0) to (0.5)) secs to x: (135) y: (-29)\nwait (1) seconds\nbroadcast (Load over v)\nwait (0.2) seconds\nerase all\n\nwhen flag clicked\nforever\n if <(Level) > [20]> then\n broadcast (Normal done v)\n end\nend\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [load over v]\nset [task v] to [1]\n\n@Task \n\nwhen flag clicked\nswitch costume to (task 1 v)\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (task 1 v)\ngo to x: (0) y: (0)\nset size to (75) %\nrepeat (10)\n change size by (10)\nend\nwait (0.5) seconds\nrepeat (15)\n change size by (-10)\nend\n\ndefine Glide\nglide (1) secs to x: (-200) y: (160)\n\nwhen I receive [start v]\nwait (1) seconds\nGlide\n\nwhen I receive [scroll start v]\nshow\nswitch costume to (task 2 v)\ngo to x: (0) y: (0)\nset size to (75) %\nrepeat (10)\n change size by (10)\nend\nwait (0.5) seconds\nrepeat (15)\n change size by (-10)\nend\n\nwhen I receive [scroll start v]\nwait (1) seconds\nGlide\n\nwhen I receive [evaluation time v]\nhide\n\n@Just another sprite\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [14]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\n set [ghost v] effect to (100)\n end\n if <(Level) = [16]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n show\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [Di Young - Not This Time \[Bass Rebels\] v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (starts here v)\ngo to x: (500) y: (-350)\nswitch costume to ( v)\ncreate clone of (_myself_ v)\nrepeat (10)\n create clone of (_myself_ v)\n change [brightness v] effect by (2)\n change y by (100)\n wait (0.05) seconds\nend\nwait (3) seconds\nbroadcast (Light v)\n\nwhen I start as a clone\npoint in direction (90)\nset size to (100) %\nshow\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (100) %\n repeat (3)\n glide (0.5) secs to x: (0) y: (0)\n glide (0.2) secs to x: (0) y: (-50)\n end\n glide (0.5) secs to x: (0) y: (50)\n repeat (10)\n change [ghost v] effect by (15)\n change y by (-20)\n end\n delete this clone\nend\nif <(costume [number v]) > [2]> then\n set size to (100) %\n forever\n set [brightness v] effect to (-100)\n set size to (pick random (50) to (75)) %\n clear graphic effects\n show\n switch costume to (costume4 v)\n set [ghost v] effect to (90)\n repeat (5)\n next costume\n end\n go to (random position v)\n wait (pick random (0) to (0.5)) seconds\n end\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (starts here v)\nrepeat (5)\n create clone of (_myself_ v)\n change size by (50)\nend\nset size to (100) %\nswitch costume to (costume3 v)\nforever\n clear graphic effects\n set size to (100) %\n repeat (5)\n change size by (1)\n end\n change size by (10)\n repeat (15)\n change size by (-1)\n end\n wait (0.5) seconds\nend\n\ndefine Pen part\nerase all\npen up\ngo to x: (500) y: (500)\nset pen size to (500)\nset pen color to (#000000)\npen down\nglide (2) secs to x: (500) y: (500)\nbroadcast (Load start v)\n\nwhen I receive [pen v]\nPen part\ndelete this clone\n\nwhen I receive [light v]\nwait (7) seconds\nbroadcast (Pen v)\ndelete this clone\n\nwhen I receive [load over v]\nerase all\n\n@Moving visuals\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(Level) = [16]> then\n show\n switch costume to (costume1 v)\n if <touching (player v)?> then\n Y up by [20] Y down by [20]\n end\n end\n if <(Level) = [17]> then\n show\n switch costume to (costume2 v)\n if <touching (player v)?> then\n Y up by [20] Y down by [20]\n end\n end\n if <(Level) = [18]> then\n show\n switch costume to (costume3 v)\n go to x: (-120) y: (-96)\n if <touching (player v)?> then\n Left x: [75] Right x: [75]\n end\n end\n if <(Level) = [19]> then\n show\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n if <touching (player v)?> then\n Y up by [16] Y down by [16]\n end\n end\nend\n\ndefine Y up by (y up) Y down by (y down)\nrepeat until <not <touching (player v)?>>\n repeat (y up)\n change y by ((y up) / (2.5))\n end\n repeat (y down)\n change y by (((y down) / (2.5)) * (-1))\n end\nend\n\ndefine Left x: (x left) Right x: (x right)\nrepeat until <not <touching (player v)?>>\n repeat (x right)\n change x by ((x right) / (20))\n end\n repeat (x left)\n change x by (((x left) / (20)) * (-1))\n end\nend\n\nwhen I receive [normal done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@parallax\n\nwhen flag clicked\ngo [backward v] (50) layers\ngo to x: (0) y: (0)\nhide\nset rotation style [don't rotate v]\n\nwhen I receive [scroll start v]\nset [layer # v] to [0]\nrepeat (2)\n set [parallaxpos v] to [-480]\n change [layer # v] by (1)\n repeat (2)\n change [parallaxpos v] by (480)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset x to (parallaxPos)\nshow\nswitch costume to (layer #)\nforever\n scroll\n go to [back v] layer\nend\n\ndefine scroll\nif <(end scrolling?) = [false]> then\n change x by ((xvel) * ((layer #) / (4)))\n if <(x position) > [480]> then\n set x to (-480)\n else\n if <[-480] > (x position)> then\n set x to (480)\n end\n end\nend\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@level hitbox\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen I receive [scroll start v]\nset [panel # v] to [0]\nrepeat (2)\n change [panel # v] by (1)\n switch costume to (join [level] (join (level) (join [.] (panel #))))\n create clone of (_myself_ v)\nend\nset [panel # v] to [0]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (30) layers\nforever\n set x to ((480) - (((scroll x) + (((panel #) mod (2)) * (480))) mod (960)))\n if <<((scroll x) mod (480)) > [470]> or <[10] > ((scroll x) mod (480))>> then\n switch costume to ((([ceiling v] of (((scroll x) + (((panel #) mod (2)) * (480))) / (960)) ) * (2)) - ((panel #) mod (2)))\n end\nend\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@level visual\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\ndelete (all) of [level lengths v]\nadd [10] to [level lengths v]\n\nwhen I receive [scroll start v]\nset [panel # v] to [0]\nrepeat (2)\n change [panel # v] by (1)\n switch costume to (join [level] (join (level) (join [.] (panel #))))\n create clone of (_myself_ v)\nend\nset [panel # v] to [0]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n set x to ((480) - (((scroll x) + (((panel #) mod (2)) * (480))) mod (960)))\n if <<((scroll x) mod (480)) > [470]> or <[10] > ((scroll x) mod (480))>> then\n switch costume to ((([ceiling v] of (((scroll x) + (((panel #) mod (2)) * (480))) / (960)) ) * (2)) - ((panel #) mod (2)))\n end\nend\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@player\n\nwhen flag clicked\nhide\nset size to (150) %\nset [animation frame v] to [0]\nset [air time v] to [0]\nset [slope v] to [0]\nset rotation style [left-right v]\ngo to x: (0) y: (-130)\npoint in direction (0)\nset [max speed v] to [8]\nset [friction v] to [0.6]\nset [jump power v] to [10]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\nset [scroll x v] to [0]\nset [end scrolling? v] to [false]\nset [wall jumping? v] to [0]\n\ndefine player walk (dir)\npoint in direction ((-90) * (dir))\nif <(text?) < [1]> then\n change [xvel v] by (dir)\n if <(MAX SPEED) < ([abs v] of (xvel) )> then\n change [xvel v] by ((0) - (dir))\n end\nend\ndetect slope (xvel) <[0] = [1]>\nanimate costume <[0] = [0]>\n\ndefine animate costume <walking?>\nif <walking?> then\n set [animation frame v] to (((animation frame) + (0.4)) mod (16))\n switch costume to ([floor v] of (((animation frame) mod (8)) + (2)) )\nelse\n if <[15] < (air time)> then\n switch costume to (jump2 v)\n else\n if <[0] < (air time)> then\n switch costume to (jump1 v)\n else\n set [animation frame v] to [0]\n switch costume to (idle v)\n end\n end\nend\n\nwhen I receive [hurtanimation v]\nchange [deaths scroll v] by (1)\nreset\nrepeat (3)\n set [ghost v] effect to (50)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n wait (0.05) seconds\nend\n\nif <(x position) > [240]> then\n change [level v] by ((x position) / ([abs v] of (x position) ))\n broadcast (start level v)\nend\n\ndefine reset\nhide\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [text? v] to [1]\nrepeat until <(round (scroll x)) = [0]>\n set [scroll x v] to ((scroll x) * (0.5))\nend\nset y to (-25)\nshow\nset [text? v] to [0]\n\nwhen I receive [scroll start v]\nmain\n\ndefine main\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nforever\n switch costume to (hitbox v)\n if <(yvel) > [-30]> then\n change [yvel v] by (-1)\n end\n change y by (yvel)\n gravity <(yvel) > [0]>\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n player walk (-1)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n player walk (1)\n else\n detect slope (xvel) <[0] = [0]>\n animate costume <[0] = [1]>\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(air time) < [3]> then\n set [yvel v] to (JUMP POWER)\n start sound [water drop v]\n end\n end\nend\n\nwhen [r v] key pressed\nif <(TASK) = [2]> then\n reset\nend\n\ndefine detect slope (xspeed) <sliding?>\nset [slope v] to [0]\nif <sliding?> then\n set [xvel v] to ((xspeed) * (FRICTION))\nend\nchange x by ((0) - (xvel))\nrepeat until <<not <<touching (level hitbox v)?> or <touching (level visual2 v)?>>> or <(slope) > [6]>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) > [6]> then\n change y by ((0) - (slope))\n change x by (xvel)\n set [xvel v] to [0]\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(wall jumping?) = [0]>> then\n set [yvel v] to (JUMP POWER)\n set [xvel v] to ((0) - (xspeed))\n set [air time v] to [0]\n end\nend\nset [end scrolling? v] to <<(scroll x) < [0]> or <(scroll x) > ((480) * ((item (level) of [level lengths v]) - (1)))>>\nif <(end scrolling?) = [true]> then\n if <<<(x position) > [0]> and <(scroll x) < [0]>> or <<(x position) < [0]> and <(scroll x) > ((480) * ((item (level) of [level lengths v]) - (1)))>>> then\n change [scroll x v] by ((0) - (xvel))\n set x to (0)\n end\nelse\n change [scroll x v] by ((0) - (xvel))\n set x to (0)\nend\n\ndefine gravity <midair>\nchange [air time v] by (1)\nrepeat until <not <<touching (level hitbox v)?> or <touching (level visual2 v)?>>>\n if <midair> then\n change y by (-1)\n else\n change y by (1)\n set [air time v] to [0]\n end\n set [yvel v] to [0]\nend\n\nwhen I receive [scroll start v]\nforever\n if <touching (spikes2 v)?> then\n broadcast (hurtanimation v)\n end\n go to [front v] layer\n if <touching (coins v)?> then\n wait (0.05) seconds\n broadcast (Scroll done v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-150]> then\n set [spotlight v] to [20]\n else\n set [spotlight v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [scroll start v]\nreset\nshow\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [scroll start v]\nforever\n wait (1) seconds\n change [scroll time v] by (1)\nend\n\n@Border\n\nwhen flag clicked\nhide\n\nwhen I receive [scroll start v]\nshow\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (13)\n go to [front v] layer\nend\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Spikes2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\n\nwhen I receive [scroll start v]\nset [panel # v] to [0]\nrepeat (2)\n change [panel # v] by (1)\n switch costume to (join [level] (join (level) (join [.] (panel #))))\n create clone of (_myself_ v)\nend\nset [panel # v] to [0]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (30) layers\nforever\n set x to ((480) - (((scroll x) + (((panel #) mod (2)) * (480))) mod (960)))\n if <<((scroll x) mod (480)) > [470]> or <[10] > ((scroll x) mod (480))>> then\n switch costume to ((([ceiling v] of (((scroll x) + (((panel #) mod (2)) * (480))) / (960)) ) * (2)) - ((panel #) mod (2)))\n end\nend\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@level visual2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\ndelete (all) of [level lengths v]\nadd [10] to [level lengths v]\n\nwhen I receive [scroll start v]\nset [panel # v] to [0]\nrepeat (2)\n change [panel # v] by (1)\n switch costume to (join [level] (join (level) (join [.] (panel #))))\n create clone of (_myself_ v)\nend\nset [panel # v] to [0]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [forward v] (10) layers\nforever\n set x to ((480) - (((scroll x) + (((panel #) mod (2)) * (480))) mod (960)))\n if <<((scroll x) mod (480)) > [470]> or <[10] > ((scroll x) mod (480))>> then\n switch costume to ((([ceiling v] of (((scroll x) + (((panel #) mod (2)) * (480))) / (960)) ) * (2)) - ((panel #) mod (2)))\n end\nend\n\nwhen I start as a clone\nset [secret v] to [0]\nforever\n if <(Secret) > [1]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [key got v]\nset [secret v] to [5]\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Coins\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\ndelete (all) of [level lengths v]\nadd [10] to [level lengths v]\n\nwhen I receive [scroll start v]\nset [panel # v] to [0]\nrepeat (2)\n change [panel # v] by (1)\n switch costume to (join [level] (join (level) (join [.] (panel #))))\n create clone of (_myself_ v)\nend\nset [panel # v] to [0]\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (10) layers\nforever\n set x to ((480) - (((scroll x) + (((panel #) mod (2)) * (480))) mod (960)))\n if <<((scroll x) mod (480)) > [470]> or <[10] > ((scroll x) mod (480))>> then\n switch costume to ((([ceiling v] of (((scroll x) + (((panel #) mod (2)) * (480))) / (960)) ) * (2)) - ((panel #) mod (2)))\n end\n if <(Spotlight) > [19]> then\n show\n go to [front v] layer\n go [forward v] (25) layers\n go [backward v] (1) layers\n else\n hide\n end\nend\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Dark circle\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to (player v)\n change y by (25)\nend\n\nwhen I start as a clone\nforever\n if <(Spotlight) > [19]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [scroll start v]\nset size to (100) %\nclear graphic effects\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (4)\n create clone of (_myself_ v)\n change [ghost v] effect by (-20)\n change size by (-10)\nend\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Tunnel vision\n\nwhen I receive [scroll start v]\nforever\n if <(Spotlight) > [19]> then\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (65)\n go to [front v] layer\n go [forward v] (5000) layers\n go to [front v] layer\n else\n hide\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Key\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\ndelete (all) of [level lengths v]\nadd [10] to [level lengths v]\n\nwhen I receive [scroll start v]\nset [panel # v] to [0]\nrepeat (2)\n change [panel # v] by (1)\n switch costume to (join [level] (join (level) (join [.] (panel #))))\n create clone of (_myself_ v)\nend\nset [panel # v] to [0]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [forward v] (10) layers\nforever\n set x to ((480) - (((scroll x) + (((panel #) mod (2)) * (480))) mod (960)))\n if <<((scroll x) mod (480)) > [470]> or <[10] > ((scroll x) mod (480))>> then\n switch costume to ((([ceiling v] of (((scroll x) + (((panel #) mod (2)) * (480))) / (960)) ) * (2)) - ((panel #) mod (2)))\n end\n if <(Spotlight) > [19]> then\n show\n go to [front v] layer\n go [forward v] (25) layers\n go [backward v] (1) layers\n if <touching (player v)?> then\n broadcast (Key got v)\n forever\n hide\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [scroll done v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Evaluation results\n\nwhen flag clicked\nset [deaths norm v] to [0]\nset [deaths scroll v] to [0]\nset [norm time v] to [0]\nset [scroll time v] to [0]\n\nwhen I start as a clone\nshow\nset size to (30) %\nif <(Clone id:) = [Norm time]> then\n switch costume to (letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My norm time))\n set size to (30) %\n if <(letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My norm time)) = []> then\n hide\n else\n show\n end\nend\nif <(Clone id:) = [Scroll time]> then\n switch costume to (letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My scroll time))\n set size to (30) %\n if <(letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My scroll time)) = []> then\n hide\n else\n show\n end\nend\nif <(Clone id:) = [Scroll deaths]> then\n switch costume to (letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My scroll death))\n set size to (30) %\n if <(letter ((((x position) - (X of results)) / (Distance)) + (1)) of [apple]) = (My scroll death)> then\n hide\n else\n show\n end\nend\nif <(Clone id:) = [Norm deaths]> then\n switch costume to (letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My norm death))\n set size to (30) %\n if <(letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My norm death)) = []> then\n hide\n else\n show\n end\nend\nif <(Clone id:) = [Overall time]> then\n switch costume to (letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My overall time))\n set size to (30) %\n if <(letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My overall time)) = []> then\n hide\n else\n show\n end\nend\nif <(Clone id:) = [Overall deaths]> then\n switch costume to (letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My overall deaths))\n set size to (30) %\n if <(letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My overall deaths)) = []> then\n hide\n else\n show\n end\nend\nif <(Clone id:) = [Overall score]> then\n switch costume to (letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My overall score))\n set size to (50) %\n if <(letter ((((x position) - (X of results)) / (Distance)) + (1)) of (My overall score)) = []> then\n hide\n else\n show\n end\nend\n\ndefine Norm time\nset [clone id: v] to [Norm time]\nset [x of results v] to [0]\nset [distance v] to [10]\nset [length v] to (length of (Norm time))\ngo to x: (X of results) y: (93)\nrepeat (Length)\n set [my norm time v] to (Norm time)\n create clone of (_myself_ v)\n change x by (Distance)\nend\n\ndefine Scroll time\nset [clone id: v] to [Scroll time]\nset [x of results v] to [0]\nset [distance v] to [10]\nset [length v] to (length of (Scroll time))\ngo to x: (X of results) y: (20)\nrepeat (Length)\n set [my scroll time v] to (Scroll time)\n create clone of (_myself_ v)\n change x by (Distance)\nend\n\nforever\n\ndefine Norm deaths\nset [clone id: v] to [Norm deaths]\nset [x of results v] to [0]\nset [my norm death v] to [0]\nset [distance v] to [10]\nset [length v] to (length of (Deaths norm))\ngo to x: (X of results) y: (80)\nrepeat (Length)\n set [my norm death v] to (Deaths norm)\n create clone of (_myself_ v)\n change x by (Distance)\nend\n\ndefine Scroll deaths\nset [clone id: v] to [Scroll deaths]\nset [x of results v] to [0]\nset [my scroll death v] to [0]\nset [distance v] to [10]\nset [length v] to (length of (Deaths scroll))\ngo to x: (X of results) y: (7)\nrepeat (Length)\n set [my scroll death v] to (Deaths scroll)\n create clone of (_myself_ v)\n change x by (Distance)\nend\n\nwhen I receive [evaluation time v]\nhide\nNorm time\nNorm deaths\nScroll time\nScroll deaths\nOverall time\nOverall deaths\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\n\nwhen I receive [evaluation time v]\ndelete this clone\n\ndefine Overall time\nset [clone id: v] to [Overall time]\nset [x of results v] to [0]\nset [distance v] to [10]\nset [length v] to (length of ((Scroll time) + (Norm time)))\ngo to x: (X of results) y: (-39)\nrepeat (Length)\n set [my overall time v] to ((Scroll time) + (Norm time))\n create clone of (_myself_ v)\n change x by (Distance)\nend\n\ndefine Overall deaths\nset [clone id: v] to [Overall deaths]\nset [x of results v] to [0]\nset [distance v] to [10]\nset [length v] to (length of ((Deaths norm) + (Deaths scroll)))\ngo to x: (X of results) y: (-57)\nrepeat (Length)\n set [my overall deaths v] to ((Deaths norm) + (Deaths scroll))\n create clone of (_myself_ v)\n change x by (Distance)\nend\n\nbroadcast (Evaluation time v)\n\ndefine Death points\nif <(My overall deaths) < [25]> then\n set [death points v] to [250]\nend\nif <<(My overall deaths) > [26]> and <(My overall deaths) < [50]>> then\n set [death points v] to [225]\nend\nif <<(My overall deaths) > [51]> and <(My overall deaths) < [75]>> then\n set [death points v] to [200]\nend\nif <<(My overall deaths) > [76]> and <(My overall deaths) < [99]>> then\n set [death points v] to [175]\nend\nif <<(My overall deaths) > [100]> and <(My overall deaths) < [115]>> then\n set [death points v] to [150]\nend\nif <<(My overall deaths) > [116]> and <(My overall deaths) < [150]>> then\n set [death points v] to [125]\nend\nif <<(My overall deaths) > [151]> and <(My overall deaths) < [175]>> then\n set [death points v] to [100]\nend\nif <<(My overall deaths) > [176]> and <(My overall deaths) < [200]>> then\n set [death points v] to [75]\nend\nif <<(My overall deaths) > [201]> and <(My overall deaths) < [500]>> then\n set [death points v] to [25]\nend\nif <(My overall deaths) > [501]> then\n set [death points v] to [10]\nend\n\ndefine Time points\nif <(My overall time) < [50]> then\n set [da time points v] to [150]\nend\nif <<(My overall time) > [51]> and <(My overall time) < [100]>> then\n set [da time points v] to [100]\nend\nif <<(My overall time) > [101]> and <(My overall time) < [175]>> then\n set [da time points v] to [50]\nend\nif <<(My overall time) > [176]> and <(My overall time) < [200]>> then\n set [da time points v] to [25]\nend\nif <<(My overall time) > [201]> and <(My overall time) < [500]>> then\n set [da time points v] to [25]\nend\nif <(My overall time) > [500]> then\n set [da time points v] to [10]\nend\n\ndefine Bonus points\nset [bonus points v] to (round (((Da Time points) + (Death points)) / (2)))\n\nwhen I receive [evaluation time v]\nerase all\nTime points\nDeath points\nBonus points\nwait (1) seconds\nOverall points\nPen\n\ndefine Overall points\nset [an overall score v] to ((Death points) + ((Bonus points) + (Da Time points)))\nset [clone id: v] to [Overall score]\nset [x of results v] to [0]\nset [distance v] to [10]\nset [length v] to (length of (An Overall score))\ngo to x: (X of results) y: (-130)\nrepeat (Length)\n set [my overall score v] to (An Overall score)\n create clone of (_myself_ v)\n change x by (Distance)\nend\n\ndefine Pen\nerase all\nset pen size to (50)\nset pen color to (An Overall score)\ngo to x: (10) y: (-130)\nset pen (transparency v) to (50)\npen down\nwait (0.2) seconds\npen up\n\n@End credits\n\nwhen I receive [credits v]\nCredits\n\nwhen flag clicked\nhide\n\ndefine Credits\nclear graphic effects\nhide\nswitch costume to (credits v)\ncreate clone of (_myself_ v)\nwait (4) seconds\nswitch costume to (end credits v)\nshow\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (credits v)\ngo to x: (0) y: (-500)\nshow\nglide (1) secs to x: (0) y: (0)\nwait (3) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\ndelete this clone\n\nwhen this sprite clicked\nbroadcast (Done v)\nhide\n\nwhen I receive [done v]\nstop [all v]\n\nwhen I receive [evaluation time v]\nhide\n\n@notif\n\nwhen flag clicked\nhide\n\ndefine Pro tip\nswitch costume to (pick random (2) to (3))\ngo to x: (290) y: (0)\nshow\nglide (1) secs to x: (0) y: (0)\nwait (2) seconds\nglide (1) secs to x: (290) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n if <not <(TASK) = [Done]>> then\n wait (pick random (10) to (20)) seconds\n Pro tip\n end\nend\n\nwhen I receive [evaluation time v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (result notif v)\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Credits v)\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> or <touching (player v)?>> then\n set [ghost v] effect to (75)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [credits v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nforever\n reset timer\n go to x: (150) y: (150)\n hide\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nshow\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n show\n go to [front v] layer\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\nend\nwait (0.1) seconds\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (10)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n go to [front v] layer\nend\ngo to [front v] layer\nrepeat (10)\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n go to [front v] layer\n hide\nend\nbroadcast (Skip v)\n\nreset timer\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 broadcast (Skip v)\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@skip\n\nwhen flag clicked\nhide\nforever\n go to x: (189) y: (-154)\n set [ghost v] effect to (50)\nend\n\nwhen I receive [skip v]\nif <(TASK) = [1]> then\n show\n forever\n go to [front v] layer\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next level v)\nhide\n\n
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ALL LEVELS ARE POSSIBLE! PRO TIPS HAVE BEEN ADDED (notifications) TO HELP! IF U LIKE AND FAV THIS PROJECT, YOU GET 1 SKIP! (Normal platformer only) and hopefully all glitches fixed\nturbo warp if there are many glitches: https://turbowarp.org/537763896\nHi there! So... this took me a week to make, and I really wanna thank my mom cuz she allowed me to be on Scratch for more than 3/4 hours a day! It’s my biggest game yet, and because of those extra hours I won’t be allowed to be on scratch for a month now so.. :( \n\nThis isn’t a test meaning demo, it’s a test meaning quiz/exam. A lot of people have indirectly contributed to this project, and all the credits are listed at the end of the project.\n\nThere are 2 types of platformers here: A normal platformer and a scrolling platformer\n\n|| The Normal Platformer ||\nInstructions:\nNormal controls to move, avoid spikes\nYou can swim. If you ever get stuck in the walls and stuff (not a 100% possibly, but could happen) then spam your R key (sry mobile for that)\nYes you can jump through walls\n\n|| The Scrolling Platformer ||\nNormal controls to move.\nAvoid spikes.\nYour basic goal is to find a red coin, and to do that you gotta get a key. The key is at the end of the platformer. Now, I wouldn’t recommend dieting and then fin isn’t the coin. See, you have to backtrack your way to the coin (from the key) Why do i not recommend it? Cuz the coin is near the end. Be careful underground ;)\n\n|| Evaluation ||\nIf you don’t know how you got evaluated, then go to the Evaluation sprite in the project and search for these custom blocks:\nDeath points, Time points, Bonus points and Overall score. The evaluation steps are:\nThere are certain steps and all (eg. If you have 3 deaths throughout u get an extra 250 points, if you get 26 deaths you get an extra 225 points) that help calculate the deaths. The time is the exact same. To calculate the bonus points, Add the Death points and time points, divide them in half and that will be your bonus points. Then add all of those three scores to get your final score! Just saying, all of this has been done for you by yours truly (me) \n\n|| That’s all ||\nAnd yea that’s all, and if you enjoyed please consider liking and faving this project. I really worked hard on it. The credits have been GIVEN! And if you dont wanna wait, or wanna see it again without playing the entire thing again, click see inside and go to the sprite credits, click so times and go to the first costume.. I HOPE YOU PASS!
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BLACK [Platformer]
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@Stage\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@Player\n\ndefine リセット\nshow\nset [リセット v] to [0]\nset [yの力 v] to [0]\ngo to x: (-200) y: (0)\nchange [xの力 v] by (0.3)\nchange [yの力 v] by (-0.8)\nchange y by (yの力)\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\ngo [backward v] (1) layers\nclear graphic effects\nswitch costume to (黒 v)\nrepeat (10)\n change [ghost v] effect by (35)\nend\ndelete this clone\n\ndefine 動作\nchange [xの力 v] by (<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> * (0.8))\nchange [xの力 v] by (<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> * (-0.8))\npoint in direction (((xの力) * (1.7)) + (90))\nset [xの力 v] to ((xの力) * (0.9))\nchange x by (xの力)\nrepeat (5)\n change y by <touching (stage v)?>\nend\nif <touching (stage v)?> then\n change x by ((xの力) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n set [xの力 v] to [-5]\n else\n set [xの力 v] to (<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> * (5))\n end\n set [yの力 v] to [11]\n change y by (-2)\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (-3)\nif <touching (stage v)?> then\n set [yの力 v] to (<<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> * (10))\nend\nchange y by (3)\nchange [yの力 v] by (-0.8)\nchange y by (yの力)\nif <touching (stage v)?> then\n change y by ((yの力) * (-1))\n set [yの力 v] to [0]\nend\n\nwhen I receive [game start v]\nshow\npoint in direction (90)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\ngo to x: (-200) y: (0)\nset size to (110) %\nforever\n if <(リセット) = [0]> then\n 動作\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(リセット) = [0]> then\n create clone of (_myself_ v)\n end\n go to [back v] layer\n if <[220] < (x position)> then\n broadcast (NEXT v)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set x to (0)\n hide\n end\nend\n\nwhen I receive [game start v]\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 [yの力 v] to [8]\n repeat until <(y position) < [-170]>\n change y by (yの力)\n change [yの力 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\nwhen flag clicked\nhide\n\n@Stage\n\nwhen I receive [次 v]\nnext costume\ngo to [front v] layer\n\nwhen I receive [game start v]\nshow\nswitch costume to (stage1 v)\nforever\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\n\n@magma\n\nwhen I receive [次 v]\ngo [forward v] (5) layers\nnext costume\n\nwhen I receive [game start v]\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 flag clicked\nhide\n\n@light\n\nwhen I receive [次 v]\ngo to [back v] layer\nnext costume\n\nwhen I receive [game start v]\nshow\nswitch costume to (stage1 v)\nforever\n go to (magma v)\nend\n\nwhen flag clicked\nhide\n\n@music\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\nwhen I receive [game start v]\nwait (1) seconds\nforever\n play sound [Alex Skrindo - Jumbo \[NCS Release\] v] until done\nend\n\nwhen I receive [game start v]\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 flag clicked\nhide\n\n@skip\n\nwhen flag clicked\nforever\n change size by (([sin v] of ((タイマー) * (300)) ) * (0.8))\nend\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 (NEXT v)\n if <(skip回数) = [2]> then\n ブロック名\n end\n end\nend\n\nwhen I receive [game start v]\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 flag clicked\nhide\n\n@サムネ\n\nwhen [timer v] > ()\nbroadcast (outro v)\n\n\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go [forward v] ((1) / ()) layers\n reset timer\nend\n\nset [いんとーろ v] to [0]\n\n@NEXT\n\nwhen I receive [next v]\nset [リセット v] to [1]\nshow\ngo to x: (300) y: (0)\nset [ghost v] effect to (0)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\nend\nbroadcast (次 v)\nrepeat until <(x position) < [-390]>\n change x by (((-400) - (x position)) / (4))\n change [ghost v] effect by (1)\nend\nset [xの力 v] to [2]\nbroadcast (Player v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nhide\nforever\n go [forward v] ((1) / ()) layers\nend\n\n@スプライト1\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat until <touching (_edge_ v)?>\n go [backward v] ((1) / ()) layers\n change y by ((size) / (20))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [game start v]\nset [outro v] to [0]\nhide\nset [ghost v] effect to (30)\nforever\n go [backward v] ((1) / ()) layers\n set size to (pick random (70) to (100)) %\n go to x: (pick random (-180) to (180)) y: (-150)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [outro v]\nset [outro v] to [1]\n\n@intro\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [camera y v] to [0]\nset [camera x v] to [0]\nset [camera z v] to [0]\nif <(いんとーろ) = [0]> then\n start sound [Raven & Kreyn - Bubble \[NCS Release\] v]\n クローン [枠]\n クローン [円]\n wait (0.3) seconds\n クローン [円2]\nend\n\ndefine クローン (id)\nset [元id v] to (ID)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nset [id v] to (元ID)\n\nwhen I start as a clone\nshow\nset [my size v] to [100]\nset [my x v] to [0]\nset [my y v] to [0]\nif <(ID) = [枠]> then\n set [コスチューム v] to [3]\n set [my size v] to [260]\n forever\n go to [front v] layer\n change [my size v] by (((150) - (my Size)) / (4))\n end\nend\nif <(ID) = [円]> then\n set [コスチューム v] to [4]\n set [my size v] to [0]\n repeat (100)\n change [my size v] by ((8) * (((my Size) + (100)) / (100)))\n end\nend\nif <(ID) = [円2]> then\n set [コスチューム v] to [5]\n set [my size v] to [0]\n repeat until <(イントロ制御) = [4]>\n change [my size v] by ((8) * (((my Size) + (100)) / (100)))\n end\n set [コスチューム v] to [11]\n repeat (3)\n change [my size v] by ((8) * (((my Size) + (100)) / (100)))\n turn right (2) degrees\n end\n forever\n turn right (2) degrees\n end\nend\nif <(ID) = [四角1]> then\n set [コスチューム v] to [6]\nend\nif <(ID) = [四角2]> then\n set [コスチューム v] to [7]\nend\nif < (ID) contains [四角]?> then\n クローン [フラッシュ]\n set [my size v] to [0]\n repeat until <(イントロ制御) = [1]>\n change [my size v] by (((150) - (my Size)) / (4))\n end\n wait until <(イントロ制御) = [0]>\n repeat until <(イントロ制御) = [1]>\n change [my size v] by (((450) - (my Size)) / (4))\n end\n wait until <(イントロ制御) = [0]>\n repeat until <(イントロ制御) = [1]>\n change [my size v] by (((900) - (my Size)) / (4))\n end\n wait until <(イントロ制御) = [0]>\n repeat (30)\n change [my size v] by (((1575) - (my Size)) / (4))\n end\n delete this clone\nend\nif <(ID) = [アイコン]> then\n set [コスチューム v] to [8]\n set [my size v] to [150]\n go to [front v] layer\n repeat until <(イントロ制御2) = [1]>\n change [my size v] by (((100) - (my Size)) / (7))\n end\n set [コスチューム v] to [9]\n set [my size v] to [150]\n go to [front v] layer\n repeat until <(イントロ制御2) = [1]>\n change [my size v] by (((100) - (my Size)) / (7))\n end\nend\nif <(ID) = [フラッシュ]> then\n set [コスチューム v] to [2]\n set [my size v] to [77777]\n clear graphic effects\n set [brightness v] effect to (100)\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n delete this clone\nend\nif <(ID) = [円3]> then\n set [コスチューム v] to [10]\n set [my size v] to [0]\n clear graphic effects\n set [brightness v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n change [my size v] by (((300) - (my Size)) / (9))\n end\n delete this clone\nend\n\nwhen flag clicked\nset [タイマ〜 v] to [0]\nif <(いんとーろ) = [0]> then\n repeat until <(タイマ〜) > [9.8]>\n set [camera x v] to (([sin v] of ((タイマ〜) * (800)) ) * (((Camera Z) - (0)) * (6)))\n set [camera y v] to (([sin v] of ((タイマ〜) * (600)) ) * (((Camera Z) - (0)) * (6)))\n change [camera z v] by (((0) - (Camera Z)) / (8))\n end\n set [いんとーろ v] to [1]\nelse\n broadcast (Game Start v)\nend\n\nwhen flag clicked\nif <(いんとーろ) = [0]> then\n set [イントロ制御 v] to [0]\n set [イントロ制御2 v] to [0]\n wait (1) seconds\n set [イントロ制御 v] to [4]\n クローン [アイコン]\n repeat (2)\n クローン [四角2]\n set [camera z v] to [2]\n wait (0.43) seconds\n set [イントロ制御 v] to [1]\n wait (0) seconds\n set [イントロ制御 v] to [0]\n クローン [円3]\n set [camera z v] to [1]\n wait (0.42) seconds\n クローン [四角1]\n set [camera z v] to [2]\n wait (0.43) seconds\n set [イントロ制御 v] to [1]\n wait (0) seconds\n set [イントロ制御 v] to [0]\n クローン [円3]\n set [camera z v] to [1]\n wait (0.42) seconds\n end\n set [イントロ制御2 v] to [1]\n repeat (2)\n クローン [四角2]\n set [camera z v] to [2]\n wait (0.43) seconds\n set [イントロ制御 v] to [1]\n wait (0) seconds\n set [イントロ制御 v] to [0]\n クローン [円3]\n set [camera z v] to [1]\n wait (0.42) seconds\n クローン [四角1]\n set [camera z v] to [2]\n wait (0.43) seconds\n set [イントロ制御 v] to [1]\n wait (0) seconds\n set [イントロ制御 v] to [0]\n クローン [円3]\n set [camera z v] to [1]\n wait (0.42) seconds\n end\n set [camera z v] to [4]\n set [イントロ制御2 v] to [2]\nend\n\nwhen I start as a clone\nforever\n switch costume to (無 v)\n set size to (9999) %\n switch costume to (コスチューム)\n if <not <(ID) = [枠]>> then\n go to x: (((Camera X) + (my X)) * ((Camera Z) + (1))) y: (((Camera Y) + (my Y)) * ((Camera Z) + (1)))\n else\n go to x: ((((Camera X) + (my X)) * ((Camera Z) + (1))) / (3)) y: ((((Camera Y) + (my Y)) * ((Camera Z) + (1))) / (3))\n end\n if <(my Size) < [100]> then\n switch costume to (大 v)\n else\n switch costume to (無 v)\n end\n if <not <(ID) = [アイコン]>> then\n set size to (my Size) %\n else\n set size to ((my Size) + ((Camera Z) * (30))) %\n end\n switch costume to (コスチューム)\nend\n\nwhen I start as a clone\nwait until <(イントロ制御2) = [2]>\nbroadcast (Game Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n change [タイマ〜 v] by ((1) / (30))\nend\n\nset [いんとーろ v] to [1]\n\nset [いんとーろ v] to [0]\n\n@outro\n\ndefine 移動 (x) y: (y) speed (s)\nchange x by (((x) - (x position)) / (s))\nchange y by (((y) - (y position)) / (s))\n\ndefine クローンʕ•ᴥ•ʔ (ʕ•ᴥ•ʔ)\nset [cloneid v] to (ʕ•ᴥ•ʔ)\ncreate clone of (_myself_ v)\n\ndefine 向き (r) speed: (s)\nturn right (((r) - (direction)) / (s)) degrees\n\ndefine サイズ (size) speed: (s)\nset [コスチューム保存 v] to (costume [name v])\nswitch costume to (なし v)\nchange size by (((size) - (size)) / (s))\nswitch costume to (コスチューム保存)\n\ndefine まとめて ʕ•ᴥ•ʔ x: (x) y: (y) size: (s) rotate: (r) speed: (spd)\n移動 (x) y: (y) speed (spd)\n向き (r) speed: (spd)\nサイズ (s) speed: (spd)\n\ndefine Setʕ•ᴥ•ʔ x: (x) y: (y)\ngo to x: (x) y: (y)\n\nwhen I receive [outro v]\nreset timer\nstop all sounds\ngo to x: (0) y: (0)\nforever\n play sound [Raven & Kreyn - So Happy \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I start as a clone\nshow\nクローンプログラム\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [outro v]\nwait (1) seconds\nクローンʕ•ᴥ•ʔ [棒1]\n\ndefine クローンプログラム\nif <[ありがとう] = (CloneID)> then\n Setʕ•ᴥ•ʔ x: [] y: [-120]\n switch costume to (ありがとう v)\n set size to (60) %\n repeat (10)\n サイズ [120] speed: [4]\n end\n wait (3) seconds\n delete this clone\nend\nif <[上] = (CloneID)> then\n set size to (230) %\n switch costume to (上 v)\n Setʕ•ᴥ•ʔ x: [] y: [-300]\n repeat (50)\n change size by (0.2)\n 移動 [] y: [0] speed [6]\n end\nend\nif <[背景] = (CloneID)> then\n set [outro制御1 v] to [0]\n switch costume to (背景 v)\n Setʕ•ᴥ•ʔ x: [] y: []\n point in direction (90)\n forever\n if <[1] = (outro制御5)> then\n change size by (50)\n else\n サイズ [100] speed: [5]\n end\n end\nend\nif <[棒1] = (CloneID)> then\n switch costume to (なし v)\n set size to (120) %\n Setʕ•ᴥ•ʔ x: [] y: [-50]\n switch costume to (ぼう v)\n repeat (7)\n next costume\n end\nend\nif < (CloneID) contains [マーク]?> then\n if <(timer) < [3]> then\nend\nif < (CloneID) contains [マーク]?> then\n if <(timer) < [3]> then\n set size to (200) %\n Setʕ•ᴥ•ʔ x: [] y: [-30]\n if <(letter (4) of (CloneID)) = [1]> then\n switch costume to (マーク3 v)\n else\n if <(letter (4) of (CloneID)) = [2]> then\n switch costume to (マーク1 v)\n repeat (20)\n 移動 [80] y: [-30] speed [6]\n end\n wait (5) seconds\n delete this clone\n else\n if <(letter (4) of (CloneID)) = [3]> then\n switch costume to (マーク2 v)\n repeat (20)\n 移動 [-80] y: [-30] speed [6]\n end\n wait (4) seconds\n delete this clone\n else\n switch costume to (マーク4 v)\n repeat (20)\n 移動 [] y: [60] speed [6]\n end\n wait (4) seconds\n delete this clone\n end\n end\n end\n end\nend\nif <[フラッシュ] = (CloneID)> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n repeat (100)\n Setʕ•ᴥ•ʔ x: [] y: []\n switch costume to (フラッシュ v)\n change [ghost v] effect by (3)\n change [brightness v] effect by (-1.5)\n end\n delete this clone\nend\nif <[フラッシュ1] = (CloneID)> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n repeat (100)\n Setʕ•ᴥ•ʔ x: [] y: []\n switch costume to (フラッシュ v)\n change [ghost v] effect by (4)\n change [brightness v] effect by (-3)\n end\n delete this clone\nend\nif <[NAME] = (CloneID)> then\n forever\n switch costume to (name v)\n Setʕ•ᴥ•ʔ x: [] y: [300]\n set [ghost v] effect to (100)\n repeat (30)\n サイズ [120] speed: [5]\n 移動 [] y: [160] speed [4]\n change [ghost v] effect by (-3.1)\n end\n wait (0.5) seconds\n repeat (30)\n サイズ [100] speed: [5]\n 移動 [] y: [190] speed [4]\n change [ghost v] effect by (3.1)\n end\n end\nend\nif <[アイコン] = (CloneID)> then\n switch costume to (アイコン v)\n set size to (40) %\n Setʕ•ᴥ•ʔ x: [] y: []\n forever\n if <not <<touching (mouse-pointer v)?> and <mouse down?>>> then\n Setʕ•ᴥ•ʔ x: (([cos v] of ((timer) * (100)) ) * (40)) y: (([sin v] of ((timer) * (100)) ) * (40))\n switch costume to (アイコン v)\n end\n end\nend\nif <[プロジェクト1] = (CloneID)> then\n switch costume to (プロジェクト1 v)\n set size to (100) %\n Setʕ•ᴥ•ʔ x: [] y: []\n forever\n Setʕ•ᴥ•ʔ x: (([cos v] of ((timer) * (100)) ) * (140)) y: (([sin v] of ((timer) * (100)) ) * (130))\n switch costume to (プロジェクト1 v)\n end\nend\nif <[プロジェクト2] = (CloneID)> then\n switch costume to (プロジェクト1 v)\n set size to (100) %\n Setʕ•ᴥ•ʔ x: [] y: []\n forever\n Setʕ•ᴥ•ʔ x: (([cos v] of ((timer) * (100)) ) * (-140)) y: (([sin v] of ((timer) * (100)) ) * (-130))\n switch costume to (プロジェクト2 v)\n end\nend\n\nwhen I receive [outro v]\nset [brightness v] effect to (100)\nrepeat (20)\n クローンʕ•ᴥ•ʔ [上]\n change [brightness v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [outro v]\nwait (3.3) seconds\nクローンʕ•ᴥ•ʔ [背景]\n\nwhen I receive [outro v]\nwait (1.02) seconds\nクローンʕ•ᴥ•ʔ [マーク1]\nクローンʕ•ᴥ•ʔ [マーク2]\nクローンʕ•ᴥ•ʔ [マーク3]\nクローンʕ•ᴥ•ʔ [マーク4]\n\nwhen I receive [outro v]\nset [outro制御5 v] to [0]\nwait (3.29) seconds\nクローンʕ•ᴥ•ʔ [フラッシュ]\nforever\n wait (pick random (0.8) to (1)) seconds\n ドワ\n クローンʕ•ᴥ•ʔ [フラッシュ1]\n change [outro制御5 v] by (1)\n wait (0) seconds\n set [outro制御5 v] to [0]\nend\n\ndefine ドワ\nrepeat (50)\n クローンʕ•ᴥ•ʔ (join [マーク] (pick random (1) to (4)))\nend\n\ndefine まってて (t)\nwait until <(t) < (timer)>\n\nwhen I start as a clone\nforever\n if < (CloneID) contains [マーク]?> then\n set [outro制御3 v] to (size)\n set [コスチューム保存 v] to (costume [name v])\n switch costume to (なし v)\n set size to ((1) / ()) %\n switch costume to (コスチューム保存)\n set size to (outro制御3) %\n end\nend\n\nwhen I receive [outro v]\nwait (3.4) seconds\nクローンʕ•ᴥ•ʔ [アイコン]\nクローンʕ•ᴥ•ʔ [NAME]\n\nwhen I receive [outro v]\nwait (1) seconds\nクローンʕ•ᴥ•ʔ [ありがとう]\n\nwhen I start as a clone\nforever\n if <[アイコン] = (CloneID)> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n switch costume to (アイコン2 v)\n Setʕ•ᴥ•ʔ x: [] y: []\n go to [front v] layer\n サイズ [400] speed: [4]\n end\n else\n if <(outro制御5) = [1]> then\n change size by (52)\n else\n サイズ [100] speed: [4]\n end\n end\n end\nend\n\nwhen I receive [outro v]\nwait (3.8) seconds\nクローンʕ•ᴥ•ʔ [プロジェクト1]\nクローンʕ•ᴥ•ʔ [プロジェクト2]\n\n
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❤️と⭐️を押してくれたら続編・ホワイトも作ります!\nスキップは2回までです。バグがあります。\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 ▽モバイル / mobile▽\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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[200 followers special] Blank - A platformer #games #trending
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@Stage\n\nwhen I receive [message2 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [The Cannery v] until done\nend\n\nwhen flag clicked\nwait (3) seconds\nbroadcast (message1 v)\n\nwhen I receive [change color v]\nnext backdrop\n\nwhen I receive [ zxcvds dasxwqecwscadcassa v]\nnext backdrop\n\nwhen flag clicked\nforever\n change [☁ username that played v] by (username)\nend\n\nwhen flag clicked\nadd (username) to [username v]\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (-211) y: (7)\nset [ypos v] to [0]\nset [xpos v] to [0]\nwait (1) seconds\nshow\n\nwhen I receive [message1 v]\ngo to x: (-211) y: (7)\nset [xpos v] to [0]\nset [ypos v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xpos v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xpos v] by (-1)\n end\n set [xpos v] to ((xpos) * (0.9))\n change x by (xpos)\n if <touching color (#ecf0f1)?> then\n change y by (1)\n if <touching color (#ecf0f1)?> then\n change y by (1)\n if <touching color (#ecf0f1)?> then\n change y by (1)\n if <touching color (#ecf0f1)?> then\n change y by (1)\n if <touching color (#ecf0f1)?> then\n change y by (1)\n if <touching color (#ecf0f1)?> then\n change x by ((xpos) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xpos) > [0]> then\n set [xpos v] to [-5]\n else\n set [xpos v] to [5]\n end\n set [ypos v] to [10]\n else\n set [xpos v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [ypos v] by (-1)\n change y by (ypos)\n if <touching color (#ecf0f1)?> then\n change y by ((ypos) * (-1))\n set [ypos v] to [1]\n end\n change y by (-1)\n if <touching color (#ecf0f1)?> then\n if <key (up arrow v) pressed?> then\n set [ypos v] to [12]\n end\n end\n change y by (1)\n if <(y position) < [-174]> then\n go to x: (-211) y: (7)\n set [xpos v] to [0]\n set [ypos v] to [0]\n end\n if <[235] < (x position)> then\n go to x: (-211) y: (7)\n broadcast (message2 v)\n end\n if <touching color (#ff9898)?> then\n go to x: (-211) y: (7)\n set [xpos v] to [0]\n set [ypos v] to [0]\n end\n if <touching color (#9d9fa0)?> then\n broadcast (dadsa v)\n end\n if <touching color (#99d4ff)?> then\n broadcast (change color v)\n end\n if <touching color (#c0c2c4)?> then\n broadcast (-Zaxuh- is the best v)\n end\n if <touching color (#19ffa6)?> then\n broadcast ( zxcvds dasxwqecwscadcassa v)\n end\n if <(backdrop [number v]) = [18]> then\n wait (4) seconds\n broadcast (hidei v)\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [dadsa v]\nshow\n\nwhen I receive [change color v]\nhide\n\nwhen I receive [hidei v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [-zaxuh- is the best v]\nshow\n\nwhen I receive [ zxcvds dasxwqecwscadcassa v]\nhide\n\nwhen I receive [hidei v]\nhide\n\n@Sprite4\n\nwhen I receive [hidei v]\nwait (1) seconds\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nshow\ngo to [front v] layer\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n
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l screen recommended due to non-bright colors \nWhat happened - looks like you are stuck in a blank . but you need to escape the world .\nHow to Play :\n.Use arrow keys to move \n.avoid red\n.Other information in the project !\n\nso this is a platformer made for fun the color are soothing which will relax you hope you enjoy !\nso if you remix you can add a part where you gain a red color THEN you get the red color danger\nwhich i forgot to add.\nif you win then comment - 'My Circle Won' \nlike and fav if you liked this took some time to make even thouhg this looks easy\n\n\nplease tell me if you find any bugs because in my 'Friend a platformer' people found many bugs !\n\n\nsupport me by following !
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Twin platformer
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@Stage\n\nwhen flag clicked\nforever\n reset timer\n if <((s) mod (2)) = [0]> then\n switch backdrop to (背景3 v)\n else\n switch backdrop to (背景2 v)\n end\nend\n\nwhen [timer v] > (0.1)\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n play sound [sunset- paradise v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [s v] to [1]\nforever\n switch costume to (s)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@スプライト4\n\nwhen flag clicked\nset [s v] to [1]\nshow\nforever\n switch costume to (s)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (-200) y: (-50)\nshow\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 <<[20] < (mouse x)> and <mouse down?>>> then\n change [x v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-20]> and <mouse down?>>> then\n change [x v] by (-1.2)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (-2)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<[20] < (mouse y)> and <mouse down?>>> then\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 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 change y by (y)\n if <touching (スプライト1 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <<[20] < (mouse y)> and <mouse down?>>> and <touching color (#78ff66)?>> then\n set [y v] to [20]\n end\n change y by (1)\n if <[233] < (x position)> then\n change [s v] by (1)\n go to x: (-200) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (スプライト4 v)?> then\n go to x: (-200) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nif <<touching color (#acacac)?> or <touching color (#000000)?>> then\n go to x: (-200) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [アウト v]\ngo to x: (-200) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [timer v] > (0.1)\nhide\n\n@スプライト3\n\nwhen flag clicked\nshow\nforever\n set x to ([x position v] of [スプライト2 v])\n set y to (([y position v] of [スプライト2 v]) + (180))\n if <touching (スプライト4 v)?> then\n broadcast (アウト v)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n
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▶Platformer\n▷プラットフォーマー\n\n#Platformer #game
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Distraction - A Platformer⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀#all #games
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@Stage\n\nwhen I receive [game start v]\nforever\n if <not <<(level) = [7]> or <<(level) = [8]> or <<(level) = [9]> or <<(level) = [10]> or <(level) = [11]>>>>>> then\n play sound [TheFatRat & Anjulie - Close To The Sun v] until done\n else\n play sound [3 12 Shadow Man Stage v] until done\n end\nend\n\nwhen flag clicked\nwait (0) seconds\nswitch backdrop to (1 v)\nwait until <(level) > [6]>\nstop all sounds\nswitch backdrop to (2 v)\nwait until <(level) > [11]>\nstop all sounds\nswitch backdrop to (1 v)\n\nwait until <(level) > [10]>\n\n@Sprite1 :)\n\nwhen flag clicked\nbroadcast (Game Start v)\n\nwhen I receive [game start v]\nset [level v] to [1]\nshow\ngo to x: (-180) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nshow\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n change [in air v] by (1)\n if <(Frozen?) = [0]> then\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.75)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (0.75)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n end\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n if <(Frozen?) = [0]> then\n change y by (-8)\n change x by ((x) * (-1))\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 (((6) - (<(y) > [6]> * ((8) - (y)))) + (6))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <(Frozen?) = [0]> then\n if <key (up arrow v) pressed?> then\n if <(in air) < [5]> then\n set [y v] to [9]\n end\n end\n if <not <touching (levels v)?>> then\n change [y v] by (gravity)\n end\n if <key (up arrow v) pressed?> then\n set [gravity v] to [-0.6]\n else\n set [gravity v] to [-0.7]\n end\n change y by (y)\n if <touching (levels v)?> then\n change y by ((y) * (-1))\n if <not <(y) > [0]>> then\n set [in air v] to [0]\n end\n set [y v] to [0]\n end\n end\n if <(x position) > [240]> then\n if <not <(level) = [22]>> then\n change [level v] by (1)\n broadcast (Level complete v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-180) y: (0)\n end\n end\n if <<touching (oh nooo.... v)?> or <(y position) < [-180]>> then\n start sound [Crunch v]\n go to x: (-180) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\nend\n\n@Distractions!!!!!!!!!!!\n\nwhen flag clicked\nset [level changed? v] to [0]\nhide\n\nwhen I receive [game start v]\nforever\n wait until <(level) = [1]>\n go to x: (0) y: (112)\n switch costume to (wasd v)\n create clone of (_myself_ v)\n wait until <(level) = [2]>\n go to x: (-53) y: (112)\n switch costume to (ground v)\n create clone of (_myself_ v)\n go to x: (92) y: (112)\n switch costume to (lava v)\n create clone of (_myself_ v)\n wait until <(level) = [3]>\n go to x: (0) y: (112)\n switch costume to (beleave v)\n create clone of (_myself_ v)\n the rest of the code\n forever\n Distractions Level [8] Time Between in frames [26]\n Distractions Level [9] Time Between in frames [15]\n Distractions Level [10] Time Between in frames [10]\n Distractions Level [11] Time Between in frames [8]\n Distractions Level [12] Time Between in frames [7]\n Distractions Level [13] Time Between in frames [6]\n Distractions Level [14] Time Between in frames [60]\n Distractions Level [15] Time Between in frames [5]\n Distractions Level [16] Time Between in frames [2]\n Distractions Level [17] Time Between in frames [1]\n Distractions Level [18] Time Between in frames [0]\n Distractions Level [19] 2 per frame\n Distractions Level [20] 2 per frame\n Distractions Level [21] 2 per frame\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(level) > [7]> then\n clear graphic effects\n set [ghost v] effect to (25)\n switch costume to (pick random (9) to (28))\n show\n go to (random position v)\n set [tvdir v] to (pick random (0) to (1))\n if <(tvdir) = [1]> then\n set y to (180)\n else\n set y to (-180)\n end\n set size to (pick random (90) to (110)) %\n if <(tvdir) = [1]> then\n set [xv/tv v] to (pick random (-25) to (-30))\n else\n set [xv/tv v] to (pick random (25) to (30))\n end\n if <(tvdir) = [1]> then\n repeat (pick random (14) to (26))\n change y by ((xv/tv) / (2))\n change [xv/tv v] by (1.4)\n change [ghost v] effect by (1)\n end\n else\n repeat (pick random (14) to (26))\n change y by ((xv/tv) / (2))\n change [xv/tv v] by (-1.4)\n change [ghost v] effect by (1)\n end\n end\n set [tvdir v] to (pick random (0) to (1))\n set [xv/tv v] to (pick random (25) to (30))\n set [yv v] to (pick random (15) to (10))\n repeat until <(level changed?) = [1]>\n change [yv v] by (-1)\n change y by (yv)\n set [xv/tv v] to ((xv/tv) * (0.99))\n change [ghost v] effect by (0.3)\n if <(y position) < [-120]> then\n set [yv v] to (pick random (15) to (10))\n end\n if <(tvdir) = [1]> then\n change x by (((xv/tv) / (2)) * (-1))\n else\n change x by ((xv/tv) / (2))\n end\n if <(tvdir) = [1]> then\n turn right ((xv/tv) / (2)) degrees\n else\n turn left ((xv/tv) / (2)) degrees\n end\n if <(xv/tv) < [0.1]> then\n change [ghost v] effect by (1)\n end\n if <<(xv/tv) < [0.01]> and <<touching (_edge_ v)?> and <<(x position) > [280]> or <[-280] > (x position)>>>> then\n repeat (10)\n change [ghost v] effect by (4)\n end\n delete this clone\n else\n if <<[-250] > (x position)> or <(x position) > [300]>> then\n if <(x position) > [300]> then\n repeat until <not <(x position) > [300]>>\n change x by (-20)\n end\n else\n repeat until <not <[-250] > (x position)>>\n change x by (20)\n end\n end\n set [tvdir v] to ((tvdir) * (-1.1))\n set [xv/tv v] to ((xv/tv) * (-1.1))\n end\n end\n end\n delete this clone\nelse\n clear graphic effects\n set [personal when clone created level v] to (level)\n set [ghost v] effect to (25)\n show\n if <(costume [number v]) = [3]> then\n wait (0.2) seconds\n end\n repeat until <(level) > [8]>\n repeat (6)\n change y by (0.5)\n if <not <(level) = (personal when clone created level)>> then\n delete this clone\n end\n end\n repeat (6)\n change y by (-0.5)\n if <not <(level) = (personal when clone created level)>> then\n delete this clone\n end\n end\n end\nend\n\ndelete this clone\n\ndefine Distractions Level (input1) Time Between in frames (input2)\nif <(level) = (input1)> then\n repeat until <not <(level) = (input1)>>\n repeat (input2)\n if <not <(level) = (input1)>> then\n stop [this script v]\n end\n end\n create clone of (_myself_ v)\n end\nend\n\nDistractions Level [] Time Between in frames []\n\nwhen I receive [game start v]\nforever\n if <(level) > [4]> then\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [level complete v]\nset [level changed? v] to [1]\nwait (0.1) seconds\nset [level changed? v] to [0]\n\ndelete this clone\n\nturn right (15) degrees\n\ndefine the rest of the code\nwait until <(level) = [4]>\nswitch costume to (stop v)\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\nswitch costume to (cookie pit v)\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nswitch costume to (believe v)\ncreate clone of (_myself_ v)\nwait until <(level) = [7]>\nswitch costume to (uh oh v)\ncreate clone of (_myself_ v)\n\nwait (1) seconds\n\nchange x by (10)\n\nchange y by (10)\n\nset [tvdir v] to (pick random (0) to (1))\n\nwhen I start as a clone\nif <(level) > [7]> then\n wait (10) seconds\n delete this clone\nend\n\ndefine Distractions Level (in put!!) 2 per frame\nif <(level) = (in put!!)> then\n repeat until <not <(level) = (in put!!)>>\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n if <not <(level) = (in put!!)>> then\n stop [this script v]\n end\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nshow\ngo to [front v] layer\nclear graphic effects\nforever\n switch costume to (level)\nend\n\n@Oh nooo....\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\nforever\n switch costume to (level)\nend\n\nwhen I receive [game start v]\nshow\n\n@time counter\n\nwhen flag clicked\nhide\nset [-position x v] to [0]\nset [-cloneid v] to [0]\nset [-position x v] to [-40]\nrepeat (7)\n change [-cloneid v] by (1)\n create clone of (_myself_ v)\n change [-position x v] by (25)\nend\n\nwhen I start as a clone\nset size to (45) %\nforever\n if <(level) = [22]> then\n if <(-CloneID) > (length of (time))> then\n hide\n else\n show\n go to [front v] layer\n go to [front v] layer\n switch costume to (letter (-CloneID) of (time))\n go to x: (-position x) y: (-115)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n if <not <(level) = [22]>> then\n change [time v] by (1)\n end\nend\n\nforever\n\nclear graphic effects\nshow\n\n@TN\n\nwhen flag clicked\nhide\n\n
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Listen to the narrator. :)\nPlay here for no lag! (and more distractions)\nhttps://turbowarp.org/537983584?interpolate\n\nDistraction - A platformer! Just don't get thrown off by the moving text...\n\nDon't play if you have seizures please, It will make it so much worse.\n\nHope you enjoy, and thanks so much for 2k views!\nHappy summer!\n\n\n\n:D
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Platformer Part-10 (Forest)
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@Stage\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\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 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 (arrow v)?> or <<touching (saws v)?> or <<touching (enemy v)?> or <touching (lava 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 (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Waterflame - Jumper.mp3 v] until done\nend\n\nset [level v] to [8]\n\nwhen flag clicked\nwait (10) seconds\nbroadcast (Start v)\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nset [level v] to [8]\n\n@Text\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\n\nwhen I receive [start v]\ngo to [front 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@Arrow\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\nwhen I receive [start v]\nforever\n glide (1) secs to x: (0) y: ((y position) + (50))\n glide (1) secs to x: (0) y: ((y position) + (-50))\nend\n\nchange [level v] by (1)\n\n@Saws\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\ngo to x: (133) y: (-108)\ngo to [front 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: (-119) y: (-85)\n end\n if <(Level) = [5]> then\n go to x: (90) y: (-180)\n end\n if <(Level) = [9]> then\n go to x: (-10) y: (-110)\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 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) = [2]> then\n switch costume to (forward v)\n show\n go to x: (127) y: (-73)\n glide (1) secs to x: (214) y: (-73)\n switch costume to (backward v)\n glide (1) secs to x: (127) y: (-73)\n end\nend\n\nset [level v] to [9]\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (forward v)\n show\n go to x: (70) y: (-73)\n glide (1) secs to x: (214) y: (-73)\n switch costume to (backward v)\n glide (1) secs to x: (70) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (forward v)\n show\n go to x: (-217) y: (142)\n glide (1) secs to x: (-94) y: (142)\n switch costume to (backward v)\n glide (1) secs to x: (-217) y: (142)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\n@Trampoline\n\nwhen I receive [start v]\ngo to [front 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@Speed Ups\n\nwhen I receive [start v]\ngo to [front 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@Water\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\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@Trees\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (270) y: (135)\nshow\nglide (4) secs to x: (-300) y: (135)\ndelete this clone\n\nwhen I receive [start v]\nset [ghost v] effect to (25)\nforever\n go to [back v] layer\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\nend\n\n@Intro\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nstart sound [Liu - Groove v]\nset [clone id v] to [background]\ncreate clone of (_myself_ v)\nset [clone id v] to [screen]\ncreate clone of (_myself_ v)\nset [clone id v] to [name]\ncreate clone of (_myself_ v)\nset [clone id v] to [back arrows]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone id) = [background]> then\n show\n switch costume to (background v)\n go to [back v] layer\n set size to (100) %\nend\n\nwhen I start as a clone\nif <(clone id) = [screen]> then\n show\n switch costume to (size hack v)\n set size to (200) %\n switch costume to (screen v)\n go to [front v] layer\n wait (0.3) seconds\n go to x: (0) y: (0)\n repeat (12)\n switch costume to (size hack v)\n change size by (((100) - (size)) / (3))\n switch costume to (screen v)\n end\n forever\n set [whirl v] effect to ((shake) * (9))\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [name]> then\n point in direction (90)\n set [shake v] to [0]\n set [count v] to [0]\n set [end? v] to [0]\n show\n switch costume to (name v)\n set size to (9) %\n repeat (10)\n change size by (((100) - (size)) / (3))\n end\n wait (1.7) seconds\n shake\n wait (0.2) seconds\n shake\n wait (0.2) seconds\n shake\n wait (0.2) seconds\n shake\n wait (0.1) seconds\n shake\n wait (0.45) seconds\n shake\n wait (0.03) seconds\n shake\n wait (0.03) seconds\n shake\n wait (0.03) seconds\n shake\n wait (0.03) seconds\n shake\n wait (0.03) seconds\n shake\n wait (0.03) seconds\n shake\n shake\n wait (0.1) seconds\n shake\n wait (0.2) seconds\n shake\n wait (0.2) seconds\n shake\n wait (0.3) seconds\n shake\n wait (0.2) seconds\n shake\n wait (0.4) seconds\n shake\n set [clone id v] to [end]\n create clone of (_myself_ v)\n wait (0.1) seconds\n shake\n wait (0.03) seconds\n shake\n wait (0.03) seconds\n shake\n wait (0.03) seconds\n shake\n wait (0) seconds\n shake\nend\n\ndefine shake\nline explosion\nshockwave\nchange [count v] by (1)\nset [clone id v] to [white]\ncreate clone of (_myself_ v)\nset [clone id v] to [arrow]\ncreate clone of (_myself_ v)\nset [clone id v] to [arrow2]\ncreate clone of (_myself_ v)\nset size to (180) %\nif <((count) mod (2)) = [0]> then\n point in direction (75)\n set [shake v] to [10]\n repeat (5)\n go to x: (pick random (() - (shake)) to (shake)) y: (pick random (() - (shake)) to (shake))\n change [shake v] by (-2)\n change size by (((100) - (size)) / (3))\n end\nelse\n point in direction (105)\n set [shake v] to [-10]\n repeat (5)\n go to x: (pick random (() - (shake)) to (shake)) y: (pick random (() - (shake)) to (shake))\n change [shake v] by (2)\n change size by (((100) - (size)) / (3))\n end\nend\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I start as a clone\nif <(clone id) = [white]> then\n if <(end?) = [0]> then\n show\n switch costume to (white v)\n point in direction (90)\n set size to (100) %\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [end]> then\n set [end? v] to [1]\n show\n point in direction (90)\n switch costume to (size hack v)\n set size to (1000) %\n switch costume to (end v)\n repeat until <(size) < [120]>\n go to [front v] layer\n switch costume to (size hack v)\n change size by ((() - (size)) / (9))\n switch costume to (end v)\n end\n switch costume to (size hack v)\n set size to (600) %\n switch costume to (end2 v)\n set [end? v] to [2]\n repeat until <(size) < [120]>\n go to [front v] layer\n switch costume to (size hack v)\n change size by ((() - (size)) / (9))\n switch costume to (end2 v)\n end\n switch costume to (end3 v)\n wait (1) seconds\n broadcast (end v)\nend\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone id) = [arrow]> then\n show\n go to x: (81) y: (0)\n point in direction (90)\n switch costume to (arrow v)\n set size to (100) %\n repeat (30)\n change x by (((-500) - (x position)) / (9))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [arrow2]> then\n show\n go to x: (-81) y: (0)\n point in direction (90)\n switch costume to (arrow2 v)\n set size to (100) %\n repeat (30)\n change x by (((500) - (x position)) / (9))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [back arrows]> then\n show\n switch costume to (size hack v)\n set size to (120) %\n switch costume to (back arrows v)\n set [ghost v] effect to (50)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (9) y: (0)\n forever\n change y by (9)\n end\nend\n\ndefine line explosion\nset [clone id v] to [line explosion]\npoint in direction (90)\nrepeat (8)\n create clone of (_myself_ v)\n turn right (45) degrees\nend\n\nwhen I start as a clone\nif <(clone id) = [line explosion]> then\n show\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (line v)\n repeat (10)\n move (27) steps\n end\n delete this clone\nend\n\nrepeat (30)\n change x by (((500) - (x position)) / (9))\nend\ndelete this clone\n\nwhen I start as a clone\nif <(clone id) = [shockwave]> then\n show\n set size to (81) %\n clear graphic effects\n switch costume to (shockwave v)\n set [fisheye v] effect to (-50)\n set [ghost v] effect to (10)\n repeat (9)\n change [fisheye v] effect by (20)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine shockwave\nset [clone id v] to [shockwave]\ngo to x: (-127) y: (81)\ncreate clone of (_myself_ v)\ngo to x: (127) y: (81)\ncreate clone of (_myself_ v)\ngo to x: (-127) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (127) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\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
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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 spikes (grey), lava (red), arrows kinda things (red), saws (grey), and enemies (red).\nYou can swim in water (blue).\nTrampolines (black) make you jump higher.\nThere are 10 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n1st June 2021 - shared\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
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The Enexpected - A Platformer
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@Stage\n\n@Sprite10\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nhide\nforever\n go to (mouse-pointer v)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n go to [front v] layer\nend\n\nwhen I start as a clone\nhide\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [timer 2 v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (timer 2)\nhide\nbroadcast (stop v)\n\n@Sprite8\n\nwhen I receive [save v]\nSave\ndelete all of [how to export v]\nhide list [how to export v]\nadd [Triple-click on the code to select the whole code. Press Ctrl+C to copy the code.] to [how to export v]\nadd (SAVE) to [how to export v]\nadd [] to [how to export v]\nadd [You can share your code with others here:] to [how to export v]\nadd [https://scratch.mit.edu/discuss/topic/478905/] to [how to export v]\nadd [] to [how to export v]\nadd [Please don't post your code in the comments, many codes are too long!] to [how to export v]\nadd [] to [how to export v]\n\nwhen flag clicked\nhide\n\n@Sprite7\n\ndefine Invalid code\nif <(timer) < [0.5]> then\n Setup\n broadcast (Invalid code! v)\nelse\n Load (join [0] (item (history#) of [previous v]))\n broadcast (Invalid code! v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [save v]\nSave\ndelete all of [how to export v]\nhide list [how to export v]\nadd [Triple-click on the code to select the whole code. Press Ctrl+C to copy the code.] to [how to export v]\nadd (SAVE) to [how to export v]\nadd [] to [how to export v]\nadd [You can share your code with others here:] to [how to export v]\nadd [https://scratch.mit.edu/discuss/topic/478905/] to [how to export v]\nadd [] to [how to export v]\nadd [Please don't post your code in the comments, many codes are too long!] to [how to export v]\nadd [] to [how to export v]\n\nwhen flag clicked\nhide\n\n@Sprite5\n\ndefine Invalid code\nif <(timer) < [0.5]> then\n Setup\n broadcast (Invalid code! v)\nelse\n Load (join [0] (item (history#) of [previous v]))\n broadcast (Invalid code! v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [save v]\nSave\ndelete all of [how to export v]\nhide list [how to export v]\nadd [Triple-click on the code to select the whole code. Press Ctrl+C to copy the code.] to [how to export v]\nadd (SAVE) to [how to export v]\nadd [] to [how to export v]\nadd [You can share your code with others here:] to [how to export v]\nadd [https://scratch.mit.edu/discuss/topic/478905/] to [how to export v]\nadd [] to [how to export v]\nadd [Please don't post your code in the comments, many codes are too long!] to [how to export v]\nadd [] to [how to export v]\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n set [die v] to []\n Reset\n repeat until <not <(Die) = []>>\n broadcast (Collision v)\n tick\n end\n Die\nend\n\ndefine Die\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.3) seconds\nset [die v] to []\n\nwhen flag clicked\nset [game mode v] to [Make]\nGreen Flag: Reset\nbroadcast (Reset v)\nset [current cos v] to [1]\n\ndefine tick\nshow\ngo to x: (0) y: (0)\nswitch costume to (hitbox v)\nset size to ((Tile Size) * (2)) %\ngo to [front v] layer\ngo [backward v] (36) layers\nif <(Game Mode) = [Play]> then\n Play\nelse\n Make [7]\nend\n\ndefine yv (yv)\nchange [jump v] by (2)\nif <not <[collision v] contains [6]?>> then\n if <not <[collision v] contains [10]?>> then\n change [player_y v] by (yv)\n else\n set [jump v] to [0]\n set [xv v] to ((xv) * (0.97))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n change [player_y v] by ((yv) / (3))\n else\n change [player_y v] by ((yv) / (4))\n end\n end\nelse\n set [jump v] to [0]\n set [xv v] to ((xv) * (0.95))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [player_y v] by ((yv) / (2))\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [player_y v] by ((yv) / (2))\n end\nend\nPosition\nrepeat until <not <[collision v] contains [1]?>>\n if <(yv) > [0]> then\n change [player_y v] by (-1)\n else\n change [player_y v] by (1)\n set [my variable v] to [0]\n set [jump v] to [0]\n end\n set [my variable v] to [0]\n Position\nend\n\ndefine xv (xv)\nforever\n change [player_x v] by (xv)\n Position\n if <[collision v] contains [1]?> then\n repeat until <not <[collision v] contains [1]?>>\n if <(xv) > [0]> then\n change [player_x v] by (-1)\n else\n change [player_x v] by (1)\n end\n Position\n end\n if <(walljump) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(xv) > [0]> then\n set [xv v] to (((-7) / (30)) * (Tile Size))\n else\n set [xv v] to (((7) / (30)) * (Tile Size))\n end\n set [my variable v] to (((15) / (30)) * (Tile Size))\n end\n else\n set [xv v] to [0]\n end\n end\n end\n Position\nend\n\nset [jump v] to [0]\n\nset [jump v] to [0]\n\ndefine Position\nset [player_y v] to (round (Player_Y))\nset [player_x v] to (round (Player_X))\nCollision\ngo to x: ((Player_X) - (Camera X)) y: ((Player_Y) - (Camera Y))\nif <not <((Player_Y) - (Camera Y)) = (y position)>> then\n hide\nelse\n show\nend\n\ndefine Reset\ngo to x: (0) y: (0)\nset [current cos v] to [1]\nif <(Game Mode) = [Make]> then\n set [win v] to [0]\nend\nset [player_x v] to ((CheckX) * (Tile Size))\nset [player_y v] to ((CheckY) * (Tile Size))\nset [camera x v] to (Player_X)\nset [camera y v] to (Player_Y)\nset [xv v] to [0]\nset [my variable v] to [0]\nset [die v] to []\nset [ghost v] effect to (0)\n\ndefine Collision\ndelete all of [collision v]\nset [collision # v] to [1]\nrepeat (length of [x v])\n add [0] to [collision v]\n if <(item (Collision #) of [cos v]) = [3]> then\n if <<((item (Collision #) of [y v]) * (Tile Size)) < ((Player_Y) + (((Tile Size) / (4)) * (3)))> and <((item (Collision #) of [y v]) * (Tile Size)) > ((Player_Y) - (((Tile Size) / (4)) * (3)))>> then\n if <<((item (Collision #) of [x v]) * (Tile Size)) < ((Player_X) + (((Tile Size) / (4)) * (3)))> and <((item (Collision #) of [x v]) * (Tile Size)) > ((Player_X) - (((Tile Size) / (4)) * (3)))>> then\n replace item (Collision #) of [collision v] with (item (Collision #) of [cos v])\n end\n end\n else\n if <(item (Collision #) of [cos v]) = [15]> then\n if <<((item (Collision #) of [y v]) * (Tile Size)) < ((Player_Y) + (Tile Size))> and <([abs v] of ((item (Collision #) of [y v]) * (Tile Size)) ) > ((Player_Y) - (Tile Size))>> then\n if <<((item (Collision #) of [x v]) * (Tile Size)) < ((Player_X) + (Tile Size))> and <((item (Collision #) of [x v]) * (Tile Size)) > ((Player_X) - (Tile Size))>> then\n if <(item (Collision #) of [coins v]) = [0]> then\n replace item (Collision #) of [collision v] with (item (Collision #) of [cos v])\n end\n end\n end\n else\n if <<((item (Collision #) of [y v]) * (Tile Size)) < ((Player_Y) + (((Tile Size) / (35)) * (34)))> and <((item (Collision #) of [y v]) * (Tile Size)) > ((Player_Y) - (((Tile Size) / (35)) * (35)))>> then\n if <<((item (Collision #) of [x v]) * (Tile Size)) < ((Player_X) + (((Tile Size) / (25)) * (23)))> and <((item (Collision #) of [x v]) * (Tile Size)) > ((Player_X) - (((Tile Size) / (25)) * (23)))>> then\n replace item (Collision #) of [collision v] with (item (Collision #) of [cos v])\n end\n end\n end\n end\n change [collision # v] by (1)\nend\n\ndefine Play\nset [player_y v] to (round (Player_Y))\nif <(Win) = [0]> then\n if <[10] > ([abs v] of (xv) )> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [cos v] to [1]\n change [xv v] by (((2) / (30)) * (Tile Size))\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [cos v] to [2]\n change [xv v] by (((-2) / (30)) * (Tile Size))\n else\n set [cos v] to [3]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n Position\n if <(jump) < [5]> then\n change [jump v] by (3)\n set [my variable v] to (((21) / (30)) * (Tile Size))\n end\n end\nend\nset [my variable v] to ((my variable) * (0.99))\nset [xv v] to ((xv) * (0.8))\nif <(my variable) > [-13]> then\n change [my variable v] by ((((2) / (30)) * (Tile Size)) * (-1))\nend\nyv (my variable)\nif <([abs v] of (xv) ) > [0]> then\n xv (xv)\nend\nif <(Player_Y) < [-400]> then\n hide\nend\nif <<<[collision v] contains [3]?> or <[collision v] contains [12]?>> or <(Player_Y) < [-500]>> then\n set [die v] to [Die]\nend\nif <<[collision v] contains [4]?> or <[collision v] contains [5]?>> then\n set [my variable v] to (((25) / (30)) * (Tile Size))\nend\nchange [camera x v] by (round (((Player_X) - (Camera X)) / (((8) * (30)) / (Tile Size))))\nif <(Player_Y) > [-200]> then\n change [camera y v] by (round (((Player_Y) - (Camera Y)) / (((8) * (30)) / (Tile Size))))\nend\nPosition\nswitch costume to (Cos)\nCollision\n\ndefine Make (speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((speed) * (-1))\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [my variable v] to ((speed) + (3))\nelse\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(Player_Y) > [-50]>> then\n set [my variable v] to (((speed) + (3)) * (-1))\n end\nend\nset [my variable v] to ((my variable) * (0.6))\nset [xv v] to ((xv) * (0.5))\nchange [player_x v] by (xv)\nchange [player_y v] by (my variable)\nset [camera x v] to (Player_X)\nset [camera y v] to (Player_Y)\nswitch costume to (3 v)\ngo to x: ((0) - (Camera X)) y: ((Tile Size) - (Camera Y))\n\nwhen I receive [play game v]\nGreen Flag: Reset\nReset\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [backward v] (50) layers\n broadcast (Game Loop v)\nend\n\ndefine Green Flag: Reset\nset [checkx v] to [0]\nset [checky v] to [0]\nset [has won? v] to [0]\n\nset [win v] to [0]\nset [has won? v] to [0]\n\nwhen I receive [play game v]\n\ndefine Invalid code\nif <(timer) < [0.5]> then\n Setup\n broadcast (Invalid code! v)\nelse\n Load (join [0] (item (history#) of [previous v]))\n broadcast (Invalid code! v)\nend\n\n@Sprite3\n\nwhen I receive [save v]\nSave\ndelete all of [how to export v]\nhide list [how to export v]\nadd [Triple-click on the code to select the whole code. Press Ctrl+C to copy the code.] to [how to export v]\nadd (SAVE) to [how to export v]\nadd [] to [how to export v]\nadd [You can share your code with others here:] to [how to export v]\nadd [https://scratch.mit.edu/discuss/topic/478905/] to [how to export v]\nadd [] to [how to export v]\nadd [Please don't post your code in the comments, many codes are too long!] to [how to export v]\nadd [] to [how to export v]\n\nwhen flag clicked\nhide\n\n@Sprite2\n\ndefine Invalid code\nif <(timer) < [0.5]> then\n Setup\n broadcast (Invalid code! v)\nelse\n Load (join [0] (item (history#) of [previous v]))\n broadcast (Invalid code! v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [save v]\nSave\ndelete all of [how to export v]\nhide list [how to export v]\nadd [Triple-click on the code to select the whole code. Press Ctrl+C to copy the code.] to [how to export v]\nadd (SAVE) to [how to export v]\nadd [] to [how to export v]\nadd [You can share your code with others here:] to [how to export v]\nadd [https://scratch.mit.edu/discuss/topic/478905/] to [how to export v]\nadd [] to [how to export v]\nadd [Please don't post your code in the comments, many codes are too long!] to [how to export v]\nadd [] to [how to export v]\n\nwhen I receive [stop v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nswitch backdrop to (backdrop2 v)\n\n@not touch\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [l v] to [1]\ngo to x: (0) y: (0)\nhide\nif <(item (l) of [levels v]) = [1]> then\n next costume\n show\nend\n\nwhen I receive [next v]\nchange [l v] by (1)\nhide\nif <(item (l) of [levels v]) = [1]> then\n next costume\n show\nend\n\n@you won\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nwait (0.5) seconds\nshow\ngo to [front v] layer\nset size to (0) %\npoint in direction (0)\ngo to x: (0) y: (-1000)\nrepeat (30)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\nend\n\n@white out\n\nwhen I receive [slide v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nbroadcast (next v)\nset y to (1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [layers v]\ngo [backward v] (100) layers\n\nwhen I receive [stop v]\nshow\ngo to x: (206) y: (-48)\nforever\n if <touching (player v)?> then\n start sound [pop v]\n switch costume to (2 v)\n set [edge v] to [0]\n wait (0.5) seconds\n broadcast (slide v)\n wait (1.5) seconds\n set [edge v] to [1]\n else\n switch costume to (1 v)\n end\nend\n\n@TN\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\ngo to x: (0) y: (0)\nbroadcast (layers v) and wait\nshow\ngo to [front v] layer\nwait (1) seconds\nchange x by (1)\nrepeat (9)\n change x by (x position)\nend\nhide\n\n@BG\n\nwhen flag clicked\nhide\nforever\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (177)\nset [v v] to [0]\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n change [v v] by (pick random (-0.1) to (0.1))\n change x by (v)\n change y by (-1)\nend\nif <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nwhen I receive [layers v]\ngo to [front v] layer\n\n@level\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (you won v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@eyes\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to (player v)\n\nwhen I receive [stop v]\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nset size to (80) %\nforever\n wait (5) seconds\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@player\n\nwhen flag clicked\nhide variable [highscore v]\nhide variable [time you took - v]\nhide variable [timer v]\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <touching (level v)?>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [you won v]\nset [time you took - v] to (join (Timer) [ secs])\nshow variable [time you took - v]\nshow variable [highscore v]\nwait (3) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nset [y_vel v] to [8]\n\nwhen I receive [platform v]\nforever\n if <key (right arrow v) pressed?> then\n change [x_vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x_vel v] by (-1)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <touching (level v)?> then\n change y by ((-1) * (y_vel))\n if <<key (up arrow v) pressed?> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n broadcast (message1 v)\n check\nend\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\ndefine check\nif <<touching (not touch v)?> or <<touching (_edge_ v)?> and <(edge) = [1]>>> then\n broadcast (restart v)\n wait (0.1) seconds\nend\n\ncheck\n\nset size to (130) %\nset size to (100) %\n\nwhen I receive [stop v]\nset [timer v] to [0]\nset [time you took - v] to [0]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nset [edge v] to [1]\ndelete (all) of [bugs v]\nbroadcast (platform v)\n\nwhen I receive [stop v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen I receive [stop v]\nforever\n change [timer v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [you won v]\nif <(Time you took -) < (Highscore)> then\n set [highscore v] to (Time you took -)\nend\n\n@Blank\n\n
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You can't click stop button lol !\nI bet you can't click the follow, love and share button in less than 5 secs ( I can do that ! ) !\nTry beating @zhuang5316 's highscore - 9 secs\nPlease don’t put hate comments and stuff like that\nEveryone pls follow, love, fav and share\nmight be a bit messy\nThe title is a mix of expected and unexpected\n-------------------------------Controls------------------------------\nArrow Keys or WASD to move\nDo not touch spikes\nThe red thingy makes u fast\nThe cyan thingy makes u slow\nThe cyan flag is where u spawn\nThe green flag is from where u go to next level\nThe trampoline makes u bounce.\nI tried making better arts\n------------------------------Controls----------------------( Real )\nDont touch spikes or the text or the music thing\nTouch the button for next level\nArrow keys to move
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SPACE ADVENTURE 2 a multiplayer platformer! #Games #Games #Games #Games #Games #Games #Games #All
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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 [Danimal Cannon & Zef - Chronos v] until done\nend\n\nplay sound [Alan Walker - Force v] until done\n\n@blank\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Player \n\nwhen I receive [begin v]\nshow\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\n \n if <(Chat) = <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\npoint in direction (90)\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nif <not <touching (water v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\nelse\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\nend\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\n\ndefine Game - Die\nset [exit v] to []\nPosition Player\nstart sound [Hurt v]\npoint in direction (90)\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nshow\nif <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\nend\nif <<<(mouse x) < ((x position) + (-10))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<((x position) + (10)) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nchange [in air v] by (1)\n\nchange [in air v] by (1)\n\ndefine Position Player\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [in air v] to [0]\nset [exit v] to []\n\nwhen flag clicked\nset [checkpoint x v] to [-21]\nset [checkpoint y v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nmove (10) steps\n\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\n\nforever\n\nif <(LEVEL) = [2]> then\n set [checkpoint x v] to [-21]\n set [checkpoint y v] to [0]\n set [y v] to [0]\n set [x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (normal3 v)\n end\nend\n\nhide\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n show\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [560] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to [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\nClone at x: [560] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED_MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\nchange [collected_max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\nset [collected v] to [0]\nset [collected_max v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [149] y: [42]\n Clone at x: [345] y: [20]\n Clone at x: [1420] y: [-50]\nend\nset [collectables: x v] to [-9999999999]\n\nClone at x: [1800] y: [50]\n\nClone at x: [4861] y: [-30]\nClone at x: [4925] y: [-30]\n\ndelete this clone\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (You win!!! v)\n hide\n set [exit: x v] to [999999999999999]\n set [exit: y v] to [999999999999999]\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 (costume1 v)\n Clone at x: [5554] y: [288]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [3000] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\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)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nwhen I receive [open portal v]\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\nset [exit v] to [win]\n\n@Chat\n\nwhen I start as a clone\nshow\nswitch costume to (effet v)\nset [ghost v] effect to (20)\nset size to (12) %\nrepeat (20)\n change size by (-0.7)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nstart sound [Disconnect v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Checkpoints\n\nwhen I start as a clone\n\nwhen I start as a 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\nset size to (100) %\n\ngo to [back v] layer\n\ndefine Clone at x: (x) y: (y)\nchange [check points number# v] by (1)\nset [@x v] to (x)\nset [@y v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nshow\nswitch costume to (off v)\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (@x)\n set [checkpoint y v] to (@y)\n end\n if <<(@x) = (CHECKPOINT X)> and <(@y) = (CHECKPOINT Y)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen I receive [play game v]\n\nset [check id v] to [1]\n\nif <(check id) = [1]> then\n\nwhen flag clicked\nset [check points number# v] to [0]\nset [@x v] to [1]\nset [@y v] to [-13]\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\n\nwhen I receive [play game v]\nswitch costume to (blankkk v)\n\nwhen flag clicked\n\nwhen flag clicked\nset [@x v] to [1]\nset [@y v] to [-13]\nwait (.009) seconds\nClone at x: [2688] y: [141]\nswitch costume to (blankkk v)\n\nwhen flag clicked\n\nset [@x v] to (x)\nset [@y v] to (y)\n\ncreate clone of (_myself_ v)\n\npos [] []\n\nset [:done v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (blankkk v)\n\ncreate clone of (_myself_ v)\n\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\n\nrepeat (10)\n\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\nwait (.007) seconds\nClone at x: [1] y: [-13]\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nforever\n wait (0.07) seconds\n if <(checkpoint mode) = [1]> then\n if <(costume [number v]) = [3]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n else\n if <(costume [number v]) = [1]> then\n switch costume to (on2 v)\n else\n switch costume to (off2 v)\n end\n end\nend\n\nset size to (100) %\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n set [_checkpoint v] to (checkpoint #)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to ((y) + (100))\n end\n if <(_checkpoint) = (checkpoint #)> then\n set [checkpoint mode v] to [1]\n else\n set [checkpoint mode v] to [0]\n end\nend\n\nwait (.011) seconds\nClone at x: [1239] y: [124]\n\nwait until <(x) > [1219]>\n\nset [@x v] to (x)\nset [@y v] to (y)\n\nset [check id v] to [1]\n\nset [check id v] to [1]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [you win!!! v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [this script v]\n\n
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Space adventure 3 is out! https://scratch.mit.edu/projects/541863512\n------------------------instructions--------------------\nUse arrow keys to move \nOr if using phone or ipad there are mobile controls :)\nso it should be okay!\npush the chat button to chat with online people\n10 is the max amount of players so if the server \nsorry. but l might make server 2 !\nthis is a multiplayer platformer so it might lag sorry.\nplease love fav and follow! l would appreciate it!\nAnd new scratchers cant do multiplayer.\n\n\n\n\n\n\n\n\n\n\n\n\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 "space games are fun"
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Nuclear escape platformer #all #games
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@Stage\n\nwhen flag clicked\nforever\n play sound [Travel The Galaxy \(HD\).mp3 v] until done\nend\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [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 Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (disfraz1 v)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (disfraz2 v)\n change [sx v] by (2)\nend\nif <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (disfraz4 v)\nend\nif <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (disfraz3 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 <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <[4] > (in air)> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nset [scroll y v] to (y)\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\n\nwhen flag clicked\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\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 Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [end]> then\n end\n end\nend\n\ndefine Game on\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll y v] to [0]\nset [scroll x v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test die\nif <touching (nuclear v)?> then\n set [exit v] to [die]\nend\n\nchange [scroll y v] by (round ((() - (SCROLL Y)) / (5)))\n\ndefine end\nrepeat (10)\n turn right (36) degrees\n change y by (4)\n change [ghost v] effect by (10)\nend\nchange [level v] by (1)\n\nhide\n\nwait (1) seconds\n\nwhen I receive [green flag v]\nbroadcast (playgame v) and wait\n\n@nuclear\n\nwhen I receive [tick v]\nset [ghost v] effect to (50)\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(LEVEL) = [1]> then\n change [y v] by (3)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [-375]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms\n\nwhen I receive [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\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\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: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (disfraz1 v)\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@End\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [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 [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\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: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [630]\nelse\n switch costume to (level 1 1 v)\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thumbnail2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\n
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hello there is the nuclear escape\nescape from nuclear products and save\nif you give like and star you can see secret message\nand please if you like follow me\nif you can not pass you are a crack but if you can pass you are a supercrack\narrows to move\n#games #all\nthanks all of people that press like and fav \nand a lot of thanks for people that remix mi proyect\nwe are already a great community
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Super Mario Bros | A Platformer | #games #mario #fun
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [smb_main-theme v] until done\nend\n\n@Platformer Engine\n\nwhen backdrop switches to [13 v]\nshow variable [deaths v]\n\nwhen I receive [up v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nhide\nhide variable [deaths v]\nset [deaths v] to [0]\nwait (1) seconds\nshow\nset size to (150) %\nset [ghost v] effect to (0)\nswitch costume to (stand v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-10)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (stand v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (stand2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#994b0c)?> or <touching color (#d78d22)?>> then\n switch costume to (die v)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (UNSHRINK v)\n broadcast (up v)\n switch costume to (stand v)\n change [deaths v] by (1)\n end\n if <<(x position) > [-230]> and <(y position) < [-179]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (up v)\n end\n if <touching (flag v)?> then\n go to x: (-201) y: (-10)\n next backdrop\n end\n if <touching color (#171717)?> then\n go to x: (-201) y: (-10)\n next backdrop\n end\nend\n\nwhen backdrop switches to [13 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@FLAG\n\nwhen flag clicked\nshow\ngo to x: (182) y: (-60)\n\nwhen backdrop switches to [2 v]\ngo to x: (151) y: (5)\n\nwhen backdrop switches to [3 v]\ngo to x: (203) y: (-60)\n\nwhen backdrop switches to [11 v]\ngo to x: (166) y: (1)\n\nwhen backdrop switches to [12 v]\nhide\n\nwhen backdrop switches to [13 v]\nhide\n\n@TB\n\nwhen flag clicked\nhide\n\n@PIPE\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [12 v]\ngo to x: (170) y: (-77)\nshow\n\nwhen backdrop switches to [13 v]\nhide\n\n@LV 1\n\nwhen flag clicked\nshow\nwait (1) seconds\nforever\n hide\nend\n\n
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★Super Mario Bros★\n★A Mobile Friendly Platformer★\n\n2K Special O.o\nEnjoy!\nLike and fav! Follow me for more content!\n\n★INSTRUCTIONS★\n\nUse arrow keys or WAD to move\nPress up arrow to jump\nDodge goombas, koopas, and piranhas. \nJump on bricks\n\n★CREDITS★\n\n@Will_Wam for mario, enemies, and background\n@Soundburst for engine\n\n★SOME OF MY OTHER GAMES★\n\nBURGER CLICKER:\nhttps://scratch.mit.edu/projects/534796495\nAMONG US 5 THE SABOTAGE:\nhttps://scratch.mit.edu/projects/534567968\n1.6K GAME CONTEST RESULTS:\nhttps://scratch.mit.edu/projects/537661103\n\n★TAGS★\n\n#games #all #mario #supermario #fun #art #goomba #koopa #piranha #mobile #trentontnt #like #fav #follow #enjoy
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Waluigi: A platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (scene #1 v)\n\nwhen flag clicked\nforever\n play sound [Ghost Fight v] until done\nend\n\nplay sound [knife sound effect v] until done\n\nstop all sounds\n\n@Waluigi\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume \(1\) v)\n wait (0.05) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume3 v)\n wait (0.05) seconds\n switch costume to (costume4 v)\n wait (0.05) seconds\n switch costume to (costume5 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (costume \(1\) v)\n wait (0.05) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume3 v)\n wait (0.05) seconds\n switch costume to (costume4 v)\n wait (0.05) seconds\n switch costume to (costume5 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n end\n if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>>> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume2 \(1\) v)\n end\nend\n\nwait (0.05) seconds\nswitch costume to (costume1 v)\nwait (0.05) seconds\nswitch costume to (costume v)\n\nwait (0.05) seconds\nswitch costume to (costume8 v)\nwait (0.05) seconds\nswitch costume to (costume9 v)\n\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [browsy v]\nhide\n\nswitch backdrop to (browsy v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (goomba v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (goomba2 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (goomba3 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (blooper-1 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (blooper-2 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (goomba4 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (big guy v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (spring mario v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (spring mario2 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (shell7 \(1\) v)?> then\n go to x: (-84) y: (-67)\n end\n if <touching (shell7 v)?> then\n go to x: (-84) y: (-67)\n end\n if <touching (boo v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (boo3 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (boo2 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (boo4 v)?> then\n go to x: (-213) y: (-112)\n end\n if <touching (sprite1 v)?> then\n go to x: (-213) y: (-112)\n end\nend\n\ngo to x: (-213) y: (-112)\n\ngo to x: (-213) y: (-112)\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (movement speed) Friction (friction) Slope (slope)\nchange [gravity v] by (gravity)\nchange y by (Gravity)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (Gravity) ) / (Gravity)) * (-1))\n end\n set [gravity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Gravity) ) / (Gravity)) = [-1]>> * (jump height))\nend\nset [gravity x v] to ((((Gravity x) + (<key (left arrow v) pressed?> * ((movement speed) * (-1)))) + (<key (right arrow v) pressed?> * (movement speed))) * (friction))\nchange x by (Gravity x)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] 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 (Gravity x) ) / (Gravity x)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n next backdrop\n go to x: (-213) y: (-112)\n end\n if <touching (lucky block v)?> then\n set [gravity v] to [16]\n end\n if <touching (donkey kong v)?> then\n switch backdrop to (monke v)\n end\n if <touching (walk 1 v)?> then\n switch backdrop to (browsy v)\n end\n if <touching (sprite2 v)?> then\n go to x: (-213) y: (-112)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-192) y: (-107)\nset [gravity v] to [0]\nset [gravity x v] to [0]\nset [score v] to [0]\nforever\n Platform Gravity [-1] Jump Height [13] Side Movement Speed [2] Friction [0.7] Slope [8]\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (33) y: (26)\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [scene #2 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [scene #3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [scene #4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [scene #5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [scene #6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [scene #7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [scene #8 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [scene #9 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [scene #10 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [browsy v]\nhide\n\nwhen backdrop switches to [scene #11 v]\nswitch costume to (costume11 v)\n\nwhen backdrop switches to [scene #12 v]\nswitch costume to (costume12 v)\n\nwhen backdrop switches to [scene #13 v]\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [scene #14 v]\nswitch costume to (costume14 v)\n\nwhen backdrop switches to [scene #15 v]\nswitch costume to (costume15 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Flag\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\ngo to x: (215) y: (-110)\n\nwhen backdrop switches to [scene #4 v]\ngo to x: (219) y: (-2)\n\nwhen backdrop switches to [scene #5 v]\ngo to x: (99) y: (123)\n\nwhen backdrop switches to [scene #6 v]\ngo to x: (220) y: (-112)\n\nwhen backdrop switches to [scene #7 v]\ngo to x: (143) y: (131)\n\nwhen backdrop switches to [scene #8 v]\ngo to x: (-222) y: (145)\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [scene #9 v]\ngo to x: (215) y: (-109)\n\nwhen backdrop switches to [scene #10 v]\ngo to x: (218) y: (45)\n\nwhen backdrop switches to [browsy v]\nhide\n\nwhen backdrop switches to [scene #11 v]\ngo to x: (212) y: (105)\n\nwhen backdrop switches to [scene #12 v]\nswitch costume to (costume3 v)\ngo to x: (214) y: (144)\n\nwhen backdrop switches to [scene #13 v]\ngo to x: (-221) y: (145)\n\nwhen backdrop switches to [scene #14 v]\ngo to x: (204) y: (101)\n\nwhen backdrop switches to [scene #15 v]\ngo to x: (-215) y: (151)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@Cloud 1\n\nwhen flag clicked\nshow\ngo to x: (129) y: (130)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n go to x: (129) y: (pick random (90) to (170))\n end\nend\n\ngo to x: (-55) y: (-23)\n\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\nend\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [browsy v]\nhide\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Cloud 2\n\nwhen flag clicked\nshow\ngo to x: (122) y: (105)\nforever\n change x by (-1)\n if <touching (_edge_ v)?> then\n go to x: (122) y: (pick random (90) to (170))\n end\nend\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [browsy v]\nhide\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Cloud 3\n\nwhen flag clicked\nshow\ngo to x: (155) y: (89)\nforever\n change x by (-2.1)\n if <touching (_edge_ v)?> then\n go to x: (155) y: (pick random (90) to (170))\n end\nend\n\ngo to x: (122) y: (105)\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [browsy v]\nhide\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Lucky block\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #2 v]\nshow\ngo to x: (-16) y: (-72)\nforever\n if <touching (waluigi v)?> then\n wait (1) seconds\n hide\n end\nend\n\nwhen backdrop switches to [scene #3 v]\nhide\n\n@Goomba\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #3 v]\nshow\ngo to x: (213) y: (-125)\nforever\n change x by (-2)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #4 v]\nhide\n\n@Goomba2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #4 v]\nshow\ngo to x: (178) y: (-126)\nforever\n change x by (-2)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #5 v]\nhide\n\n@Goomba3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #4 v]\nshow\ngo to x: (166) y: (-124)\nforever\n change x by (-4)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #5 v]\nhide\n\n@Bug machine\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-13) y: (-10)\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [browsy v]\nhide\n\nwhen backdrop switches to [scene #10 v]\nshow\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Blooper-1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #5 v]\nshow\ngo to x: (81) y: (-32)\nswitch costume to (blooper-1 v)\nforever\n next costume\n wait (1) seconds\nend\n\nwhen backdrop switches to [scene #6 v]\nhide\n\n@Blooper-2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #5 v]\nshow\ngo to x: (-40) y: (-120)\nswitch costume to (blooper-1 v)\nforever\n next costume\n wait (1) seconds\nend\n\ngo to x: (81) y: (-32)\n\nwhen backdrop switches to [scene #6 v]\nhide\n\n@Goomba4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #6 v]\nshow\ngo to x: (166) y: (-124)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #7 v]\nhide\n\n@big guy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #6 v]\nswitch costume to (thwomp1 v)\ngo to x: (38) y: (140)\nshow\nforever\n if <(y position) > []> then\n switch costume to (thwomp2 v)\n change y by (-3)\n end\n if <touching (ground v)?> then\n change y by (10000)\n end\nend\n\nwait (0.1) seconds\n\nwait (1) seconds\n\nwhen backdrop switches to [scene #7 v]\nhide\n\n@Spring Mario\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #7 v]\nshow\ngo to x: (-63) y: (-116)\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #8 v]\nhide\n\n@Spring Mario2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #7 v]\nshow\ngo to x: (32) y: (-121)\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #8 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #7 v]\nshow\ngo to x: (214) y: (-17)\n\nwhen backdrop switches to [scene #8 v]\nhide\n\n@Donkey Kong\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #8 v]\nshow\ngo to x: (194) y: (-121)\npoint in direction (-90)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [scene #9 v]\nhide\n\n@Shell7 (1)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [scene #8 v]\nshow\ngo to x: (164) y: (-32)\n\nwhen backdrop switches to [scene #9 v]\nhide\n\n@Shell7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [monke v]\nhide\ngo to x: (59) y: (101)\n\nwhen backdrop switches to [scene #8 v]\nshow\n\nwhen backdrop switches to [scene #9 v]\nhide\n\n@Walk 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #10 v]\nshow\ngo to x: (165) y: (-93)\nforever\n change x by (-0.75)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen backdrop switches to [browsy v]\nhide\n\nwhen backdrop switches to [scene #11 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [monke v]\nhide\n\nwhen backdrop switches to [browsy v]\nhide\n\nwhen backdrop switches to [scene #12 v]\nshow\ngo to x: (-12) y: (-46)\n\n@Boo\n\nwhen flag clicked\nset size to (35) %\nhide\n\nwhen backdrop switches to [scene #12 v]\nshow\ngo to x: (215) y: (3)\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #13 v]\nset size to (20) %\ngo to x: (-90) y: (123)\n\nhide\n\nwhen backdrop switches to [scene #14 v]\nhide\n\nwhen backdrop switches to [scene #15 v]\nshow\ngo to x: (65) y: (-66)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Boo2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #12 v]\nshow\ngo to x: (87) y: (-34)\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #13 v]\ngo to x: (-158) y: (35)\n\nwhen backdrop switches to [scene #14 v]\nhide\n\n@Boo3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #12 v]\nshow\ngo to x: (210) y: (-127)\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #13 v]\ngo to x: (217) y: (144)\n\nwhen backdrop switches to [scene #14 v]\nhide\n\n@Boo4\n\nwhen flag clicked\nset size to (20) %\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [scene #13 v]\n\nhide\n\nwhen backdrop switches to [scene #15 v]\nshow\ngo to x: (68) y: (76)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n
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-------------------Instructions-------------------------------------\n-Arrow keys to move\n-Avoid bad guys\n- Death Screen only appears for Donkey Kong and Bowser. SO DON'T TOUCH THEM\n------------------------------------------------------------------------\n- no ads\n
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☁online among us cloud platformer
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@Stage\n\nwhen flag clicked\n\nwhen I receive [start v]\nset volume to (70) %\nforever\n play sound [AMONG US - Menu Theme v] until done\nend\n\nwait (2) seconds\n\n@blank\n\n@player\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop2 v)\nbroadcast (LVsilvers v) and wait\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n player tick\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nadd (costume [number v]) to [buffer v]\nadd (direction) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [4]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine player tick\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\nif <(died?) = [0]> then\n if <(run?) = [1]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\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) * (-1.25))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\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 <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(run?) = [1]> then\n if <touching (ground v)?> then\n set [yv v] to [11.5]\n end\n end\n end\n change y by (1)\n change [x v] by (round ((x position) - ((x) - (scroll x))))\n change [y v] by (round ((y position) - ((y) - (scroll y))))\n change [scroll x v] by (round (((x) - (scroll x)) / (10)))\n change [scroll y v] by (round (((y) - (scroll y)) / (10)))\n if <<key (space v) pressed?> or <(kill?) = [1]>> then\n if <(pol) = [impostor]> then\n set [costume# v] to [7]\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [costume# v] by (0.3)\n if <(costume#) > [4]> then\n set [costume# v] to [1]\n end\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [costume# v] by (0.3)\n if <(costume#) > [4]> then\n set [costume# v] to [1]\n end\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [costume# v] to [5]\n else\n set [costume# v] to [6]\n end\n end\n end\n end\n switch costume to (costume#)\nend\n\nswitch costume to (costume3 v)\n\ndefine move (x) (y)\ngo to x: (((x) + (x)) - (scroll x)) y: (((y) + (y)) - (scroll y))\nif <not <touching color (#000000)?>> then\n change [x v] by (x)\n change [y v] by (y)\nend\n\nwhen I receive [begin v]\nset [checkpoint v] to [0]\nforever\n if <<<touching color (#8b8794)?> or <touching color (#efe8ff)?>> or <(y) < [-700]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [-5]\n set [scroll y v] to [30]\n if <(checkpoint) = [1]> then\n set [x v] to [1048]\n set [y v] to [523]\n set [scroll x v] to [1044]\n set [scroll y v] to [526]\n end\n if <(checkpoint) = [2]> then\n set [x v] to [2056]\n set [y v] to [871]\n set [scroll x v] to [2052]\n set [scroll y v] to [876]\n end\n if <(checkpoint) = [3]> then\n set [x v] to [-919]\n set [y v] to [1346]\n set [scroll x v] to [-914]\n set [scroll y v] to [1351]\n end\n end\n if <(scroll y) < [-1605]> then\n set [scroll y v] to [-1605]\n end\n if <(scroll y) > [1605]> then\n set [scroll y v] to [1605]\n end\n if <(scroll x) < [-2147]> then\n set [scroll x v] to [-2147]\n end\n if <(scroll x) > [2147]> then\n set [scroll x v] to [2147]\n end\n set [check v] to (checkpoint)\nend\n\nwhen I receive [game v]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nset [task1 v] to [1]\nset [task2 v] to [1]\nset [task3 v] to [1]\nset [task4 v] to [1]\nset [check v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [checkpoint v] to [0]\nset [max player v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup - opponent v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\nelse\n broadcast (Full v)\nend\n\nwhen I receive [begin v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n if <(Yv) = [0]> then\n play sound [Hallway6 v] until done\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n if <(Yv) = [0]> then\n play sound [Hallway6 v] until done\n end\n end\nend\n\nif then\n\nwhen I receive [kill v]\nset [died? v] to [1]\nset [costume# v] to [8]\nswitch costume to (costume#)\nwait (5) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nforever\n if <(pol) = [impostor]> then\n if <<touching (opponent v)?> and <key (space v) pressed?>> then\n play sound [Kill v] until done\n end\n end\nend\n\nwhen flag clicked\n\nwait (5) seconds\nbroadcast (Connecting v) and wait\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (blank v)\nbroadcast (begin v)\n\nwhen I receive [toch v]\n\nset [costume# v] to [7]\n\nset [costume# v] to [7]\n\nwhen flag clicked\nset [died? v] to [0]\n\nbroadcast (begin v) and wait\n\nwhen [space v] key pressed\nif <not <<(red) = [1]> and <<(yellow) = [1]> and <(green) = [1]>>>> then\n if <not <(pol) = [impostor]>> then\n if <(task1) > [0]> then\n if <touching (task1 v)?> then\n broadcast (task1 v)\n set [task1 v] to [0]\n end\n else\n broadcast (exit task1 v)\n set [task1 v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [red v] to [0]\nset [yellow v] to [0]\nset [green v] to [0]\n\nwhen [space v] key pressed\nif <not <(-\(among\)-) = [1]>> then\n if <not <(pol) = [impostor]>> then\n if <(task2) > [0]> then\n if <touching (task2 v)?> then\n broadcast (task2 v)\n set [task2 v] to [0]\n end\n else\n broadcast (exit task2 v)\n set [task2 v] to [1]\n end\n end\nend\n\nwhen [space v] key pressed\n\nwhen I receive [toch task? v]\nif <not <<(red) = [1]> and <<(yellow) = [1]> and <(green) = [1]>>>> then\n if <not <(pol) = [impostor]>> then\n if <(task1) > [0]> then\n if <touching (task1 v)?> then\n broadcast (task1 v)\n set [task1 v] to [0]\n end\n else\n broadcast (exit task1 v)\n set [task1 v] to [1]\n end\n end\nend\n\nwhen I receive [toch task? v]\nif <not <(-\(among\)-) = [1]>> then\n if <not <(pol) = [impostor]>> then\n if <(task2) > [0]> then\n if <touching (task2 v)?> then\n broadcast (task2 v)\n set [task2 v] to [0]\n end\n else\n broadcast (exit task2 v)\n set [task2 v] to [1]\n end\n end\nend\n\nwhen [space v] key pressed\nif <(completed scaner) = [0]> then\n if <not <(pol) = [impostor]>> then\n if <(task3) > [0]> then\n if <touching (task3 v)?> then\n broadcast (task3 v)\n set [task3 v] to [0]\n end\n else\n broadcast (exit task2 v)\n set [task3 v] to [1]\n end\n end\nend\n\nwhen I receive [toch task? v]\nif <(completed scaner) = [0]> then\n if <not <(pol) = [impostor]>> then\n if <(task3) > [0]> then\n if <touching (task3 v)?> then\n broadcast (task3 v)\n set [task3 v] to [0]\n end\n else\n broadcast (exit task2 v)\n set [task3 v] to [1]\n end\n end\nend\n\nwhen [space v] key pressed\nif <not <(course) = [10]>> then\n if <not <(pol) = [impostor]>> then\n if <(task4) > [0]> then\n if <touching (task4 v)?> then\n broadcast (task4 v)\n set [task4 v] to [0]\n end\n else\n broadcast (exit task4 v)\n set [task4 v] to [1]\n end\n end\nend\n\nwhen I receive [stop v]\nset [x v] to [-543]\nset [y v] to [-367]\n\nwhen I receive [toch task? v]\nif <not <(course) = [10]>> then\n if <not <(pol) = [impostor]>> then\n if <(task4) > [0]> then\n if <touching (task4 v)?> then\n broadcast (task4 v)\n set [task4 v] to [0]\n end\n else\n broadcast (exit task4 v)\n set [task4 v] to [1]\n end\n end\nend\n\n@opponent\n\ndefine begin decoded of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine val=read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nset [color v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYER) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n position ((x) - (scroll x)) and ((y) - (scroll y))\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponent 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 start sound [Player_SpawnIn2 v]\n show\n end\n set [offline v] to [0]\n begin decoded of (value)\n val=read from encoded\n say (join (player #) (join [ : ] (value)))\n val=read from encoded\n val=read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n val=read from encoded\n end\n switch costume to (value)\n val=read from encoded\n broadcast (decode chat v)\n if <(pol) = [crewmate]> then\n if <<touching (player v)?> and <(costume [number v]) = [7]>> then\n broadcast (kill v)\n end\n end\nend\nif <(length of [buffer v]) > [0]> then\n set [x v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n set [y v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n switch costume to (item (1) of [buffer v])\n delete (1) of [buffer v]\n point in direction (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nset x to (-203)\n\nset y to (180)\n\ndelete (1) of [buffer v]\ndelete (1) of [buffer v]\n\ndefine position (x) and (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nsay (value) for (4) seconds\nval=read from encoded\n\nwhen I receive [decode chat v]\ndecode chat (value)\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 end\n end\nend\n\n@ground\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [win v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\n@background\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [win v]\nhide\n\n@LVsilvers\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n switch costume to (2 v)\n go to x: (-240) y: (0)\n glide (1) secs to x: (-30) y: (0)\nend\nif <(id) = [2]> then\n switch costume to (3 v)\n go to x: (240) y: (0)\n glide (1) secs to x: (30) y: (0)\nend\nif <(id) = [3]> then\n switch costume to (4 v)\n start sound [Ricochet v]\n go to x: (240) y: (-40)\n glide (0.3) secs to x: (30) y: (-40)\n wait (1) seconds\n broadcast (game v)\n broadcast (Connecting v)\nend\n\nwhen I receive [lvsilvers v]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ndelete this clone\n\nwhen I receive [game v]\ndelete this clone\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\nbroadcast (romdom v)\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\nbroadcast (romdom v)\n\nwhen I receive [connecting v]\nwait (8) seconds\n\n@1\n\nwhen I receive [kill v]\nshow\nstart sound [301abd81-edc2-4c2a-a341-e2f09c9935bd v]\nswitch costume to (1 v)\nrepeat (4)\n next costume\n wait (0.0) seconds\nend\nbroadcast (gif v)\n\nwhen flag clicked\nhide\n\nwhen I receive [gif hide v]\nhide\nwait (8) seconds\nstop [all v]\n\n@gif\n\nwhen I receive [gif v]\nshow\nswitch costume to (89b33ada4012ac281f51376ac03992da v)\nrepeat (46)\n next costume\n wait (0.1) seconds\nend\nhide\nbroadcast (gif hide v)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [romdom v]\ngo to [front v] layer\nshow\nif <(pick random (1) to (4)) = [1]> then\n switch costume to (costume2 v)\n set [pol v] to [impostor]\nelse\n switch costume to (costume1 v)\n set [pol v] to [crewmate]\nend\nplay sound [get_info v] until done\nbroadcast (start v)\nhide\n\nwhen flag clicked\nhide\n\n@costume1\n\nwhen flag clicked\nset [kill? v] to [0]\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nif <(pol) = [impostor]> then\n go to x: (101) y: (-137)\n show\nelse\n hide\nend\n\nwhen this sprite clicked\nset [kill? v] to [1]\nwait (0.5) seconds\nset [kill? v] to [0]\n\nbroadcast (toch v)\n\n@use\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to x: (187) y: (-136)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (toch task? v)\n\nwhen I receive [task1 v]\nhide\n\nwhen I receive [task2 v]\nhide\n\nwhen I receive [task4 v]\nhide\n\nwhen I receive [exit task1 v]\ngo to x: (187) y: (-136)\ngo to [front v] layer\nshow\n\nwhen I receive [exit task2 v]\ngo to x: (187) y: (-136)\ngo to [front v] layer\nshow\n\nwhen I receive [exit task4 v]\ngo to x: (187) y: (-136)\ngo to [front v] layer\nshow\n\nwhen I receive [task completed v]\ngo to x: (187) y: (-136)\ngo to [front v] layer\nshow\n\nwhen I receive [task completed2 v]\ngo to x: (187) y: (-136)\ngo to [front v] layer\nshow\n\nwhen I receive [task completed4 v]\ngo to x: (187) y: (-136)\ngo to [front v] layer\nshow\n\n@task1\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [x v] to [-305]\nset [y v] to [260]\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\n if <(costume [number v]) = [2]> then\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [task completed v]\nswitch costume to (costume2 v)\n\n@Sprite5\n\nwhen I receive [task1 v]\nset [run? v] to [0]\nset [click? v] to [0]\nswitch costume to (fg v)\nstart sound [Open v]\nshow\nforever\n if <<(red) = [1]> and <<(yellow) = [1]> and <(green) = [1]>>> then\n broadcast (task completed v) and wait\n end\nend\n\nwhen I receive [exit task1 v]\nset [run? v] to [1]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nerase all\nif <(id) = [1]> then\n go to x: (-150) y: (100)\n show\n go to [front v] layer\n switch costume to (2r v)\n point in direction (-90)\nend\nif <(id) = [2]> then\n go to x: (-130) y: (100)\n show\n go to [front v] layer\n switch costume to (2l v)\n point in direction (90)\nend\nif <(id) = [3]> then\n go to x: (-150) y: (0)\n show\n go to [front v] layer\n switch costume to (2r2 v)\n point in direction (-90)\nend\nif <(id) = [4]> then\n go to x: (-130) y: (0)\n show\n go to [front v] layer\n switch costume to (2l2 v)\n point in direction (90)\nend\nif <(id) = [5]> then\n go to x: (-150) y: (-100)\n show\n go to [front v] layer\n switch costume to (2r3 v)\n point in direction (-90)\nend\nif <(id) = [6]> then\n go to x: (-130) y: (-100)\n show\n go to [front v] layer\n switch costume to (2l3 v)\n point in direction (90)\nend\n\nwhen I receive [task1 v]\nset [id v] to [0]\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nif <key (space v) pressed?> then\n broadcast (exit task1 v)\nend\n\nwait (1) seconds\n\nwhen this sprite clicked\nif <(id) = [2]> then\n set [click? v] to [1]\nend\nif <(id) = [4]> then\n set [click? v] to [2]\nend\nif <(id) = [6]> then\n set [click? v] to [3]\nend\n\ngo to (mouse-pointer v)\n\nset [☁ p1 v] to [0]\n\ncreate clone of (_myself_ v)\n\npoint towards (mouse-pointer v)\nmove (4) steps\n\ngo to x: (-130) y: (100)\npoint in direction (90)\nerase all\n\nrepeat until <mouse down?>\nset [red v] to [0]\n\nif <(id) = [0]> then\n show\n go to [front v] layer\n switch costume to (2l v)\nend\n\nset [red v] to [1]\n\nwhen I receive [task completed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@red\n\nwhen I receive [task1 v]\nset [red v] to [0]\nshow\nforever\n if <(click?) = [1]> then\n repeat until <not <mouse down?>>\n point towards (mouse-pointer v)\n move (5) steps\n create clone of (_myself_ v)\n if <touching (red2 v)?> then\n set [red v] to [1]\n stop [this script v]\n end\n end\n end\n go to x: (-130) y: (100)\n point in direction (90)\n delete this clone\nend\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [exit task1 v]\nhide\nset [red v] to [0]\ndelete this clone\n\nwhen this sprite clicked\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n repeat until <not <mouse down?>>\n if <(red) = [1]> then\n stop [this script v]\n end\n end\n delete this clone\nend\n\nwhen I receive [task completed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@red2\n\nwhen I receive [task1 v]\ngo to x: (140) y: (0)\nshow\n\nwhen I receive [exit task1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [task completed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@yellow\n\nwhen I receive [task1 v]\ngo to x: (140) y: (100)\nshow\n\nwhen I receive [exit task1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [task completed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@yellow2\n\nwhen I receive [task1 v]\nset [yellow v] to [0]\nshow\nforever\n if <(click?) = [2]> then\n repeat until <not <mouse down?>>\n point towards (mouse-pointer v)\n move (5) steps\n create clone of (_myself_ v)\n if <touching (yellow v)?> then\n set [yellow v] to [1]\n stop [this script v]\n end\n end\n end\n go to x: (-130) y: (0)\n point in direction (90)\n delete this clone\nend\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [exit task1 v]\nhide\nset [yellow v] to [0]\ndelete this clone\n\nwhen this sprite clicked\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n repeat until <not <mouse down?>>\n if <(red) = [1]> then\n stop [this script v]\n end\n end\n delete this clone\nend\n\nwhen I receive [task completed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@green\n\nwhen I receive [task1 v]\ngo to x: (140) y: (-100)\nshow\n\nwhen I receive [exit task1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [task completed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@green2\n\nwhen I receive [task1 v]\nset [green v] to [0]\nshow\nforever\n if <(click?) = [3]> then\n repeat until <not <mouse down?>>\n point towards (mouse-pointer v)\n move (5) steps\n create clone of (_myself_ v)\n if <touching (green v)?> then\n set [green v] to [1]\n stop [this script v]\n end\n end\n end\n go to x: (-130) y: (-100)\n point in direction (90)\n delete this clone\nend\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [exit task1 v]\nhide\nset [green v] to [0]\ndelete this clone\n\nwhen this sprite clicked\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n repeat until <not <mouse down?>>\n if <(green) = [1]> then\n stop [this script v]\n end\n end\n delete this clone\nend\n\nwhen I receive [task completed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@task_finished\n\nwhen flag clicked\nhide\n\nwhen I receive [task completed v]\nset [run? v] to [1]\nshow\nstart sound [task_complete v]\ngo to x: (0) y: (-500)\nrepeat (5)\n change y by (40)\nend\nwait (1) seconds\nhide\n\nwhen I receive [task completed2 v]\nset [run? v] to [1]\nshow\nstart sound [task_complete v]\ngo to x: (0) y: (-500)\nrepeat (5)\n change y by (40)\nend\nwait (1) seconds\nhide\n\nwhen I receive [task completed3 v]\nshow\nset [run? v] to [1]\nstart sound [task_complete v]\ngo to x: (0) y: (-500)\nrepeat (5)\n change y by (40)\nend\nwait (1) seconds\nhide\n\nwhen I receive [task completed4 v]\nset [run? v] to [1]\nshow\nstart sound [task_complete v]\ngo to x: (0) y: (-500)\nrepeat (5)\n change y by (40)\nend\nwait (1) seconds\nhide\n\n@task2\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [x v] to [900]\nset [y v] to [-50]\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\n if <(costume [number v]) = [2]> then\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n end\nend\n\nset [x v] to [305]\nset [y v] to [0]\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [task completed2 v]\nswitch costume to (costume2 v)\n\n@Sprite13\n\nwhen I receive [task2 v]\nset [run? v] to [0]\nset [id v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nset [id v] to [0]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (26) y: (-30)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nset [run? v] to [1]\nset [-\(among\)- v] to [0]\nhide\n\nwhen this sprite clicked\nif <(id) = [1]> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<(x position) > [-30]> and <<(x position) < [30]> and <<(y position) > [-30]> and <(y position) < [30]>>>> then\n set [-\(among\)- v] to [1]\n broadcast (task completed2 v) and wait\n end\n end\nend\n\nwhen I receive [exit task2 v]\nset [run? v] to [1]\nhide\ndelete this clone\n\nwhen I receive [task completed2 v]\nhide\ndelete this clone\n\n@task3\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [x v] to [-550]\nset [y v] to [-390]\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\n if <(costume [number v]) = [2]> then\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n end\nend\n\nset [x v] to [-900]\nset [y v] to [-150]\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [task completed3 v]\nswitch costume to (costume2 v)\n\n@scaner\n\nwhen I receive [task3 v]\ngo to x: (0) y: (-20)\nshow\nrepeat (20)\n change y by (1)\n set [scroll x v] to [-546]\n set [scroll y v] to [-362]\n broadcast (stop v)\nend\nrepeat (20)\n change y by (-1)\n set [scroll x v] to [-546]\n set [scroll y v] to [-362]\n broadcast (stop v)\nend\nrepeat (20)\n change y by (1)\n set [scroll x v] to [-546]\n set [scroll y v] to [-362]\n broadcast (stop v)\nend\nrepeat (20)\n change y by (-1)\n set [scroll x v] to [-546]\n set [scroll y v] to [-362]\n broadcast (stop v)\nend\nset [completed scaner v] to [1]\nbroadcast (task completed3 v) and wait\n\nwhen I receive [task completed3 v]\nhide\n\nwhen flag clicked\nset [completed scaner v] to [0]\nhide\n\n@task4\n\nwhen flag clicked\nhide\nswitch costume to (task2 v)\nset size to (100) %\nswitch costume to (task4 v)\nset [x v] to [-2000]\nset [y v] to [250]\nforever\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n go to [back v] layer\n if <(costume [number v]) = [2]> then\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [task completed4 v]\nswitch costume to (task2 v)\n\n@Sprite2\n\nwhen I receive [task4 v]\nset [run? v] to [0]\nset [reactor index v] to [0]\nif <[1] = [1]> then\n delete this clone\nend\nbroadcast (add clones v)\nswitch costume to (reactor_manifolds_bg v)\ngo to x: (0) y: (-500)\nshow\nstart sound [Panel_GenericAppear-sharedassets0 v]\nrepeat (7)\n change y by (40)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [exit task4 v]\nset [run? v] to [1]\nhide\n\nwhen I receive [task completed4 v]\nhide\n\n@Sprite3\n\ndefine add clones\ngo to x: (-180) y: (5)\nrepeat (2)\n repeat (5)\n change x by (65)\n change [romdom reactor v] by (1)\n create clone of (_myself_ v)\n end\n set x to (-180)\n change y by (-65)\nend\n\nswitch costume to (item (romdom reactor's) of [_list reacrtor's v])\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [exit task4 v]\nhide\n\nwhen I start as a clone\nswitch costume to (item (romdom reactor) of [_list reacrtor's v])\nwait (0.3) seconds\nshow\ngo to [front v] layer\nset [color v] effect to (0)\nforever\nend\n\nwhen I receive [add clones v]\nset [course v] to [1]\nset [romdom reactor v] to [0]\nif <[50] = [50]> then\n delete this clone\nend\nadd clones\n\nwhen this sprite clicked\nif <(course) = [1]> then\n if <(costume [number v]) = [1]> then\n set [color v] effect to (100)\n set [course v] to [2]\n else\n broadcast (error v)\n set [course v] to [1]\n end\nelse\n if <(course) = [2]> then\n if <(costume [number v]) = [2]> then\n set [color v] effect to (100)\n set [course v] to [3]\n else\n broadcast (error v)\n set [course v] to [1]\n end\n else\n if <(course) = [3]> then\n if <(costume [number v]) = [3]> then\n set [color v] effect to (100)\n set [course v] to [4]\n else\n broadcast (error v)\n set [course v] to [1]\n end\n else\n if <(course) = [4]> then\n if <(costume [number v]) = [4]> then\n set [color v] effect to (100)\n set [course v] to [5]\n else\n broadcast (error v)\n set [course v] to [1]\n end\n else\n if <(course) = [5]> then\n if <(costume [number v]) = [5]> then\n set [color v] effect to (100)\n set [course v] to [6]\n else\n broadcast (error v)\n set [course v] to [1]\n end\n else\n if <(course) = [6]> then\n if <(costume [number v]) = [6]> then\n set [color v] effect to (100)\n set [course v] to [7]\n else\n broadcast (error v)\n set [course v] to [1]\n end\n else\n if <(course) = [7]> then\n if <(costume [number v]) = [7]> then\n set [color v] effect to (100)\n set [course v] to [8]\n else\n broadcast (error v)\n set [course v] to [1]\n end\n else\n if <(course) = [8]> then\n if <(costume [number v]) = [8]> then\n set [color v] effect to (100)\n set [course v] to [9]\n else\n broadcast (error v)\n set [course v] to [1]\n end\n else\n if <(course) = [9]> then\n if <(costume [number v]) = [9]> then\n set [color v] effect to (100)\n set [course v] to [10]\n else\n broadcast (error v)\n set [course v] to [1]\n end\n else\n if <(course) = [10]> then\n if <(costume [number v]) = [10]> then\n set [color v] effect to (100)\n broadcast (task completed4 v) and wait\n else\n broadcast (error v)\n set [course v] to [1]\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 [error v]\nset [color v] effect to (60)\nwait (0.5) seconds\nset [color v] effect to (0)\nwait (0.5) seconds\nset [color v] effect to (60)\nwait (0.5) seconds\nset [color v] effect to (0)\nwait (0.5) seconds\n\nif then\nend\n\nwhen flag clicked\nset [course v] to [1]\n\nwhen I receive [task completed4 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n
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\nhere you can become an impostor and kill whoever you want just be careful because you yourself can be killed
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THE CLASSIC PLATFORMER
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@Stage\n\nwhen flag clicked\nswitch backdrop to (arrière-plan14 v)\nwait (3) seconds\n\n@Button3\n\nwhen flag clicked\nwait (3) seconds\nset volume to (100) %\nchange volume by (-85)\nswitch backdrop to (arrière-plan1 v)\nswitch costume to (button3-a v)\nshow\nclear graphic effects\ngo to x: (-220) y: (-30)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (button3-a v)\n else\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (button3-a2 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#59c751)?> or <touching color (#6fde66)?>> then\n change y by (1)\n if <<touching color (#59c751)?> or <touching color (#6fde66)?>> then\n change y by (1)\n if <<touching color (#59c751)?> or <touching color (#6fde66)?>> then\n change y by (1)\n if <<touching color (#59c751)?> or <touching color (#6fde66)?>> then\n change y by (1)\n end\n if <<touching color (#59c751)?> or <touching color (#6fde66)?>> then\n change y by (1)\n end\n end\n end\n end\n if <<touching color (#59c751)?> or <touching color (#6fde66)?>> 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 [y v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#59c751)?> or <touching color (#6fde66)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#59c751)?> or <touching color (#6fde66)?>> 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 (#000000)?> or <(y position) < [-170]>> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n go to x: (-220) y: (-30)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\n end\n end\n if <(x position) > [200]> then\n switch backdrop to (next backdrop v)\n go to x: (-220) y: (-30)\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nreset timer\n\nwhen flag clicked\nplay sound [No tears left to cry v] until done\n\n
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THE CLASSIC PLATFORMER\nARROWS TO MOVE\nI HOPE YOU'LL ENJOY !\nDO BETTER THAN THE WORLD RECORD TIME\nI HOPE YOU'LL LIKE AND FAVE ❤ + ★\nRULES : ENJOY YOURSELF\nOUT 01/ 06/ 2021\nIN THE FEATURE STUDIO 01/06/2021\nAPROXIMAYIVELY 10 HOURS OF WORK\nTHANK YOU FOR 400 + views\n#10 trending\nCREDITS TO ARIANA GRANDE FOR THE SONG :\nNO TEARS LEFT TO CRY
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White [Platformer]
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@Stage\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@Player\n\ndefine リセット\nshow\nset [リセット v] to [0]\nset [yの力 v] to [0]\ngo to x: (-200) y: (0)\nchange [xの力 v] by (0.3)\nchange [yの力 v] by (-0.8)\nchange y by (yの力)\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\ngo [backward v] (1) layers\nclear graphic effects\nswitch costume to (アヒャ v)\nrepeat (10)\n change [ghost v] effect by (27)\nend\ndelete this clone\n\ndefine 動作\nchange [xの力 v] by (<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> * (0.8))\nchange [xの力 v] by (<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> * (-0.8))\npoint in direction (((xの力) * (1.7)) + (90))\nset [xの力 v] to ((xの力) * (0.9))\nchange x by (xの力)\nrepeat (5)\n change y by <touching (stage v)?>\nend\nif <touching (stage v)?> then\n change x by ((xの力) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n set [xの力 v] to [-6]\n else\n set [xの力 v] to (<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> * (6))\n end\n set [yの力 v] to [11]\n change y by (-2)\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (-3)\nif <touching (stage v)?> then\n set [yの力 v] to (<<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> * (10))\nend\nchange y by (3)\nchange [yの力 v] by (-0.8)\nchange y by (yの力)\nif <touching (stage v)?> then\n change y by ((yの力) * (-1))\n set [yの力 v] to [0]\nend\n\nwhen I receive [game start v]\nshow\npoint in direction (90)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\ngo to x: (-200) y: (0)\nset size to (110) %\nforever\n if <(リセット) = [0]> then\n 動作\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(リセット) = [0]> then\n create clone of (_myself_ v)\n end\n go to [back v] layer\n if <[220] < (x position)> then\n broadcast (NEXT v)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set x to (0)\n hide\n end\nend\n\nwhen I receive [game start v]\nset [リセット v] to [0]\nset [ghost v] effect to (0)\nforever\n if <<(y position) < [-150]> or <touching (障害物 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 [yの力 v] to [8]\n repeat until <(y position) < [-170]>\n change y by (yの力)\n change [yの力 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\nwhen flag clicked\nhide\n\nset [☁ best time v] to [100]\n\n@Stage\n\nwhen I receive [次 v]\nnext costume\ngo to [front v] layer\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (stage1 v)\nwait () seconds\nforever\n\nwhen flag clicked\nhide\n\ngo [forward v] (1) layers\n\ngo to x: (0) y: (0)\n\n@障害物\n\nwhen I receive [次 v]\nnext costume\n\ngo [forward v] (5) layers\n\nwhen I receive [game start v]\nshow\nset size to (100) %\nswitch costume to (stage1 v)\ngo to x: (0) y: (0)\nforever\n set y to (([sin v] of ((タイマー) * (300)) ) * (5))\nend\n\nwhen flag clicked\nhide\n\n@light\n\nwhen I receive [次 v]\ngo to [back v] layer\nnext costume\n\nwhen I receive [game start v]\nshow\nswitch costume to (stage1 v)\nforever\n go to (障害物 v)\nend\n\nwhen flag clicked\nhide\n\n@music\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (ミュート v)\nelse\n set volume to (100) %\n switch costume to ( v)\nend\n\nwhen I receive [game start v]\nwait (1) seconds\nforever\n play sound [Alex Skrindo - Jumbo \[NCS Release\] v] until done\nend\n\nwhen I receive [game start v]\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 flag clicked\nhide\n\n@skip\n\nwhen flag clicked\nforever\n change size by (([sin v] of ((タイマー) * (300)) ) * (0.8))\nend\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数 v] by (1)\nif <(SKIP数) < [3]> then\n if <(リセット) = [0]> then\n broadcast (Player v)\n broadcast (NEXT v)\n if <(SKIP数) = [2]> then\n ブロック名\n end\n end\nend\n\nwhen I receive [game start v]\nset [skip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]) = [9]>\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 flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\n\n@NEXT\n\nwhen I receive [next v]\nset [リセット v] to [1]\nshow\ngo to x: (-300) y: (0)\nset [ghost v] effect to (0)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\nend\nbroadcast (次 v)\nrepeat until <(round (x position)) = [400]>\n change x by (((400) - (x position)) / (4))\n change [ghost v] effect by (1)\nend\nset [xの力 v] to [2]\nbroadcast (Player v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [game start v]\nhide\nforever\n go to [front v] layer\nend\n\ngo [forward v] (10000) layers\n\nwhen I receive [game start v]\nforever\n go to [front v] layer\nend\n\n@スプライト1\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat until <touching (_edge_ v)?>\n go [backward v] ((1) / ()) layers\n change y by ((size) / (20))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go [backward v] ((1) / ()) layers\nend\n\nwhen I receive [game start v]\nhide\nset [ghost v] effect to (30)\nforever\n go [backward v] ((1) / ()) layers\n set size to (pick random (70) to (100)) %\n go to x: (pick random (-180) to (180)) y: (-150)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@intro\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave1]> then\n set size to (999999999999999) %\n go to x: ((0) + ((x) - (Cam x))) y: ((0) + ((y) - (Cam y)))\n set size to (150) %\n point in direction (90)\n show\n clear graphic effects\n set [brightness v] effect to (100)\n switch costume to (shockwave v)\n set [number1 v] to [25]\n repeat (30)\n change [fisheye v] effect by (Number1)\n go to [front v] layer\n change [number1 v] by (55)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave3]> then\n set size to (99999999999999) %\n go to x: ((0) + ((x) - (Cam x))) y: ((0) + ((y) - (Cam y)))\n set size to (150) %\n point in direction (-90)\n show\n clear graphic effects\n set [brightness v] effect to (100)\n switch costume to (shockwave v)\n set [number1 v] to [25]\n repeat (30)\n change [fisheye v] effect by (Number1)\n go to [front v] layer\n change [number1 v] by (55)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave4]> then\n set size to (99999999999999) %\n go to x: ((0) + ((x) - (Cam x))) y: ((0) + ((y) - (Cam y)))\n set size to (150) %\n point in direction (0)\n show\n clear graphic effects\n set [brightness v] effect to (100)\n switch costume to (shockwave v)\n set [number1 v] to [25]\n repeat (30)\n change [fisheye v] effect by (Number1)\n go to [front v] layer\n change [number1 v] by (55)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave2]> then\n set size to (99999999999999) %\n go to x: ((0) + ((x) - (Cam x))) y: ((0) + ((y) - (Cam y)))\n set size to (150) %\n point in direction (180)\n show\n clear graphic effects\n set [brightness v] effect to (100)\n switch costume to (shockwave v)\n set [number1 v] to [25]\n repeat (30)\n change [fisheye v] effect by (Number1)\n go to [front v] layer\n change [number1 v] by (55)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n show\n switch costume to (text v)\n timer [2.8]\n go to [front v] layer\n point in direction (90)\n repeat (2)\n set [size v] to [85]\n repeat (16)\n set size to (999999999999) %\n go to x: ((([sin v] of ((timer) * (800)) ) * ((Size) - (65))) + ((x) - (Cam x))) y: ((([sin v] of ((timer) * (1000)) ) * ((Size) - (65))) + ((y) - (Cam y)))\n point in direction ((([sin v] of ((timer) * (900)) ) * (((Size) - (65)) / (3))) + (90))\n change [size v] by (((65) - (Size)) / (6))\n set size to (Size) %\n end\n set [size v] to [85]\n repeat (15)\n set size to (999999999999) %\n go to x: ((([sin v] of ((timer) * (800)) ) * ((Size) - (65))) + ((x) - (Cam x))) y: ((([sin v] of ((timer) * (1000)) ) * ((Size) - (65))) + ((y) - (Cam y)))\n point in direction ((([sin v] of ((timer) * (900)) ) * (((Size) - (65)) / (3))) + (90))\n change [size v] by (((65) - (Size)) / (6))\n set size to (Size) %\n end\n end\n set [step v] to [0]\n repeat (15)\n turn right (Step) degrees\n change [step v] by (2.4)\n end\n repeat (15)\n turn right (Step) degrees\n change [step v] by (((0) - (Step)) / (3))\n end\n set [size v] to [85]\n repeat (16)\n set size to (999999999999) %\n go to x: ((([sin v] of ((timer) * (800)) ) * ((Size) - (65))) + ((x) - (Cam x))) y: ((([sin v] of ((timer) * (1000)) ) * ((Size) - (65))) + ((y) - (Cam y)))\n point in direction ((([sin v] of ((timer) * (900)) ) * (((Size) - (65)) / (3))) + (90))\n change [size v] by (((65) - (Size)) / (6))\n set size to (Size) %\n end\n set [size v] to [85]\n repeat (15)\n set size to (999999999999) %\n go to x: ((([sin v] of ((timer) * (800)) ) * ((Size) - (65))) + ((x) - (Cam x))) y: ((([sin v] of ((timer) * (1000)) ) * ((Size) - (65))) + ((y) - (Cam y)))\n point in direction ((([sin v] of ((timer) * (900)) ) * (((Size) - (65)) / (3))) + (90))\n change [size v] by (((65) - (Size)) / (6))\n set size to (Size) %\n end\n if <<(x) > [50]> or <(y) > [50]>> then\n delete this clone\n end\n set [size 2 v] to [1]\n repeat (2)\n set [size v] to [85]\n repeat (16)\n set size to (999999999999) %\n go to x: (((([sin v] of ((timer) * (800)) ) * ((Size) - (65))) + ((x) - (Cam x))) / (Size 2)) y: (((([sin v] of ((timer) * (1000)) ) * ((Size) - (65))) + ((y) - (Cam y))) / (Size 2))\n point in direction (((([sin v] of ((timer) * (900)) ) * (((Size) - (65)) / (3))) / (Size 2)) + (90))\n change [size v] by (((65) - (Size)) / (6))\n set size to ((Size) / (Size 2)) %\n change [size 2 v] by (0.7)\n change [ghost v] effect by (2)\n end\n set [size v] to [85]\n repeat (15)\n set size to (999999999999) %\n go to x: (((([sin v] of ((timer) * (800)) ) * ((Size) - (65))) + ((x) - (Cam x))) / (Size 2)) y: (((([sin v] of ((timer) * (1000)) ) * ((Size) - (65))) + ((y) - (Cam y))) / (Size 2))\n point in direction (((([sin v] of ((timer) * (900)) ) * (((Size) - (65)) / (3))) / (Size 2)) + (90))\n change [size v] by (((65) - (Size)) / (6))\n set size to ((Size) / (Size 2)) %\n change [size 2 v] by (0.7)\n change [ghost v] effect by (2)\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nintro [0]\n\ndefine Shockwave (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [clone id v] to [Line1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line3]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line4]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line5]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line6]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line7]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line8]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (Clone ID) contains [Line]?> then\n set [brightness v] effect to (100)\n show\n switch costume to (line1 v)\n go to x: (0) y: (0)\n point in direction (((letter (5) of (Clone ID)) - (1)) * (45))\n go to [front v] layer\n move (70) steps\n set [step v] to [0]\n repeat (10)\n go to [front v] layer\n go [backward v] (1) layers\n set size to (9999999999999999999999) %\n go to x: (((([sin v] of (direction) ) * ((Step) + (70))) + (x)) - (Cam x)) y: (((([cos v] of (direction) ) * ((Step) + (70))) + (y)) - (Cam y))\n set size to (55) %\n change [step v] by (((40) - (Step)) / (3))\n next costume\n end\n delete this clone\nend\n\ndefine timer (time)\nwait until <(timer) > (time)>\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n timer [4.9]\n set [size v] to [85]\n repeat (16)\n set size to (999999999999) %\n go to x: ((([sin v] of ((timer) * (800)) ) * ((Size) - (65))) + ((x) - (Cam x))) y: ((([sin v] of ((timer) * (1000)) ) * ((Size) - (65))) + ((y) - (Cam y)))\n change [size v] by (((65) - (Size)) / (6))\n set size to (Size) %\n end\n set [size v] to [85]\n repeat (15)\n set size to (999999999999) %\n go to x: ((([sin v] of ((timer) * (800)) ) * ((Size) - (65))) + ((x) - (Cam x))) y: ((([sin v] of ((timer) * (1000)) ) * ((Size) - (65))) + ((y) - (Cam y)))\n change [size v] by (((65) - (Size)) / (6))\n set size to (Size) %\n end\nend\n\ndefine Shockwave2 (number)\nset [x v] to [0]\nset [y v] to [0]\nset [clone id v] to (join [Shockwave] (number))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n switch costume to (1 v)\n forever\n show\n switch costume to (line11 v)\n set size to (99999) %\n switch costume to (1 v)\n go to x: ((x) - (Cam x)) y: ((y) - (Cam y))\n switch costume to (line11 v)\n set size to (300) %\n switch costume to (1 v)\n set [mosaic v] effect to (20)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Background2]> then\n switch costume to (2 v)\n set size to (100) %\n forever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n end\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (114)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Background2]> then\n timer [7]\n repeat (30)\n change size by (((130) - (size)) / (8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n timer [7]\n repeat (30)\n change [ghost v] effect by (3.4)\n end\n delete this clone\nend\n\ndefine intro (color)\nset [color v] to (color)\nset [cam x v] to [0]\nset [cam y v] to [0]\nreset timer\nstart sound [Cash Cash - Kiss The Sky v]\ntimer [1.8]\nset [x v] to [0]\nset [y v] to [0]\nset [clone id v] to [Text]\ncreate clone of (_myself_ v)\nset [x v] to [480]\nset [y v] to [0]\nset [clone id v] to [Text]\ncreate clone of (_myself_ v)\nset [x v] to [480]\nset [y v] to [360]\nset [clone id v] to [Text]\ncreate clone of (_myself_ v)\nset [x v] to [0]\nset [y v] to [360]\nset [clone id v] to [Text]\ncreate clone of (_myself_ v)\ntimer [2.8]\nset [clone id v] to [flash]\ncreate clone of (_myself_ v)\nset [clone id v] to [Background2]\ncreate clone of (_myself_ v)\nset [x v] to [0]\nset [y v] to [0]\nset [clone id v] to [Background]\ncreate clone of (_myself_ v)\nShockwave [0] [0]\nShockwave [480] [0]\nShockwave [480] [360]\nShockwave [0] [360]\ntimer [3.8]\nShockwave2 [1]\nwait (0.1) seconds\nShockwave2 [2]\nwait (0.1) seconds\nShockwave2 [3]\nwait (0.1) seconds\nShockwave2 [4]\ntimer [5.9]\nShockwave [0] [0]\nShockwave [480] [0]\nShockwave [480] [360]\nShockwave [0] [360]\nrepeat (8)\n change [cam x v] by (((480) - (Cam x)) / (3))\nend\nShockwave [0] [0]\nShockwave [480] [0]\nShockwave [480] [360]\nShockwave [0] [360]\nrepeat (8)\n change [cam y v] by (((360) - (Cam y)) / (3))\n change [cam x v] by (((480) - (Cam x)) / (3))\nend\nShockwave [0] [0]\nShockwave [480] [0]\nShockwave [480] [360]\nShockwave [0] [360]\nrepeat (16)\n change [cam x v] by (((0) - (Cam x)) / (3))\n change [cam y v] by (((0) - (Cam y)) / (3))\nend\nset [cam x v] to [0]\nset [cam y v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n set size to (99999999999) %\n go to x: (0) y: (-240)\n set size to (65) %\n repeat (35)\n change y by (((0) - (y position)) / (6))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [flash]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n switch costume to (1 v)\n set size to (100) %\n set [brightness v] effect to (100)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen flag clicked\nchange [intro? v] by (1)\nif <(intro?) < [2]> then\n wait until <[9] < (timer)>\n broadcast (Game Start v)\nelse\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (Game Start v)\nend\n\nset [intro? v] to [1]\n\n@Time\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (letter (桁) of (保存))\nwait () seconds\ndelete this clone\n\ndefine ブロック名\nset [桁 v] to (length of (保存))\ngo to x: (-80) y: (-140)\nrepeat (length of (保存))\n change x by (-25)\n create clone of (_myself_ v)\n change [桁 v] by (-1)\nend\n\nwhen flag clicked\nhide\nset [保存 v] to [0]\n\nwhen I receive [game start v]\nreset timer\n\nwhen I receive [next v]\nif <([costume # v] of [stage v]) = [8]> then\n if <(SKIP数) = [0]> then\n set [保存 v] to (round (timer))\n if <(保存) < (☁ Best time)> then\n set [☁ best time v] to (保存)\n end\n wait (0.8) seconds\n forever\n ブロック名\n end\n else\n go to x: (-105) y: (-140)\n switch costume to (コスチューム1 v)\n wait (0.8) seconds\n show\n forever\n go to [front v] layer\n end\n end\nelse\nend\n\nforever\n set [保存 v] to (round (timer))\n ブロック名\nend\n\n@Best time\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (letter (桁) of (☁ Best time))\nwait () seconds\ndelete this clone\n\ndefine ブロック名\nset [桁 v] to (length of (☁ Best time))\ngo to x: (90) y: (-140)\nrepeat (length of (☁ Best time))\n change x by (-25)\n create clone of (_myself_ v)\n change [桁 v] by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <([costume # v] of [stage v]) = [8]> then\n wait (0.8) seconds\n forever\n ブロック名\n end\nend\n\nforever\n set [保存 v] to (round (timer))\n ブロック名\nend\n\nset [☁ best time v] to [100]\n\n
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【White [Platformer]】 2021 8/2\n難易度高めです。\n\n❖操作方法 / ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ❖\nskipは2回まで、skipを使うとタイムが記録されません\nintroは、2回目からは出ません\n ▽PC▽\n左右キー,上キー / left,right keys ,app keys\n\n ▽モバイル / mobile▽\n左側,右側,上側タップ / Tap left,right ,Tap top
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☁ Minion Mission! // cloud multiplayer scrolling platformer racing game #games#all
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@Stage\n\nwhen I receive [mg intro done =d v]\nset volume to (50) %\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\nwhen flag clicked\nbroadcast (mg intro done =D v)\ndelete all of [sub to my yt channel "joshcre8s" for fun content! v]\nadd [https://www.youtube.com/channel/UCS-MpseSsGhtijbHt0aevzw] to [sub to my yt channel "joshcre8s" for fun content! v]\nhide list [sub to my yt channel "joshcre8s" for fun content! v]\nwait (4) seconds\nshow list [sub to my yt channel "joshcre8s" for fun content! v]\n\nwhen I receive [win v]\nstop [all v]\n\nwhen [z v] key pressed\nif <(username) = [mGR8T]> then\n repeat until <not <key (z v) pressed?>>\n set [mouse pos v] to (join ((mouse x) + (scroll x)) (join [ . ] ((mouse y) + (scroll y))))\n end\nend\n\n@blank\n\n@player\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [data v] to (item # of (letter (letter #) of (val)) in [code v])\n uppercase detect (letter (letter #) of (val))\n set [encoded v] to (join (encoded) (DATA))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <[1] > (MY PLAYER #)> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nchange [cloud timer v] by (1)\nif <[3] > (cloud timer)> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (Chat Words) to encoded\nwrite (cos#) to encoded\nwrite (direction) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine game on\nset rotation style [left-right v]\nset size to (180) %\nclear graphic effects\npoint in direction (90)\nshow\nset [in air v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nreset timer\n\nwhen I receive [green flag v]\nset volume to (100) %\nhide\ngo to [front v] layer\n\ndefine tick\nif <<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nset [sx v] to ((SX) * (0.8))\nif <([abs v] of (SX) ) > [0.9]> then\n change player x by (round (SX))\nend\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nif <touching (jump v)?> then\n start sound [Big Boing v]\n set [sy v] to [32]\nend\nchange player y by (sy)\nposition\ntest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-200]> then\n set [exit v] to [die]\nend\nif <<key (any v) pressed?> or <mouse down?>> then\n set [timeout? v] to [1100]\nelse\n if <not <(username) = [mGR8T]>> then\n change [timeout? v] by (-1)\n end\nend\nif <(timeout?) < [1]> then\n broadcast (session timeout v) and wait\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v)\n broadcast (setup v)\n game on\n repeat until <(exit) > []>\n switch costume to (hitbox v)\n tick\n broadcast (tick v)\n switch costume to (cos#)\n end\n if <(exit) = [win]> then\n Game - win\n else\n game - die\n end\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nif <touching (platforms v)?> then\n if <(sy) > [0]> then\n touching platformer out [-1]\n else\n touching platformer out [1]\n end\nend\n\nwhen I receive [begin v]\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n 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\nshow\nstart sound [Door Closing v]\nset rotation style [all around v]\nrepeat until <(y position) < [-179]>\n show\n switch costume to (idle11 v)\n change y by (-10)\n turn left (25) degrees\nend\nset rotation style [left-right v]\nhide\nset [exit v] to []\nwait (0.5) seconds\n\ndefine test - die\nif <<<<touching (enemy v)?> or <touching (saws v)?>> or <touching (enemy2 v)?>> or <touching (spikes v)?>> then\n broadcast (gg v)\n set [exit v] to [die]\nend\n\ndefine Game - win\nstop [other scripts in sprite v]\nswitch costume to (idle12 v)\nglide (1) secs to x: (0) y: (0)\nset [level v] to [2]\nwait (0.4) seconds\nbroadcast (win v)\n\ndefine touching platformer out (out)\nchange [y v] by (out)\nposition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by (out)\n position\nend\nset [sy v] to [0]\nif <(out) > [0]> then\n set [in air v] to [0]\nend\n\nwhen I receive [tick v]\nif <touching (ladders v)?> then\n set [sy v] to [2]\n if <<<key (up arrow v) pressed?> or <<<(mouse y) > (y position)> and <mouse down?>> and <not <touching (mouse-pointer v)?>>>> or <key (w v) pressed?>> then\n change [sy v] by (8)\n end\n if <<<key (down arrow v) pressed?> or <<<(y position) > (mouse y)> and <mouse down?>> and <not <touching (mouse-pointer v)?>>>> or <key (s v) pressed?>> then\n change [sy v] by (-8)\n end\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [sx v] by (2)\n end\n if <<<key (right arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [sx v] by (-2)\n end\n set [sx v] to ((SX) * (0.8))\n position\nend\n\nwhen flag clicked\nset [chat v] to [0]\nshow list [opponent chat v]\nshow list [chat v]\ndelete all of [chat v]\ndelete all of [opponent chat v]\nadd [Hello!] to [chat v]\nadd [Bye!] to [chat v]\nadd [wait for me!] to [chat v]\nadd [HARD!] to [chat v]\nadd [c'mon!] to [chat v]\nadd [yes] to [chat v]\nadd [no thanks!] to [chat v]\nadd [Ok] to [chat v]\nadd [race to the top?] to [chat v]\nset [i v] to [0]\nrepeat (length of [chat v])\n change [i v] by (1)\n add (join [: ] (item (i) of [chat v])) to [opponent chat v]\nend\n\nwhen I receive [begin v]\nforever\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [timeout? v] to [1100]\n\nwhen I receive [mg intro done =d v]\nhide\nset [max players v] to [9]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup opponents v) and wait\nbroadcast (joinibng v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (full v)\nend\nwait (1) seconds\nbroadcast (begin v)\n\nwhen I receive [begin v]\nforever\n if <key (t v) pressed?> then\n if <(Chat) = [0]> then\n set [chat v] to [1]\n else\n set [chat v] to [0]\n end\n wait until <not <key (t v) pressed?>>\n end\n if <(Chat) = [0]> then\n show list [chat v]\n else\n hide list [chat v]\n end\nend\n\nwhen flag clicked\nset [cos# v] to [2]\nforever\n if <<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> or <<<(mouse x) < (x position)> and <mouse down?>> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [cos# v] by (1)\n if <(cos#) = [20]> then\n set [cos# v] to [2]\n end\n else\n set [cos# v] to [1]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\ndefine uppercase detect (input)\nif <(DATA) < [36]> then\n switch costume to (blank v)\n switch costume to (input)\n if <(costume [name v]) = [blank]> then\n change [data v] by (26)\n end\nend\n\nwhen I receive [tick v]\nif <key (right arrow v) pressed?> then\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\nend\nif <key (d v) pressed?> then\n point in direction (90)\nend\nif <key (a v) pressed?> then\n point in direction (-90)\nend\nif <<(x position) < (mouse x)> and <mouse down?>> then\n point in direction (90)\nend\nif <<(mouse x) < (x position)> and <mouse down?>> then\n point in direction (-90)\nend\n\n@enemy2\n\ndefine point towards x: (x) y: (y) (xx) (yy)\npoint in direction (((180) * <<(yy) > (y)> or <(yy) = (y)>>) + ([atan v] of (((xx) - (x)) / ((yy) - (y))) ))\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset rotation style [left-right v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nswitch costume to (costume#)\n\nwhen I receive [setup v]\nhide\nset rotation style [left-right v]\nset [move x v] to [0]\nset [minx v] to [0]\nset [miny v] to [0]\nclone at [100] [588] [270] [588] [6] [-1] [13]\nclone at [-170] [1039] [35] [1039] [8] [-1] [8]\nset [x v] to [-9999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine clone at (min x) (min y) (max x) (max y) (power) (costume lag) (wait time)\nset [x v] to (min x)\nset [y v] to (min y)\nset [minx v] to (min x)\nset [miny v] to (min y)\nset [maxx v] to (max x)\nset [maxy v] to (max y)\nset [power v] to (power)\nset [costume speed v] to (costume lag)\nset [wait time v] to (wait time)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [costume# v] to [1]\nforever\n repeat until <<<((x) - (scroll x)) = ((maxx) - (scroll x))> or <((x) - (scroll x)) > ((maxx) - (scroll x))>> and <<((y) - (scroll y)) = ((maxy) - (scroll y))> or <((y) - (scroll y)) > ((maxy) - (scroll y))>>>\n point towards x: ((maxx) - (scroll x)) y: ((maxy) - (scroll y)) ((x) - (scroll x)) ((y) - (scroll y))\n change [x v] by (([sin v] of (direction) ) * (power))\n change [y v] by (([cos v] of (direction) ) * (power))\n change [costume# v] by (1)\n if <not <(costume speed) < [0]>> then\n wait (costume speed) seconds\n end\n if <(costume#) = [19]> then\n set [costume# v] to [1]\n end\n end\n repeat (wait time)\n set [costume# v] to [1]\n end\n repeat until <<<((x) - (scroll x)) = ((minx) - (scroll x))> or <((x) - (scroll x)) < ((minx) - (scroll x))>> and <<((y) - (scroll y)) = ((miny) - (scroll y))> or <((miny) - (scroll y)) > ((y) - (scroll y))>>>\n point towards x: ((minx) - (scroll x)) y: ((miny) - (scroll y)) ((x) - (scroll x)) ((y) - (scroll y))\n change [x v] by (([sin v] of (direction) ) * (power))\n change [y v] by (([cos v] of (direction) ) * (power))\n change [costume# v] by (1)\n if <not <(costume speed) < [0]>> then\n wait (costume speed) seconds\n end\n if <(costume#) = [19]> then\n set [costume# v] to [1]\n end\n end\n repeat (wait time)\n set [costume# v] to [1]\n end\nend\n\nwhen I receive [gg v]\nforever\n switch costume to (idle v)\nend\n\n@opponents\n\ndefine begin decoding of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from ecoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\ndefine tick\ngo to [front v] layer\ngo [backward v] (1) layers\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decoding of (value)\n value = read from ecoded\n set [username v] to (value)\n value = read from ecoded\n if <(names) = [1]> then\n say (join (username) (item (value) of [opponent chat v]))\n else\n say []\n end\n value = read from ecoded\n set [costume# v] to (value)\n value = read from ecoded\n set [dir v] to (value)\n value = read from ecoded\n value = read from ecoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from ecoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (scroll x))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (scroll y))\n delete (1) of [buffer v]\nend\ncheck if of edge\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n set [names v] to [0]\n else\n set [names v] to [1]\n end\n end\n wait until <not <key (n v) pressed?>>\nend\n\ndefine check if of edge\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [150]> or <(y position) < [-150]>>> then\n set size to (50) %\n set rotation style [all around v]\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n switch costume to (arrow v)\n point towards (player v)\n if on edge, bounce\nelse\n set size to (180) %\n set rotation style [left-right v]\n switch costume to (costume#)\n set [color v] effect to (8)\n set [brightness v] effect to (-5)\n point in direction (dir)\nend\n\n@crown\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\npoint in direction ((([cos v] of ((timer) * (180)) ) * (-6)) + (90))\nif <touching (player v)?> then\n start sound [Goal Cheer v]\n set [exit v] to [win]\n hide\nend\n\nwhen I receive [setup v]\nset [collected2 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x: [420] y: [1770]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@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]\ngo to [back v] layer\ngo [forward v] (5) layers\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (blank v)\nset size to (220) %\nswitch costume to (1 v)\nclone at x: [0] y: [230]\nclone at x: [80] y: [280]\nclone at x: [-200] y: [-100]\nclone at x: [-200] y: [-100]\nclone at x: [170] y: [650]\nclone at x: [615] y: [200]\nclone at x: [0] y: [0]\nclone at x: [0] y: [370]\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@ladders\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nclone at x: [295] y: [50]\nclone at x: [80] y: [400]\nclone at x: [0] y: [0]\nclone at x: [-460] y: [-260]\nclone at x: [-180] y: [150]\nclone at x: [500] y: [850]\nclone at x: [0] y: [300]\nclone at x: [-200] y: [0]\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@glow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\npoint in direction ((timer) * (15))\nif <(exit) = [win]> then\n hide\nend\n\nwhen I receive [setup v]\nset size to (30) %\nset [collected2 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x: [420] y: [1770]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@enemy\n\ndefine point towards x: (x) y: (y) (xx) (yy)\npoint in direction (((180) * <<(yy) > (y)> or <(yy) = (y)>>) + ([atan v] of (((xx) - (x)) / ((yy) - (y))) ))\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset rotation style [don't rotate v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [move x v] to [0]\nset [minx v] to [0]\nset [miny v] to [0]\nswitch costume to (1 v)\nclone at [-70] [350] [10] [350] [6] [0.2]\nclone at [135] [1400] [360] [1400] [6] [0.2]\nset [x v] to [-9999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine clone at (min x) (min y) (max x) (max y) (power) (delay)\nset [x v] to (min x)\nset [y v] to (min y)\nset [minx v] to (min x)\nset [miny v] to (min y)\nset [maxx v] to (max x)\nset [maxy v] to (max y)\nset [power v] to (power)\nset [delay v] to (delay)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat until <<<((x) - (scroll x)) = ((maxx) - (scroll x))> or <((x) - (scroll x)) > ((maxx) - (scroll x))>> and <<((y) - (scroll y)) = ((maxy) - (scroll y))> or <((y) - (scroll y)) > ((maxy) - (scroll y))>>>\n point towards x: ((maxx) - (scroll x)) y: ((maxy) - (scroll y)) ((x) - (scroll x)) ((y) - (scroll y))\n change [x v] by (([sin v] of (direction) ) * (power))\n change [y v] by (([cos v] of (direction) ) * (power))\n end\n wait (delay) seconds\n repeat until <<<((x) - (scroll x)) = ((minx) - (scroll x))> or <((x) - (scroll x)) < ((minx) - (scroll x))>> and <<((y) - (scroll y)) = ((miny) - (scroll y))> or <((miny) - (scroll y)) > ((y) - (scroll y))>>>\n point towards x: ((minx) - (scroll x)) y: ((miny) - (scroll y)) ((x) - (scroll x)) ((y) - (scroll y))\n change [x v] by (([sin v] of (direction) ) * (power))\n change [y v] by (([cos v] of (direction) ) * (power))\n end\n wait (delay) seconds\nend\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [joined v]\ngo [forward v] (1322) layers\ngo to [front v] layer\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nstart sound [Disconnect v]\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [mg intro done =d v]\nswitch costume to (joining v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [joinibng v]\nrepeat (10)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [joined v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [full v]\nhide\ndelete this clone\n\n@intro bg :P\n\nwhen I receive [front v]\ngo to [front v] layer\nshow\nwait (2) seconds\nhide\n\n@tn\n\nwhen flag clicked\nhide variable [collected show v]\nhide variable [collected2 v]\nshow\nswitch costume to (co3stume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n hide variable [collected show v]\nend\nforever\n go to [front v] layer\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (300)\nswitch costume to (costume 1 v)\nset [level v] to [1]\nwait until <(level) = [2]>\nstop [other scripts in sprite v]\nclear graphic effects\nshow list [cloud chat items v]\nhide variable [collected show v]\nset [show v] to (seconds)\nbroadcast (hi v)\nshow variable [output v]\nshow variable [show v]\nstop [all v]\n\nwhen flag clicked\nset [play? v] to [0]\nreset timer\nhide variable [output v]\nhide variable [show v]\nhide variable [seconds v]\nforever\n set [seconds v] to (timer)\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat (200)\n hide variable [collected show v]\nend\n\nwhen I receive [session timeout v]\nswitch costume to (timeout2 v)\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nshow list [sub to my yt channel "joshcre8s" for fun content! v]\nhide variable [display v]\nif <(turbo?) = [false]> then\n show list [chat v]\n repeat until <(y position) < [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\n end\n go to x: (0) y: (0)\n stop [this script v]\nend\n\nwhen I receive [turbo mode v]\nstop [other scripts in sprite v]\nset [timer v] to ((timer) - (0.001))\ngo to x: (0) y: (0)\nswitch costume to (turbomode v)\nstop [all v]\n\n@☁ Highscore\n\nwhen flag clicked\nRESET\n\ndefine encode (input)\nset [letter_num v] to [1]\nrepeat (length of (input))\n set [__i v] to (item # of (letter (letter_num) of (input)) in [chars v])\n if <(__i) < [36]> then\n switch costume to (blank v)\n switch costume to (letter (letter_num) of (input))\n if <(costume [number v]) = [1]> then\n change [__i v] by (26)\n end\n end\n set [_encoded v] to (join (_encoded) (__i))\n change [letter_num v] by (1)\nend\nset [_encoded v] to (join (_encoded) [00])\n\ndefine decode (cloud)\nset [decoded v] to []\nforever\n set [#decode v] to (join (letter (letter_num) of (cloud)) (letter ((letter_num) + (1)) of (cloud)))\n change [letter_num v] by (2)\n if <(#decode) < [1]> then\n stop [this script v]\n end\n set [decoded v] to (join (decoded) (item (#decode) of [chars v]))\nend\n\nwhen flag clicked\nforever\n set [output v] to (join (join (join (_highscore) [sec]) [ By: ]) (_decoded username))\nend\n\ndefine RESET\ndelete all of [chars v]\nrepeat (9)\n add [] to [chars v]\nend\nset [chars v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890-_.]\nset [char# v] to [1]\nrepeat (length of (chars))\n add (letter (char#) of (chars)) to [chars v]\n change [char# v] by (1)\nend\nset [score v] to [0]\nset [_username v] to (username)\nset [letter_num v] to [1]\ndecode (☁ HIscore cloud)\nset [_decoded username v] to (decoded)\ndecode (☁ HIscore cloud)\nset [_highscore v] to (decoded)\nset [output v] to (join (join (_highscore) [ By: ]) (_decoded username))\n\nwhen I receive [hi v]\nquick execution\n\ndefine quick execution\nrepeat (10)\n set [score v] to (seconds)\n set [letter_num v] to [1]\n decode (☁ HIscore cloud)\n set [_decoded username v] to (decoded)\n decode (☁ HIscore cloud)\n set [_highscore v] to (decoded)\n if <(SCORE) < (_highscore)> then\n set [_encoded v] to []\n encode (_username)\n encode (SCORE)\n set [☁ hiscore cloud v] to (_encoded)\n end\n set [output v] to (join (join (_highscore) [ By: ]) (_decoded username))\nend\n\nwhen [p v] key pressed\nif <(username) = [mGR8T]> then\n ask [are you 100% sure you want to reset the highscore? \(y/n\)] and wait\n if <(answer) = [y]> then\n set [_encoded v] to []\n encode [mGR8T]\n encode [100]\n set [☁ hiscore cloud v] to (_encoded)\n end\nend\n\n@clouds2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume4 v)\ngo to x: (250) y: (pick random (-50) to (180))\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (0) to (50))\nset size to (pick random (50) to (100)) %\nset [brightness v] effect to (100)\nif <(pick random (1) to (3)) = [2]> then\n set [ghost v] effect to (pick random (50) to (80))\n go to [front v] layer\n set [ggg v] to [-1.1]\nelse\n go to [back v] layer\n set [ggg v] to (pick random (-0.5) to (-0.8))\nend\nrepeat until <(x position) < [-230]>\n change x by (ggg)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (-2)\nend\ndelete this clone\n\nwhen I receive [begin v]\ncreate clone of (_myself_ v)\nforever\n wait (pick random (10) to (15)) seconds\n repeat (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (6) seconds\n end\nend\n\n@jump\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nclone at x: [470] y: [167]\nclone at x: [-435] y: [728]\nclone at x: [-360] y: [169]\nclone at x: [530] y: [1146]\nclone at x: [135] y: [1360]\nset [x v] to [-9999]\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (5) layers\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\n@saws\n\nwhen I receive [setup v]\nset rotation style [all around v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nclone at x: [455] y: [440]\nclone at x: [-360] y: [460]\nclone at x: [130] y: [1605]\nset [x v] to [-9999]\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (5) layers\npoint in direction ((timer) * (220))\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\n@spikes\n\nwhen I receive [setup v]\nset rotation style [don't rotate v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nclone at x: [-255] y: [165]\nclone at x: [-385] y: [725]\nclone at x: [-300] y: [1018]\nclone at x: [-220] y: [1018]\nclone at x: [478] y: [1140]\nclone at x: [400] y: [1355]\nclone at x: [140] y: [1722]\nclone at x: [210] y: [1722]\nclone at x: [280] y: [1722]\nset [x v] to [-9999]\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (5) layers\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 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)\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat (80)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nwait until <mouse down?>\nrepeat (50)\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nset [faved___ v] to [0]\nset [loved__ v] to [0]\n\nwhen I start as a clone\nif <(clone id2) = [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 id2) = [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@ads\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [begin v]\nforever\n wait (pick random (10) to (15)) seconds\n set size to (80) %\n switch costume to (pick random (1) to (13))\n go to x: (-160) y: (180)\n show\n go to [front v] layer\n go [backward v] (1) layers\n transitions\nend\n\nwhen flag clicked\nhide\n\ndefine transitions\nif <(costume [name v]) = [10]> then\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (1)\n end\n start sound [pop v]\n repeat (5)\n change y by (-1)\n end\n wait (pick random (3) to (5)) seconds\n repeat (9)\n change y by (6)\n end\n hide\n stop [this script v]\nend\nif <(costume [name v]) = [7]> then\n repeat (4)\n change y by (-6)\n end\n repeat (5)\n change y by (1)\n end\n start sound [pop v]\n repeat (5)\n change y by (-1)\n end\n wait (pick random (3) to (5)) seconds\n repeat (4)\n change y by (6)\n end\n hide\n stop [this script v]\nend\nrepeat (6)\n change y by (-6)\nend\nrepeat (5)\n change y by (1)\nend\nstart sound [pop v]\nrepeat (5)\n change y by (-1)\nend\nwait (pick random (3) to (5)) seconds\nrepeat (6)\n change y by (6)\nend\nhide\n\n
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-NOTES-\nwalkthrough:\nhttps://www.youtube.com/watch?v=ft-pDoAfoeE&t=9s\n(scroll to the bottom for a surprise!! :3)\n⚠ this area is prone to rage quits >:3 ⚠\nSUPER HARD!! but not impossible!\nclick flag x2 idk why but just do it xP\nonly 9 slots available...\n⚠ new scratchers can't see online players... ⚠\nfull-screen and 100% volume for BEST experience!\n========================================\nshoutout to PGMA [a contest] (requested)\nvote here: http://bitly.ws/dY2V\n========================================\n-story-\nYou are given a MISSION from the gr8 ones of your town! your mission is actually a TEST to overcome! there is a legend spoken of a priceless crown!! find it and you KEEP it! but wait, there are other competitors too! who will retrieve the legendary crown the fastest! will so many dangerous obstacles ahead of you! you have one chance! if you fail halfway, you will be found at the very start again! no turning back fellow minion! the one to overcome it all and to obtain the legendary crown the fastest, has his name imprinted on the \n"live orange board of Winners!" also known as The "Cloud variable!!!" XP beat the Fastest and you become a WORLD-WIDE LEGEND!!!!! until a new star may arise... and that star may...be...YOU!\n========================================\n-controls-\n>> W,A,S,D or arrow keys to move.\n>> reach the crown to win!\n>> your on timer, so run your FASTEST!!\n>> press "T" to show/hide chat items.\n>> if you want to chat, press the number of the slot in the chat list you want to say!\n>> press "N" to show/hide the names of the people online\n>> comment your time!! and tips you'de like to share!\n>> (veryy IMPORTANT) ❤ & ⭐!! XD\n>> ENJOY!!!\n========================================\n-work stats-\n2k+ blocks!\n100+ assets!\n150+ scripts!\n28+ hours of HARD work!\nas you might have already figured! i spent QUITE A LOT of time in this and i REALLY hope you could ❤, ⭐ and follow cuz it makes my day!! =D\nalso, comment your feedback and remix to add your own levels!! HOPE YOU ENJOY!!!\nalso if you find bugs and/or glitches, plz report them to me as soon as possible!\n========================================\n-credits-\n- @Shocker-Games for 50% of the amazing art!\n- @TimMCcool for the ❤ & ⭐ detector!\n- @JTHEJET for the ad notes (edited by me)\n- @HenryWolfe for the contest we could compete in!\n- thanks to scratch for some SFXs\n- thanks to Vexento @ youtube.com for the music!\n- thanks to @griffpatch for some help!\n- thanks to @mGR8T (me) for everything else! =D\n======================================\n-extras-\nI CAME 3RD!!!!!\nTYSM for #17 TRENDING ALL AND TRENDING GAMES!!! [7th June (IST)] =DDD\nTYSM for TOP-LOVED [8 June (IST)] =DDD\ncomment whatever you think is sus in this game xD\nThis is literally my 2nd BEST game yet!!\nif you enjoyed then don't forget to ❤ & ⭐ for more!!\n======================================\n-TAGS (ignore) -\n#games#all#cool#pls#get#on#trending#i#worked#hard#on#it#lol#mGR8T#like#fav#follow#comment#remix#ENJOY#multiplayer#scrolling#platformer#cuteplayers#fun#chat#and#muchmore#support\n=======================================\n-SURPRISE-\n>> ❤ & ⭐ for a surprise that's worth it!\n>> also, there is an easter egg in the game!!\nif you find it, (which is not easy) comment:\n "I found the easter egg!!"\nand get a free follow from @mGR8T 's test account!! \n(if you found it then don't spoil it for others =P)
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Autism - A Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [My Audio Recording 2021-05-24 AM 8-45-38 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-191) y: (-87)\nset [xv v] to [0]\nset [falling? v] to [0]\nset [yv v] to [0]\nset size to (33) %\nforever\n Physics\nend\n\ndefine Physics\nchange [yv v] by (-1)\nchange y by (Yv)\nchange [falling? v] by (1)\nTouch Ground <(Yv) > [0]>\nif <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [yv v] to [13]\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1.7)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1.7)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#ffffff)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((Xv) * (-1))\n change y by ((slope) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to ((-15) * (0.8))\n else\n set [xv v] to ((15) * (0.8))\n end\n set [yv v] to ((15) * (0.8))\n end\nend\nif <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [7]\n else\n set [yv v] to [-1.5]\n end\nend\nif <touching color (#ff0000)?> then\n go to x: (-191) y: (-87)\nend\nif <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-191) y: (-87)\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <touching color (#ffffff)?>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\nend\n\n@Screenshot 2021-06-06 at 8\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
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✧・゚: *✧・゚Autism - A Platformer ・゚✧*:・゚✧\n\n-ˋˏ ༻✿༺ ˎˊ- Notes -ˋˏ ༻✿༺ ˎ\n○ This is something I made. I worked very hard on it, and it took me ages, so I hope you like it.\n○ Learn more about autism here:\nhttps://autismspectrumandaspergers.weebly.com\n\n⭑・゚゚・*:༅。.。༅:*゚:*:✼✿ Updates ✿✼:*゚:༅。.。༅:*・゚゚・⭑\nShared | June 2, 2021\nOMG!!! So many loves!!! (18) | June 9, 2021\n4 favorites! | June 9, 2021\n30 hearts! This is insane! tysm everyone! | July 17, 2021\nCurated by @BlushPink1 | September 6, 2021\nTrying to respond to all the comments (146 messages) | September 7, 2021\n\n»»————- Instructions ————-««\n○ Use the arrow keys to move\n○ Avoid red\n\n⊱ ────── { Credits } ────── ⊰\n○ Code | NightDestroyer\n○ Art | Autistic-Kitty\n\n⊱ ━━━━.⋅ Tags ⋅.━━━━ ⊰\n○ #Autism\n○ #Platformer\n○ #AutismPlatformer
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Badboyhalo's Adventure (Platformer)
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@Stage\n\n@Bad\n\ndefine Say: (string1)\nset volume to (100) %\nset instrument to (20 v)\ndelete (all) of [dialogue v]\nset [b v] to []\nadd [] to [dialogue v]\nrepeat (length of (string1))\n say (item (1) of [dialogue v])\n start sound [pop v]\n if <<<(letter (b) of (string1)) = [.]> or <<(letter (b) of (string1)) = [?]> or <(letter (b) of (string1)) = [!]>>> or <(letter (b) of (string1)) = [,]>> then\n wait (0.5) seconds\n end\n change [b v] by (1)\n replace item (last) of [dialogue v] with (join (item (last) of [dialogue v]) (letter (b) of (string1)))\nend\nif <(letter (b) of (string1)) = [-]> then\n say (string1) for (0.001) seconds\nelse\n say (string1) for (1.25) seconds\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (hitbox v)\nset [stage v] to [1]\ngo to x: (-170) y: (-120)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <<touching (walls v)?> or <touching (aim bot v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or <touching (aim bot v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or <touching (aim bot v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or <touching (aim bot v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or <touching (aim bot v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or <touching (aim bot 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 [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)?> or <<touching (walls v)?> or <touching (aim bot v)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<(Inf jump) = [1]> or <<touching (ground v)?> or <<touching (walls v)?> or <touching (aim bot v)?>>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n if <touching (spikes v)?> then\n go to x: (-170) y: (-120)\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 if <touching (eyes of ender v)?> then\n change [stage v] by (1)\n broadcast (Stage change v)\n go to x: (-170) y: (-120)\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [inf jump v] to [0]\nshow list [inventory v]\ndelete all of [inventory v]\ngo to x: (-142) y: (-76)\n\nwhen I receive [star v]\nshow\n\ndefine Deadorreset (x) (y)\nif <key (r v) pressed?> then\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\nbroadcast (start v)\nforever\n Deadorreset [-142] [-116]\n Inventory [e] [f]\nend\n\ndefine Inventory (activate key open) (activate key close)\nif <key ((activate key open) v) pressed?> then\n hide list [inventory v]\nend\nif <key ((activate key close) v) pressed?> then\n show list [inventory v]\nend\n\nwhen I receive [dead v]\ngo to x: (-137) y: (-123)\n\ndefine Anim (anim)\nif <(Moving) = [0]> then\n switch costume to (default v)\nend\nif <(anim) = [1]> then\n switch costume to (right v)\n set [moving v] to [1]\nelse\n set [moving v] to [0]\n if <(anim) = [-1]> then\n switch costume to (left v)\n set [moving v] to [1]\n else\n set [moving v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n Anim (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nend\n\nwhen flag clicked\nforever\n if <key (g v) pressed?> then\n ask [Say:] and wait\n Say: (answer)\n end\nend\n\nchange [stage v] by (1)\n\n@Eyes of Ender\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nforever\n repeat (6)\n change y by (2)\n wait (0) seconds\n end\n repeat (12)\n change y by (-2)\n wait (0) seconds\n end\n repeat (6)\n change y by (2)\n wait (0) seconds\n end\nend\n\nwhen I receive [stage change v]\nrepeat (10)\n change size by (-10)\nend\nwait (0) seconds\nrepeat (10)\n change size by (10)\nend\n\nwhen I receive [stage change v]\nforever\n if <(Stage) = [3]> then\n go to x: (125) y: (73)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [1]> then\n go to x: (170) y: (70)\n stop [this script v]\n end\nend\n\nwhen I receive [stage change v]\nforever\n if <(Stage) = [2]> then\n go to x: (103) y: (65)\n stop [this script v]\n end\nend\n\nwhen I receive [stage change v]\nforever\n if <(Stage) = [4]> then\n go to x: (-201) y: (94)\n stop [this script v]\n end\nend\n\nwhen I receive [stage change v]\nforever\n if <(Stage) = [5]> then\n go to x: (130) y: (148)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n add (join (Stage) [ Eye of ender]) to [inventory v]\n broadcast (Invent update v)\nend\n\nwhen I receive [stage change v]\nforever\n if <(Stage) = [7]> then\n go to x: (-156) y: (155)\n stop [this script v]\n end\nend\n\nwhen I receive [star v]\nshow\n\nwhen I receive [stage change v]\nforever\n if <(Stage) = [8]> then\n go to x: (150) y: (-80)\n stop [this script v]\n end\nend\n\nwhen I receive [stage change v]\nforever\n if <(Stage) = [9]> then\n go to x: (-190) y: (145)\n stop [this script v]\n end\nend\n\nstop [this script v]\n\nwhen I receive [stage change v]\nforever\n if <(Stage) = [10]> then\n go to x: (-190) y: (145)\n stop [this script v]\n end\nend\n\nwhen I receive [invent update v]\ndelete all of [inventory v]\n\n@ground\n\n@walls\n\nwhen flag clicked\nhide\nset [my variable v] to [0]\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (6) y: (-68)\n\nwhen I receive [stage change v]\nshow\nSetup (Stage) Stage\n\nnext costume\n\nwhen I receive [star v]\nshow\n\ndefine Setup (setup number) Stage\nforever\n switch costume to (setup number)\n stop [this script v]\nend\n\n@screen\n\nwhen flag clicked\nshow variable [☁ times played v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nclear graphic effects\nshow\nbroadcast (M-0302 v)\nforever\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\nend\n\nwhen I receive [star v]\nhide variable [☁ times played v]\nrepeat (50)\n wait (0) seconds\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [m-0302 v]\nforever\n repeat (25)\n change [pixelate v] effect by (2)\n end\n repeat (25)\n change [pixelate v] effect by (-2)\n end\nend\n\nchange [whirl v] effect by (2)\n\n@Aim bot\n\nwhen flag clicked\nwait until <[5] = (Stage)>\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [ko v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n hide\n broadcast (Skeleton Dead v)\n end\nend\n\nwhen I receive [stage change v]\nSetup\n\ndefine Setup\nif <[5] < (Stage)> then\n show\nend\n\n@some more Aim bot\n\nwhen flag clicked\nhide\nwait until <[5] = (Stage)>\nshow\nforever\n point towards (bad v)\nend\n\nwhen I receive [ko v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skeleton dead v]\nhide\n\nwhen I receive [stage change v]\nSetup\n\ndefine Setup\nif <[5] < (Stage)> then\n show\nend\n\n@Some much Aim bot\n\nwhen flag clicked\nhide\nwait until <[5] = (Stage)>\nshow\n\nwhen flag clicked\nforever\n repeat until <[1] = (power)>\n go to (some more aim bot v)\n point towards (bad v)\n end\n repeat until <[0] = (power)>\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n wait (5) seconds\n set [power v] to [1]\n wait (0.1) seconds\n set [power v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[8] = (Stage)> then\n broadcast (KO v)\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I start as a clone\nrepeat until <touching color (#90723a)?>\n move (10) steps\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (bad v)?> then\n broadcast (Dead v)\n delete this clone\n end\nend\n\nwhen I receive [skeleton dead v]\nhide\n\nwhen I receive [stage change v]\nSetup\n\ndefine Setup\nif <[5] < (Stage)> then\n show\nelse\n hide\nend\n\n@spikes\n\nwhen flag clicked\nforever\n if <touching (bad v)?> then\n broadcast (Dead v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (67) y: (86)\nhide\nwait until <(Stage) = [6]>\nshow\nwait until <(Stage) = [7]>\ngo to x: (-38) y: (-120)\nwait until <(Stage) = [8]>\ngo to x: (134) y: (-27)\npoint in direction (180)\nwait until <(Stage) = [9]>\nhide\n\nshow\n\n@Click\n\nwhen this sprite clicked\nbroadcast (Star v)\nchange [☁ times played v] by (1)\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-140)\nshow\n\n@Commands\n\nwhen flag clicked\nforever\n if <(username) = [Robloxgeek515]> then\n if <key (c v) pressed?> then\n ask [Command] and wait\n if < (answer) contains [Inf]?> then\n change [inf jump v] by (1)\n end\n if < (answer) contains [Stage]?> then\n ask [Command sec] and wait\n set [stage v] to (answer)\n broadcast (Stage change v)\n end\n end\n end\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\n\n@Sword\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <touching (bad v)?> then\n broadcast (Wood swird v)\n end\nend\n\nwhen I receive [wood swird v]\nhide\nforever\n if <<mouse down?> or <key (space v) pressed?>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [wood swird v]\nforever\n go to x: (([x position v] of [bad v]) + (25)) y: ([y position v] of [bad v])\nend\n\nwhen I receive [wood swird v]\nforever\n next costume\n wait (0.2) seconds\nend\n\nif <<key (a v) pressed?> or <key (d v) pressed?>> then\nelse\n switch costume to (costume1 v)\nend\n\ngo to x: (0) y: (0)\n\[email protected](Script)\n\nwhen flag clicked\nInstance.new(Script) [10] In script if level greater than 10 set level to 10\n\ndefine Instance.new(Script) (new.script) In script if level greater than 10 set level to 10\nforever\n if <[14] < (Stage)> then\n set [stage v] to [14]\n broadcast (Stage change v)\n end\nend\n\n
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Use wad or the arrow keys to get to the eye of ender.\nThis is a @Platformer\nIf you want more levels get 25 hearts and star.\nuse e to open your inventory. Use R to reset\n___________________________________________\nUpdate June/8/2021\nFixed the nocliping through walls, added better platformer script's and a intro (May be laggy)\nJune/8/2021/3:41 PM\nAdded animations\nJune/26/2021\nSo I deleted Intro and put something different, Press g\n\n
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♻ Earthly home - A platformer 彡
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@Stage\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@death\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@earth <3\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 (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\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 [15]\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 (death 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 (43) %\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\nwhen I receive [next!! v]\nswitch costume to (12 v)\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@music :>\n\nwhen flag clicked\nforever\n play sound [Elektronomia - Sky High \[NCS Release\] v] until done\nend\n\n@skip\n\nwhen I receive [done intro v]\nset [level v] to [1]\n\nwhen [s v] key pressed\nchange [level v] by (1)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\nset [direction v] to [0]\nforever\n point in direction (([cos v] of ((direction) * (2)) ) + (93))\n change [direction v] by (5)\nend\n\nbroadcast (Done intro v)\n\nwhen flag clicked\nshow\n\nwhen I receive [done intro v]\nhide\n\n@Sprite2\n\nwhen I receive [done intro v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (Done intro v)\nhide\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (? v)\n\nwhen I receive [done intro v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (0) y: (345)\n\nwhen I receive [? v]\ngo to [front v] layer\nshow\nglide (.7) secs to x: (0) y: (0)\n\nwhen this sprite clicked\nglide (.4) secs to x: (0) y: (345)\nhide\n\n
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カービィ フォーマー(プラットフォーマー) Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen [timer v] > (0)\n\nwhen I receive [終わり v]\nswitch backdrop to (背景2 v)\n\n@player\n\nwhen flag clicked\nshow\nswitch costume to (sprite1 v)\ngo to x: (-200) y: (10)\npoint in direction (90)\nset size to (80) %\nforever\n reset timer\n if <(変数) = [9999]> then\n show\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [x v] by (0.77)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [x v] by (-0.77)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (.88))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> and <touching (ステージ v)?>> then\n start sound [10 v]\n set [y v] to [12]\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (NEXT v)\n go to x: (-200) y: (-20)\n end\n if <<[-178] > (y position)> or <<touching (障害物 v)?> or <touching color (#d84c52)?>>> then\n to by contenew\n end\n if <touching (あお v)?> then\n set [y v] to [20]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (sprite2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-7)\nend\ndelete this clone\n\ndefine to by contenew\ngo to [front v] layer\nswitch costume to (sprite3 v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [出久 v] to (pick random (15) to (18))\nstart sound [crashed oof 2 v]\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (出久) degrees\n change y by (出久)\n change [出久 v] by (-1)\nend\nhide\nswitch costume to (sprite1 v)\nwait (0.5) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [終わり v]\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nmove (10) steps\n\nwhen I receive [最後の v]\nhide\nstop [other scripts in sprite v]\n\nforever\n\n@ステージ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-20)\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\n\n@NEXT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [変数 v] to [9999]\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\nset [変数 v] to [0]\ngo to x: (0) y: (180)\nstart sound [Finger Snap v]\nrepeat (10)\n change y by ((-1) - ((y position) / (3)))\nend\nwait (0.5) seconds\nrepeat until <(y position) > [179]>\n change y by ((y position) / (3))\nend\nhide\nset [変数 v] to [9999]\n\n@障害物\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (-20)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [ステージ v])\nend\n\nwhen flag clicked\nwait until <([costume # v] of [ステージ v]) = [5]>\ngo to x: (0) y: (-80)\nset size to (50) %\nrepeat until <not <([costume # v] of [ステージ v]) = [5]>>\n repeat (10)\n turn right (3) degrees\n end\n repeat (10)\n turn left (3) degrees\n end\nend\nset size to (100) %\ngo to x: (0) y: (-20)\n\nwhen [timer v] > (0)\nhide\n\n@サムネ\n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [終わり v]\nhide\n\nwhen [timer v] > (0)\nhide\n\nglide (1) secs to (random position v)\n\n@ターボ対策\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n if <(やったなぁ) > [30]> then\n broadcast (終わり v)\n end\nend\n\nwhen I receive [終わり v]\nshow\nchange [☁ 変数 v] by (1)\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nstop [all v]\n\nwhen flag clicked\nforever\n set [やったなぁ v] to [0]\n wait (0.001) seconds\nend\n\nwhen flag clicked\nset [やったなぁ v] to [0]\nforever\n change [やったなぁ v] by (10)\nend\n\n@チラつく\n\nwhen flag clicked\nhide\nforever\n set size to (100) %\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.75)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (210) to (-210)) y: (-180)\nset size to (pick random (0) to (100)) %\nshow\nrepeat (10)\n change y by ((0) - ((y position) / (4)))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@光\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [光 v]\nrepeat (pick random (10) to (15))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (pick random (50) to (100)) %\nshow\nglide (0.3) secs to x: (pick random (-20) to (20)) y: (pick random (-30) to (30))\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@あお\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-23)\n\nwhen I receive [next v]\nif <([costume # v] of [ステージ v]) = [7]> then\n show\nelse\n hide\nend\n\n@ramen84\n\nwhen flag clicked\nshow\nforever\n go to x: (-158) y: (-80)\nend\n\nwhen I receive [終わり v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@太陽\n\nwhen flag clicked\nshow\ngo to x: (215) y: (170)\nforever\n turn right (1) degrees\n go to [back v] layer\nend\n\nwhen [timer v] > (0)\nhide\n\n@1\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\npoint in direction (90)\nshow\nstart sound [TheFatRat - Monody v]\ngo to x: (2405) y: (0)\nstop [other scripts in sprite v]\nrepeat until <[0.5] > (x position)>\n change x by ((0) - ((x position) / (4)))\nend\nset x to (-1)\nset [あ v] to [0]\nset size to (100) %\nwait (1) seconds\nforever\n change [あ v] by (17.5)\n point in direction ((([sin v] of (あ) ) * (5)) + (90))\nend\n\nwhen I receive [終わり v]\nhide\n\n
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リミックスしただけ Platformer
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Difficulty Chart Obby (Platformer)
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@Stage\n\nwhen flag clicked\nforever\n play sound [Dream Speedrun Music v] until done\nend\n\n@Humanoid\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n 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)?> or <<touching color (#00992b)?> or <touching color (#663700)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00992b)?> or <touching color (#663700)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00992b)?> or <touching color (#663700)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00992b)?> or <touching color (#663700)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00992b)?> or <touching color (#663700)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#00992b)?> or <touching color (#663700)?>>> 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 (#000000)?> or <<touching color (#00992b)?> or <touching color (#663700)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [backdrop17]> then\n switch costume to (costume3 v)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n set rotation style [left-right v]\n point in direction (-90)\n end\n if <key (left arrow v) pressed?> then\n set rotation style [left-right v]\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n reset timer\n repeat until <(backdrop [number v]) = [17]>\n set [timer v] to (timer)\n end\nend\n\n@Moving Platform\n\nwhen flag clicked\ngo to x: (-78) y: (-104)\nforever\n if <<(backdrop [number v]) = [6]> or <(backdrop [number v]) = [11]>> then\n show\n if <(backdrop [number v]) = [6]> then\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [11]> then\n switch costume to (costume2 v)\n end\n glide (1) secs to x: (130) y: (42)\n glide (1) secs to x: (-78) y: (-104)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(backdrop [number v]) = [6]> or <(backdrop [number v]) = [11]>>> then\n hide\n end\nend\n\n@Moving Lava 1\n\nwhen flag clicked\ngo to x: (-52) y: (123)\nforever\n if <(backdrop [number v]) = [7]> then\n show\n glide (1) secs to x: (-52) y: (8)\n glide (1) secs to x: (-52) y: (123)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Moving Lava 2\n\nwhen flag clicked\ngo to x: (-52) y: (123)\nforever\n if <(backdrop [number v]) = [7]> then\n show\n glide (0.9) secs to x: (131) y: (8)\n glide (0.9) secs to x: (131) y: (123)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Moving Lava 4\n\nwhen flag clicked\ngo to x: (-52) y: (123)\nforever\n if <<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [10]>> then\n show\n glide (0.5) secs to x: (-52) y: (8)\n glide (0.5) secs to x: (-52) y: (123)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [10]>>> then\n hide\n end\nend\n\n@Moving Lava 3\n\nwhen flag clicked\ngo to x: (142) y: (-121)\nforever\n if <(backdrop [number v]) = [8]> then\n show\n glide (0.9) secs to x: (142) y: (-150)\n glide (0.9) secs to x: (142) y: (-85)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\nend\n\n@Moving Lava 2 1\n\nwhen flag clicked\ngo to x: (142) y: (-121)\nforever\n if <(backdrop [number v]) = [8]> then\n show\n glide (0.9) secs to x: (142) y: (-150)\n glide (0.9) secs to x: (142) y: (-85)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\nend\n\n@Bouncing Lava 1\n\nwhen flag clicked\ngo to x: (117) y: (161)\nforever\n if <<<<(backdrop [number v]) = [10]> or <(backdrop [number v]) = [13]>> or <(backdrop [number v]) = [14]>> or <(backdrop [number v]) = [15]>> then\n show\n move (10) steps\n if on edge, bounce\n else\n hide\n end\nend\n\n@Moving Lava 2 2\n\nwhen flag clicked\ngo to x: (142) y: (-121)\nforever\n if <(backdrop [number v]) = [13]> then\n show\n glide (0.5) secs to x: (142) y: (-150)\n glide (0.5) secs to x: (142) y: (-85)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [13]>> then\n hide\n end\nend\n\n@Spinning Lava\n\nwhen flag clicked\ngo to x: (-86) y: (-14)\nforever\n if <<(backdrop [number v]) = [12]> or <(backdrop [number v]) = [13]>> then\n show\n turn right (5) degrees\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(backdrop [number v]) = [12]> or <(backdrop [number v]) = [13]>>> then\n hide\n end\nend\n\n@Spinning Lava 2\n\nwhen flag clicked\ngo to x: (111) y: (-14)\nforever\n if <(backdrop [number v]) = [12]> then\n show\n turn right (5) degrees\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [12]>> then\n hide\n end\nend\n\n@Bouncing Lava 2\n\nwhen flag clicked\ngo to (random position v)\nforever\n if <<<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [15]>> or <(backdrop [number v]) = [16]>> then\n show\n move (10) steps\n if on edge, bounce\n else\n hide\n end\nend\n\n@Bouncing Lava 3\n\nwhen flag clicked\ngo to (random position v)\nforever\n if <<<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [15]>> or <(backdrop [number v]) = [16]>> then\n show\n move (10) steps\n if on edge, bounce\n else\n hide\n end\nend\n\n@Bouncing Lava 4\n\nwhen flag clicked\ngo to (random position v)\nforever\n if <(backdrop [number v]) = [15]> then\n show\n move (10) steps\n if on edge, bounce\n else\n hide\n end\nend\n\n@Bouncing Lava 5\n\nwhen flag clicked\ngo to (random position v)\nforever\n if <(backdrop [number v]) = [15]> then\n show\n move (10) steps\n if on edge, bounce\n else\n hide\n end\nend\n\n@ThumbnailSprite1\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n
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Objective:\nGet to the right side of the screen using controls.\nControls:\nArrow keys to move (up - jump, left - go left, right - go right)\nLevels:\nEasy: 5 Levels\nMedium: 5 Levels\nHard: 5 Levels\nTotal: 15 Levels
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Basketball A Platformer #all#music#Games#art
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@Stage\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [deaths v] to [0]\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 turn left (5) degrees\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n turn right (5) degrees\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 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 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 [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (20)\n\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <<touching (saw v)?> or <touching (danger v)?>> then\n change [deaths v] by (1)\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [The Script- Hall v] until done\nend\n\n@danger\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (The Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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This is for HenryWolfe's school competition\n\nBasketball, a platformer\n\nthere are about 20-21 levels :)\n\narrow keys or WASD to move\ndont touch spikes
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NOT a Platformer!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (wall 1 v)\nforever\n if <(Level) = [2]> then\n switch backdrop to (castle 3 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [6]> then\n broadcast (cutscene v)\n switch backdrop to (neon tunnel v)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-167) y: (-108)\nset [gravity v] to [-5]\nforever\n if <key (left arrow v) pressed?> then\n go to (hbox v)\n switch costume to (act_move_l1 v)\n wait (0.05) seconds\n go to (hbox v)\n repeat (3)\n next costume\n wait (0.05) seconds\n go to (hbox v)\n end\n else\n if <key (right arrow v) pressed?> then\n go to (hbox v)\n switch costume to (act_move_1 v)\n wait (0.05) seconds\n go to (hbox v)\n repeat (3)\n next costume\n wait (0.05) seconds\n go to (hbox v)\n end\n else\n switch costume to (act_stand_1 v)\n end\n end\n change x by (XVel)\n if <not <touching (ground v)?>> then\n change y by (Gravity)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n forever\n go to (hbox v)\n end\n end\nend\n\nrepeat until <not <key (left arrow v) pressed?>>\n change [xvel v] by (-0.25)\nend\nrepeat until <not <key (right arrow v) pressed?>>\n change [xvel v] by (0.25)\nend\n\nwhen I receive [bullethell v]\nhide\n\nforever\n\nchange y by (Gravity)\n\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (Speed Y)\n CheckGround\nend\n\ndefine CheckGround\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\n@Ground\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nforever\n if <(Level) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n end\nend\n\nforever\n\nset [ghost v] effect to (100)\n\nwhen I receive [bullethell v]\nhide\n\n@HBox\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (-167) y: (-98)\nset [ghost v] effect to (100)\nforever\n if <not <touching (ground v)?>> then\n change y by (Gravity)\n end\n if <key (left arrow v) pressed?> then\n set [xvel v] to [-5]\n else\n if <key (right arrow v) pressed?> then\n set [xvel v] to [5]\n else\n set [xvel v] to [0]\n end\n end\n change x by (XVel)\nend\n\ngo to (sprite1 v)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <touching (ground v)?> then\n repeat (7)\n set [speed y v] to [12.5]\n change y by (Speed Y)\n end\n end\n end\nend\n\nrepeat (10)\n change y by (15)\nend\n\nrepeat until <touching (ground v)?>\n change y by (-5)\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-167) y: (-108)\n end\n if <touching (goal v)?> then\n go to x: (-167) y: (-108)\n change [level v] by (1)\n end\nend\n\nwhen I receive [bullethell v]\nhide\n\ndefine CheckGround\nif <(Speed Y) < [0]> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\nelse\n if <touching (ground v)?> then\n set [speed y v] to [-10]\n end\n change [xvel v] by ((XVel) * (-5))\nend\n\nchange [speed y v] by (15)\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n repeat until <touching (ground v)?>\n change [speed y v] by (-1.25)\n change y by (Speed Y)\n CheckGround\n end\nend\n\ndefine Move (dist)\nchange [xvel v] by (1)\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 if <touching (ground v)?> then\n change x by ((0) - (dist))\n change y by ((0) - (Slope))\n end\nend\n\nchange x by (dist)\n\nMove []\n\n@Goal\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (143) y: (-24)\n\nwhen I receive [bullethell v]\nhide\n\n@Lava\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n if <(Level) = [2]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [bullethell v]\nhide\n\nwhen I receive [cutscene v]\nhide\n\n@Sprite2\n\n@cutscene\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene v]\nrepeat (1)\n go to [front v] layer\n set [ghost v] effect to (0)\n show\n switch costume to (costume1 v)\n next costume\n wait (1) seconds\n next costume\n wait (1) seconds\n repeat (4)\n next costume\n wait (0.15) seconds\n end\n wait (1) seconds\n next costume\n next costume\n wait (2.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.05) seconds\n end\n broadcast (bullethell v)\nend\n\n@Gobo\n\nwhen flag clicked\nhide\n\nwhen I receive [bullethell v]\ngo to x: (200) y: (-38)\nshow\nsay [MUWAHAHAHHAHAHA! Did you think this would be a NORMAL platformer?!] for (2) seconds\nforever\n broadcast (FIRE v)\n wait (5) seconds\nend\n\nwhen I receive [meowofdeath v]\nif <(GoboHealth) = [0]> then\n repeat (10)\n change y by (-10)\n end\n say [NOOOOOOOOOOO] for (2) seconds\n hide\n broadcast (WIN v)\n stop [all v]\nend\n\nrepeat until \nend\n\n@BulletHellCat\n\nwhen flag clicked\nswitch costume to (cat flying-b2 v)\nhide\ngo to x: (-178) y: (-3)\n\nwhen I receive [bullethell v]\nset [gobohealth v] to [5]\nset [health v] to [100]\nshow\nshow variable [health v]\nforever\n if <touching (bullets v)?> then\n change [health v] by (-1)\n end\n if <(Health) < [1]> then\n set [health v] to [0]\n hide\n wait (1) seconds\n set [health v] to [100]\n show\n show variable [health v]\n end\nend\n\n\n change y by (10)\nelse\n \nend\n\nwhen I receive [bullethell v]\nforever\n if <key (space v) pressed?> then\n broadcast (MeowOfDeath v) and wait\n switch costume to (cat flying-a2 v)\n play sound [Meow v] until done\n change [gobohealth v] by (-1)\n end\n if <key (up arrow v) pressed?> then\n change y by (15)\n switch costume to (cat flying-b2 v)\n else\n if <key (down arrow v) pressed?> then\n change y by (-15)\n switch costume to (cat flying-b v)\n else\n if <key (right arrow v) pressed?> then\n change x by (10)\n switch costume to (cat flying-a v)\n else\n if <key (left arrow v) pressed?> then\n change x by (-10)\n switch costume to (cat flying-a v)\n end\n end\n end\n end\nend\n\n@Bullets\n\nwhen flag clicked\nhide variable [health v]\nhide\ngo to x: (175) y: (-20)\n\nwhen I receive [fire v]\ngo to x: (145) y: (-20)\nshow\nswitch costume to (costume1 v)\nshow\nrepeat (50)\n change x by (-10)\nend\nhide\nwait (0.25) seconds\nswitch costume to (costume2 v)\ngo to x: (175) y: (-20)\nshow\nrepeat (50)\n change x by (-10)\nend\nhide\nwait (0.25) seconds\nswitch costume to (costume3 v)\ngo to x: (175) y: (-20)\nshow\nrepeat (50)\n change x by (-10)\nend\nhide\ngo to x: (145) y: (-20)\n\nrepeat (35)\nend\n\nrepeat (35)\nend\n\nrepeat (35)\n change x by (-10)\nend\n\nrepeat until <touching (bulletkillwall v)?>\n change x by (-10)\nend\n\nrepeat until <touching (bulletkillwall v)?>\n change x by (-10)\nend\n\nwhen I receive [bullethell v]\n\nshow\n\n@Win!\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@bulletkillwall\n\n
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Use direction keys to move, use space to defeat the final boss.\n(You can speedrun the final boss by spamming the meow, please don't.)
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Polluted - A Platformer Game #Games #All #Games #Games #Games #Games #Games #Games #Games
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@Stage\n\n@Player\n\nwhen flag clicked\nforever\n hide variable [y script v]\n hide variable [x script v]\nend\n\nwhen flag clicked\nshow variable [y script v]\nshow variable [x script v]\n\nwhen I receive [message1 v]\nshow\ngo to x: (-197) y: (9)\nset [x script v] to [0]\nset [y script v] to [0]\n\nwhen flag clicked\nshow variable [level v]\nswitch costume to (your character3 v)\nforever\n if <[235] < (x position)> then\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-197) y: (9)\nset [x script v] to [0]\nset [y script v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x script v] by (1)\n switch costume to (your character v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x script v] by (-1)\n switch costume to (your character2 v)\n end\n set [x script v] to ((X Script) * (0.9))\n change x by (X Script)\n if <touching color (#00d343)?> then\n change y by (1)\n if <touching color (#00d343)?> then\n change y by (1)\n if <touching color (#00d343)?> then\n change y by (1)\n if <touching color (#00d343)?> then\n change y by (1)\n if <touching color (#00d343)?> then\n change y by (1)\n if <touching color (#00d343)?> then\n change x by ((X Script) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Script) > [0]> then\n set [x script v] to [-5]\n else\n set [x script v] to [5]\n end\n set [y script v] to [10]\n else\n set [x script v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y script v] by (-1)\n change y by (Y Script)\n if <touching color (#00d343)?> then\n change y by ((Y Script) * (-1))\n set [y script v] to [0]\n end\n change y by (-1)\n if <touching color (#00d343)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y script v] to [15]\n end\n end\n change y by (1)\nend\n\nswitch costume to (your character3 v)\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-197) y: (9)\n set [x script v] to [0]\n set [y script v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Robo Beat v] until done\nend\n\nwhen flag clicked\nforever\n if <touching color (#b0b3b1)?> then\n broadcast (The World is saved v)\n end\nend\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Script) > [0]> then\n set [x script v] to [-5]\n else\n set [x script v] to [5]\n end\n set [y script v] to [10]\nelse\n set [x script v] to [0]\nend\n\n@level\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching color (#b2b2b2)?> then\n broadcast (The World is saved v)\n end\nend\n\nwhen I receive [the world is saved v]\nhide variable [level v]\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (376) y: (90)\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) < [-203]> then\n go to x: (376) y: (90)\n end\nend\n\nwhen I start as a clone\nhide\nwait (10) seconds\ngo to [back v] layer\nshow\ngo to x: (376) y: (90)\nforever\n change x by (-1)\n if <(x position) < [-203]> then\n go to x: (376) y: (90)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nwait (5) seconds\nshow\n\nwhen I receive [the world is saved v]\nrepeat (99)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
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Arrow keys or WASD \n\nPlease propose to be featured here :)\nhttps://scratch.mit.edu/studios/28715018/comments/\n\n\n------------------------------Story----------------------------\n\nThere once was a world full of beauty and Nature. Animals and plant thrived and world was perfect. Mother Earth helped keep the World safe. however one day an Evil king trapped Mother Earth and brought pollution to the once so beautiful land. Its your job to free Mother Earth and save the World!
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Pareliter platformer / Mobile friendly
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@Stage\n\nwhen I receive [start v]\nforever\n wait (0.1) seconds\n play sound [\[MP3DOWNLOAD v] until done\n wait (0.1) seconds\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\n wait (0.1) seconds\n play sound [Alan-Walker-Spectre v] until done\nend\n\n@player\n\ndefine eyes movement\nforever\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>>> then\n switch costume to (up v)\n else\n switch costume to (stand - afk type v)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to (down v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (left v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> or <<<mouse down?> and <(mouse y) > (y position)>> and <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (up left v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> or <<<mouse down?> and <(x position) > (mouse x)>> and <<mouse down?> and <(y position) > (mouse y)>>>> then\n switch costume to (down left v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> or <<<mouse down?> and <(y position) > (mouse y)>> and <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (down right v)\n end\n if <<<<mouse down?> and <(mouse x) > (x position)>> and <<mouse down?> and <(mouse y) > (y position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>>> then\n switch costume to (up right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (stand - afk type v)\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>>> then\n switch costume to (stand - afk type v)\n end\nend\n\ndefine setup\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-206) y: (-62)\npoint in direction (90)\nshow\nset size to (100) %\nforever\n if <<not <(level) = [15]>> and <(x position) > [239]>> then\n change [level v] by (1)\n go to x: (-206) y: (-62)\n end\n if <<(level) = [15]> and <(x position) > [239]>> then\n change [level v] by (1)\n go to x: (-206) y: (-62)\n end\n if <<not <<(level) = [16]> or <(level) = [17]>>> and <<touching (danger v)?> or <[-186] > (y position)>>> then\n go to x: (-206) y: (-110)\n end\n if <<<(level) = [16]> or <(level) = [17]>> and <<touching (danger v)?> or <[-186] > (y position)>>> then\n go to x: (-206) y: (-110)\n end\n if <touching (trampoline v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nsetup\n\ndefine movement and gravity\nforever\n change [yvel 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 [xvel v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1)\n end\n set [xvel v] to ((Xvel) * (0.86))\n change x by (Xvel)\n if <<touching (level v)?> or <touching (hover board v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (hover board v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (hover board v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (hover board v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (hover board v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (hover board v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (hover board v)?>> then\n change y by (-6)\n change x by ((Xvel) * (-1))\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yvel)\n if <<touching (hover board v)?> or <touching (level v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (level v)?> or <touching (hover board v)?>>> then\n set [yvel v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [start v]\neyes movement\n\nwhen I receive [start v]\n movement and gravity\n\n@level\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@cloud\n\nwhen I receive [start v]\nset [brightness v] effect to (25)\n\n@danger\n\nwhen I receive [start v]\nforever\n if <<<<(level) = [22]> or <<(level) = [21]> or <<(level) = [20]> or <(level) = [23]>>>> or <<(level) = [11]> or <(level) = [16]>>> or <<<(level) = [15]> or <(level) = [14]>> or <<(level) = [24]> or <<<(level) = [4]> or <(level) = [5]>> or <<(level) = [10]> or <(level) = [8]>>>>>> then\n show\n else\n hide\n end\n if <(level) = [4]> then\n go to x: (-69) y: (-135)\n switch costume to (spike 1 v)\n end\n if <(level) = [5]> then\n go to x: (-69) y: (-135)\n switch costume to (spike 2 v)\n end\n if <(level) = [8]> then\n go to x: (78) y: (68)\n switch costume to (spike 1 v)\n end\n if <(level) = [10]> then\n go to x: (68) y: (-136)\n switch costume to (spike 1 v)\n end\n if <(level) = [14]> then\n go to x: (202) y: (-86)\n switch costume to (spike 3 v)\n end\n if <(level) = [15]> then\n go to x: (202) y: (-86)\n switch costume to (spike 4 v)\n end\n if <(level) = [16]> then\n go to x: (125) y: (-158)\n switch costume to (spike 5 v)\n end\n if <(level) = [11]> then\n go to x: (125) y: (-138)\n switch costume to (spike 1 v)\n end\n if <(level) = [20]> then\n go to x: (8) y: (-140)\n switch costume to (spike 1 v)\n end\n if <(level) = [22]> then\n go to x: (127) y: (-161)\n switch costume to (spike 7 v)\n end\n if <(level) = [21]> then\n go to x: (-120) y: (-135)\n switch costume to (spike 6 v)\n end\n if <(level) = [23]> then\n go to x: (-120) y: (-135)\n switch costume to (spike 8 v)\n end\n if <(level) = [24]> then\n go to x: (-120) y: (-135)\n switch costume to (spike 9 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@invisblocks\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\nend\n\n@trampoline\n\nwhen I receive [start v]\nset size to (75) %\nforever\n if <<<(level) = [8]> or <(level) = [10]>> or <(level) = [24]>> then\n show\n else\n hide\n end\n if <(level) = [8]> then\n go to x: (27) y: (-49)\n end\n if <(level) = [10]> then\n go to x: (-85) y: (-49)\n end\n if <(level) = [24]> then\n go to x: (-67) y: (95)\n end\n if <touching (player v)?> then\n switch costume to (crouch v)\n else\n switch costume to (normal v)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nbroadcast (start v)\n\n@hover board\n\nwhen flag clicked\nforever\n if <<(level) = [19]> or <<(level) = [20]> or <(level) = [18]>>> then\n show\n go to x: (167) y: (-161)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n change x by (10)\n wait (0.1) seconds\nend\n\nif <touching (_edge_ v)?> then\nend\nif <touching (level v)?> then\n change x by (10)\nend\n\ngo to x: (2) y: (2)\n\nwait (0.1) seconds\n\nchange x by (10)\n\ngo to x: (256) y: (-58)\ngo to x: (167) y: (-161)\n\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n glide (3) secs to x: (-112) y: (-157)\n glide (3) secs to x: (196) y: (-157)\nend\n\n
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Platformer
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@Stage\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nsay [Hello!] for (2) seconds\nsay [I Am A Platform And My name is er] for (2) seconds\nsay [I dont Know Y I was Named er] for (2) seconds\nsay [Do u like my name] for (2) seconds\nsay [Ehhh] for (2) seconds\nsay [Gtg BYeeeeee]\n\n
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Chromatic - A Platformer v1.3
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@Stage\n\nwhen flag clicked\nhide variable [timer v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop1 v)\nshow variable [timer v]\nshow variable [☁ hs v]\n\nwhen flag clicked\nset [timer v] to [0]\nset [timer state v] to [STOP]\n\nwhen I receive [intro v]\nset [timer state v] to [PLAY]\nforever\n if <(TIMER STATE) = [PLAY]> then\n wait (0.1) seconds\n change [timer v] by (0.1)\n end\nend\n\nwhen I receive [intro v]\nforever\n set volume to (20) %\n play sound [Water v] until done\nend\n\nwhen I receive [intro v]\nforever\n if <<<(TIMER) < (☁ HS)> and <(LEVEL) = [9]>> and <(SKIP?) = [no]>> then\n set [☁ hs v] to (((TIMER) * (100)) / (100))\n end\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [mixkit-fire-explosion-1343 v]\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: () y: ()\nExplosion\nswitch costume to (black oc v)\nwait (1.05) seconds\nCloning\nswitch costume to (oc v)\nstart sound [Intro Music v]\nrepeat (70)\n point in direction ((([tan v] of (Sin) ) * (5)) + (90))\n go to x: (0) y: ((([sin v] of (Sin) ) / (2)) * (25))\n change [sin v] by (10)\nend\nwait (1) seconds\nhide\n\ndefine Explosion\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n wait (1) seconds\n switch costume to (explosion size hack v)\n set size to (400) %\n go to x: (30) y: (90)\n go to [front v] layer\n switch costume to (1 v)\n repeat (16)\n next costume\n end\n delete this clone\nend\n\ndefine Cloning\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [background]> then\n repeat (100)\n change [color v] effect by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [26]> then\n go to [front v] layer\n go to x: (622) y: (449)\n clear graphic effects\n wait (2) seconds\n glide (1) secs to x: (36) y: (30)\n start sound [Wood Tap v]\n wait (2) seconds\n glide (1) secs to x: (-504) y: (-386)\n broadcast (intro v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [26]> then\n go to [front v] layer\n go to x: (622) y: (449)\n clear graphic effects\n wait (2) seconds\n forever\n change [color v] effect by (2)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [27]> then\n go to x: (0) y: (-8)\n go [forward v] (1) layers\n repeat (4)\n switch costume to (costume3 v)\n clear graphic effects\n repeat (9)\n wait (0.00005) seconds\n next costume\n change [ghost v] effect by (10)\n end\n end\n delete this clone\nend\n\n@2. Player\n\nwhen I receive [intro v]\nshow\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x vel v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x vel v] by (1)\n point in direction (90)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (3. level v)?> then\n change y by (1)\n end\n if <touching (3. level v)?> then\n change y by (1)\n end\n if <touching (3. level v)?> then\n change y by (1)\n end\n if <touching (3. level v)?> then\n change y by (1)\n end\n if <touching (3. level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> 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 (6. 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 (3. 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 (6. water v)?> then\n if <<touching (6. water v)?> and <<key (up arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n set [y vel v] to [2]\n end\n else\n if <<touching (3. level v)?> and <<key (up arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> 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) > [236]> then\n change [level v] by (1)\n broadcast (Next Level v) and wait\n end\n if <touching (4. danger v)?> then\n broadcast (Restart v)\n end\n if <touching (5. bouncepad v)?> then\n set [y vel v] to [20]\n end\nend\n\nwhen flag clicked\nset [skip? v] to [no]\nhide\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: (-220) y: (45)\n\nwhen I receive [copleted! v]\nhide\n\nwhen I receive [intro v]\nforever\n if <key (r v) pressed?> then\n broadcast (Restart v)\n end\n if <key (s v) pressed?> then\n broadcast (Next Level v)\n change [level v] by (1)\n wait (0.5) seconds\n set [skip? v] to [yes]\n end\nend\n\n@3. Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\nhide\n\nwhen I receive [intro v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [9]> then\n broadcast (Copleted! v)\n end\nend\n\nwhen I receive [copleted! v]\nhide\n\n@4. Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@5. BouncePad\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(LEVEL) = [2]> then\n Clone at x: [-175] y: [-116]\nend\n\nwhen I start as a clone\nforever\n show\n if <touching (2. 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\nwhen flag clicked\nhide\n\n@6. Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\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\ngo to [back v] layer\nforever\n set y to (tide)\n switch costume to (LEVEL)\nend\n\n@7. Enemy\n\nwhen flag clicked\nhide\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\nshow\nforever\n if <([x position v] of [2. player v]) < (x position)> then\n change [x vel v] by (-0.5)\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [2. player v])> then\n change [x vel v] by (0.5)\n point in direction (90)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (3. level v)?> then\n change y by (1)\n end\n if <touching (3. level v)?> then\n change y by (1)\n end\n if <touching (3. level v)?> then\n change y by (1)\n end\n if <touching (3. level v)?> then\n change y by (1)\n end\n if <touching (3. level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <(([y position v] of [2. 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 (6. 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 (3. 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 (6. water v)?> then\n if <(([y position v] of [2. player v]) - (50)) < (y position)> then\n set [y vel v] to [2]\n end\n else\n if <<touching (3. level v)?> and <(([y position v] of [2. 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 (4. danger v)?> then\n delete this clone\n end\n if <touching (5. bouncepad v)?> then\n set [y vel v] to [20]\n end\n if <touching (2. player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(LEVEL) = [3]> then\n Clone at x: [200] y: [95]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [200] y: [155]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [200] y: [45]\nend\n\n@8. Thumbnail\n\nwhen flag clicked\nhide\n\nhide variable [☁ hs v]\nhide variable [timer v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\n@9. 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@10. Completed\n\nwhen flag clicked\nstop all sounds\nhide\n\nwhen I receive [copleted! v]\nset [timer state v] to [STOP]\nif <(TIMER) > [5]> then\n show\n stop [all v]\nend\n\n@11. 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 I receive [intro v]\nforever\n if <(LEVEL) = [1]> then\n type [phew! just a slope.] at x: [-130] y: [150]\n wait until <(LEVEL) = [2]>\n type [i always wanted to use a bounce pad.] at x: [-170] y: [150]\n wait until <(LEVEL) = [3]>\n type [who is that will he kill me!] at x: [-200] y: [150]\n wait until <(LEVEL) = [4]>\n type [so many spikes!] 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 [this is just plain.] 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 [is this a maze!] at x: [-120] y: [150]\n end\nend\n\n@12. Thumbnail Border\n\nwhen flag clicked\nhide\n\nhide variable [☁ hs v]\nhide variable [timer v]\nset [ghost v] effect to (20)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\n
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>Check me on Youtube\nhttps://www.youtube.com/channel/UCYqHajesubHpsDJ-rTSawCg\nEveryone, please follow @Scratchsanity\n Instructions\nArrow Keys to move\nUSE BOUNCE PAD TO JUMP HIGHER\nDON'T TOUCH ENEMIES\nTRY TO COMPLETE FAST AS YOU CAN\nIF YOU SKIP LEVEL IT WILL NOT BE A HIGH SCORE\nR to Restart\nS to Skip\n\nall levels are possible.\n\n\nTags: #Platformer, #Colours, #coolplatformer, #shorts, #shortplatformer, #1000v
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Colour Codes: Two-Player Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [2021-01-07_-_At_The_Top_-_www v] until done\nend\n\n@player 1\n\nwhen flag clicked\nset size to (100) %\nset [player 1 - end level v] to [0]\nset [death v] to [0]\nset [in jump v] to [0]\nset [mid-air v] to [0]\ngo to [front v] layer\ngo to x: (-199) y: (40)\nshow\nbroadcast (player 1 - points v)\nforever\n if <key (up arrow v) pressed?> then\n if <(in jump) = [0]> then\n if <(mid-air) = [0]> then\n set [in jump v] to [1]\n set [jumping-code v] to [7.5]\n repeat (15)\n change y by (jumping-code)\n change [jumping-code v] by (-0.5)\n end\n repeat until <touching color (#cbe4ff)?>\n change y by (jumping-code)\n change [jumping-code v] by (-0.5)\n end\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n go to x: (-199) y: (44)\n end\n end\n end\n end\n end\n end\n end\n set [in jump v] to [0]\n end\n end\n end\nend\n\ngo to x: (-199) y: (44)\n\nwhen flag clicked\nforever\n if <<not <touching color (#cbe4ff)?>> and <not <touching color (#ffeeb2)?>>> then\n wait (0.001) seconds\n if <(mid-air) = [0]> then\n if <(in jump) = [0]> then\n set [mid-air v] to [1]\n set [falling code v] to [0]\n repeat until <touching color (#cbe4ff)?>\n change y by (falling code)\n change [falling code v] by (-0.5)\n end\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n go to x: (-199) y: (44)\n end\n end\n end\n end\n end\n end\n end\n set [mid-air v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n change x by (4)\n end\n slide right - player 1\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n change x by (-4)\n end\n slide left - player 1\n end\nend\n\ndefine slide left - player 2\n\nwhen flag clicked\nforever\n if <touching color (#ffeeb2)?> then\n if <(death) = [0]> then\n start sound [Disconnect v]\n set [death v] to [1]\n repeat (4)\n change size by (-25)\n end\n hide\n go to x: (-199) y: (40)\n set size to (100) %\n show\n set [death v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n set [player 1 - end level v] to [1]\n broadcast (player 1 - next level v)\n hide\n go to x: (-199) y: (40)\n set size to (100) %\n wait (1) seconds\n show\n end\nend\n\ndefine slide right - player 1\nset [slide v] to [3]\nrepeat (6)\n change x by (slide)\n change [slide v] by (-0.5)\nend\n\ndefine slide right - player 2\n\ndefine slide left - player 1\nset [slide v] to [-3]\nrepeat (6)\n change x by (slide)\n change [slide v] by (0.5)\nend\n\n@platform 1\n\nwhen I receive [player 1 - next level v]\nif <(player 1 - platform) = [6]> then\n broadcast (player 1 monster v)\nend\nif <(player 1 - platform) < [8]> then\n change [player 1 - platform v] by (1)\n wait (0.85) seconds\n next costume\nelse\n set [player 1 final points v] to [1]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [player 1 - platform v] to [1]\nset [player 1 final points v] to [0]\n\n@player 1 points\n\nwhen I receive [player 1 - points v]\nhide\nset [ghost v] effect to (100)\nset [player 1 timer v] to [0]\nrepeat until <(player 1 - end level) = [1]>\n change [player 1 timer v] by (1)\n if <not <(player 1 - end level) = [1]>> then\n wait (1) seconds\n end\nend\nshow\ngo to [front v] layer\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nchange [player 1 timer - showcase v] by ((15) - (player 1 timer))\nshow variable [player 1 timer - showcase v]\nif <(PLAYER 1 FINAL POINTS) = [1]> then\n wait until <(PLAYER 2 FINAL POINTS) = [1]>\n broadcast (END game v)\nelse\n wait (0.8) seconds\n hide variable [player 1 timer - showcase v]\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n broadcast (player 1 - points v)\n set [player 1 - end level v] to [0]\nend\n\nwhen flag clicked\nset [player 1 timer v] to [0]\nset [player 1 timer - showcase v] to [0]\nset [player 1 - end level v] to [0]\nshow variable [player 1 timer v]\nhide variable [player 1 timer - showcase v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [player 1 - final points v]\n\n@player 2\n\nwhen flag clicked\nset size to (100) %\nset [player 2 - touch ceiling v] to [0]\nset [player 2 - end level v] to [0]\nset [death - player 2 v] to [0]\nset [in jump - player 2 v] to [0]\nset [mid air - player 2 v] to [0]\ngo to [front v] layer\ngo to x: (-199) y: (-161)\nshow\nbroadcast (player 2 - points v)\nforever\n if <key (w v) pressed?> then\n if <(in jump - player 2) = [0]> then\n if <(mid air - player 2) = [0]> then\n set [in jump - player 2 v] to [1]\n set [jumping code - player 2 v] to [7.5]\n if <not <touching (platform 1 v)?>> then\n broadcast (wait until v)\n repeat (15)\n if <(player 2 - touch ceiling) = [0]> then\n change y by (jumping code - player 2)\n change [jumping code - player 2 v] by (-0.5)\n end\n end\n end\n if <not <touching color (#cbe4ff)?>> then\n if <(player 2 - touch ceiling) = [0]> then\n repeat until <<touching color (#cbe4ff)?> and <not <touching (platform 1 v)?>>>\n change y by (jumping code - player 2)\n change [jumping code - player 2 v] by (-0.5)\n end\n wait (0.01) seconds\n if <touching color (#cbe4ff)?> then\n change y by (0.7)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.7)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.7)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.7)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.7)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.7)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.7)\n else\n go to x: (-199) y: (-161)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [in jump - player 2 v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<not <touching color (#cbe4ff)?>> and <not <touching color (#ffeeb2)?>>> then\n wait (0.001) seconds\n if <(mid air - player 2) = [0]> then\n if <(in jump - player 2) = [0]> then\n set [mid air - player 2 v] to [1]\n set [falling code - player 2 v] to [0]\n repeat until <touching color (#cbe4ff)?>\n change y by (falling code - player 2)\n change [falling code - player 2 v] by (-0.5)\n end\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n if <touching color (#cbe4ff)?> then\n change y by (0.8)\n else\n go to x: (-199) y: (-161)\n end\n end\n end\n end\n end\n end\n end\n set [mid air - player 2 v] to [0]\n end\n end\n end\nend\n\n\n\nwhen I receive [player 2 - touch ceiling v]\nset [in jump - player 2 v] to [1]\nset [player 2 - touch ceiling v] to [1]\nif <<not <touching color (#cbe4ff)?>> and <not <touching color (#ffeeb2)?>>> then\n wait (0.001) seconds\n if <(mid air - player 2) = [0]> then\n if <(in jump - player 2) = [1]> then\n set [mid air - player 2 v] to [1]\n set [falling code - player 2 v] to [0]\n repeat until <touching color (#cbe4ff)?>\n change y by (falling code - player 2)\n change [falling code - player 2 v] by (-0.5)\n end\n set [mid air - player 2 v] to [0]\n end\n end\n set [player 2 - touch ceiling v] to [0]\nend\n\n\n\nwhen I receive [wait until v]\nwait until <touching (platform 1 v)?>\nbroadcast (player 2 - touch ceiling v) and wait\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n set [player 2 - end level v] to [1]\n broadcast (player 2 - end level v)\n hide\n go to x: (-199) y: (-161)\n set size to (100) %\n wait (1) seconds\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffeeb2)?> then\n if <(death - player 2) = [0]> then\n start sound [Disconnect v]\n set [death - player 2 v] to [1]\n repeat (4)\n change size by (-25)\n end\n hide\n go to x: (-199) y: (-161)\n set size to (100) %\n show\n set [death - player 2 v] to [0]\n end\n end\nend\n\ndefine slide right - player 2\nset [slide - player 2 v] to [3]\nrepeat (6)\n change x by (slide - player 2)\n change [slide - player 2 v] by (-0.5)\nend\n\ndefine slide left - player 2\nset [slide - player 2 v] to [-3]\nrepeat (6)\n change x by (slide - player 2)\n change [slide - player 2 v] by (0.5)\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n repeat until <not <key (a v) pressed?>>\n change x by (-4)\n end\n slide left - player 2\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n repeat until <not <key (d v) pressed?>>\n change x by (4)\n end\n slide right - player 2\n end\nend\n\n@platform 2\n\nwhen I receive [player 2 - end level v]\nif <(player 2 - platform) = [6]> then\n broadcast (player 2 monster v)\nend\nif <(player 2 - platform) < [8]> then\n change [player 2 - platform v] by (1)\n wait (0.85) seconds\n next costume\nelse\n set [player 2 final points v] to [1]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [player 2 final points v] to [0]\nset [player 2 - platform v] to [1]\n\n@player 2 points\n\nwhen I receive [player 2 - points v]\nhide\nset [ghost v] effect to (100)\nset [player 2 timer v] to [0]\nrepeat until <(player 2 - end level) = [1]>\n change [player 2 timer v] by (1)\n if <not <(player 2 - end level) = [1]>> then\n wait (1) seconds\n end\nend\nshow\ngo to [front v] layer\ngo to [front v] layer\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nchange [player 2 timer - showcase v] by ((15) - (player 2 timer))\nshow variable [player 2 timer - showcase v]\nif <(PLAYER 2 FINAL POINTS) = [1]> then\n wait until <(PLAYER 1 FINAL POINTS) = [1]>\n broadcast (END game v)\nelse\n wait (0.8) seconds\n hide variable [player 2 timer - showcase v]\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n broadcast (player 2 - points v)\n set [player 2 - end level v] to [0]\nend\n\nwhen flag clicked\nset [player 2 timer v] to [0]\nset [player 2 timer - showcase v] to [0]\nset [player 2 - end level v] to [0]\nshow variable [player 2 timer v]\nhide variable [player 2 timer - showcase v]\nset [ghost v] effect to (100)\nhide\n\n@border\n\n@monster 1\n\nwhen flag clicked\nhide\ngo to x: (217) y: (55)\nforever\n glide (1.7) secs to x: (130) y: (55)\n glide (1.7) secs to x: (217) y: (55)\nend\n\nwhen I receive [player 1 monster v]\nwait (0.5) seconds\nshow\nwait until <(player 1 - platform) = [8]>\nhide\n\n@monster 2\n\nwhen flag clicked\nhide\ngo to x: (217) y: (-157)\nforever\n glide (1.7) secs to x: (130) y: (-157)\n glide (1.7) secs to x: (217) y: (-157)\nend\n\nwhen I receive [player 2 monster v]\nwait (0.5) seconds\nshow\ngo to [front v] layer\nwait until <(player 2 - platform) = [8]>\nhide\n\n@end game\n\nwhen I receive [end game v]\nif <(player 1 timer - showcase) > (player 2 timer - showcase)> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\ngo to [front v] layer\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nshow\ngo to [front v] layer\nhide variable [player 1 timer v]\nhide variable [player 2 timer v]\nhide variable [player 2 timer - showcase v]\nhide variable [player 1 timer - showcase v]\nforever\n go to [front v] layer\n go to x: ((mouse x) / (40)) y: ((mouse y) / (40))\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@TN\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\nhide variable [player 1 timer v]\nhide variable [player 2 timer v]\nhide variable [player 2 timer - showcase v]\nhide variable [player 1 timer - showcase v]\n\n
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Hi everyone! This is a project I made for a school assignment, an interactive game. Welcome to Colour Codes, a Two-Player platformer! Lol I spent so much time on this xD the code is crazy! In this game, the two players compete to finish the platformer (8 levels) the fastest! Let's try to get to 200 loves! :D\n\nAHHHHH BEING CURATED BY @YADESH123!!!\n\nInstructions:\n- Player 1 uses the arrrow keys.\n- Player 2 uses the WASD keys.\n- Reach the other end of the screen as fast as possible. \n- You get more points the faster you are. The most points that can be added to your score is 15 each round. \n- Avoid all yellow obstacles!\n\nChallenges:\n1) Boundaries/walls\n2) Spikes/Yellow Lava\n3) It's a surprise ;)\n\nEnjoy! Let me know if there are any bugs :) \n\n(Also, the end is a parallax xP)\n\n\n\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 do you find at the end of the rainbow? The letter W! xD
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Colorless | A Scrolling Platformer | #games #scrolling #all #fun
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@Stage\n\nwhen flag clicked\nforever\n play sound [\[Drumstep\] - Tristam & Braken - Flight \[Monstercat Release\]2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (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\n if <touching (background v)?> then\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - 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 [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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@TB\n\nwhen flag clicked\nhide\n\n@BACKGROUND\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 [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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
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☁ Colorless ☁\n ☁ A Scrolling Platformer ☁\n\nPlease propose this to be featured here: https://scratch.mit.edu/studios/4228481/comments/\n\nTRENDING IS HERE :D\n\nLike and fav if you liked it!\nFollow for more great platformers! \n\nHope you enjoy! :D\n\n ☁ Instructions ☁\n\n• Use the left and right arrow keys, A and D, or tap left or right to move. \n\n• Use the up arrow key, W, or tap up to jump.\n\n• Don't fall.\n\n• Beat the platformer by finding the color gem.\n\n ☁ Notes ☁\n\n• 6/4/21 Started designing the platformer.\n• 6/5/21 Added the finish.\n• 6/5/21 (Publishing Date) Shared Colorless!\n\n ☁ Tags ☁\n\n#games #TrentonTNT #ez #fun #ordinary #all #quality\n#like #fav #colorless #scrolling #platformer #gg #enjoy
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Four Seasons__A 360 Platformer | 360 Platformer | Platformer
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@Stage\n\nwhen I receive [green flag v]\nswitch backdrop to (1 v)\nforever\n if <(lvl) = [3]> then\n switch backdrop to (2 v)\n end\n if <(lvl) = [4]> then\n switch backdrop to (3 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost effect v] to [0]\nset [ghost v] effect to (Ghost effect)\nwait (2) seconds\nrepeat until <(Ghost effect) = [100]>\n change [ghost effect v] by (10)\n set [ghost v] effect to (Ghost effect)\nend\nhide\nset [ghost v] effect to (0)\nbroadcast (Green flag v)\n\nwhen I receive [win v]\nwait (3) seconds\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost effect v] to [100]\nset [ghost v] effect to (Ghost effect)\nwait (2) seconds\nrepeat until <(Ghost effect) = [0]>\n change [ghost effect v] by (-10)\n set [ghost v] effect to (Ghost effect)\nend\nset [ghost v] effect to (0)\nstop [all v]\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (spring 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 [green flag v]\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.3)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.3)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n play sound [Sunshine v] until done\nend\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]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nnext costume\nbroadcast (respawn v)\n\nwhen I receive [green flag v]\nset [lvl v] to [1]\nforever\n switch costume to (lvl)\nend\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [green flag v]\nshow\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (00 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (01 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (03 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (02 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (04 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (05 v)\n end\nend\n\nwhen I receive [green flag v]\nforever\n change y by (-5)\n if <<touching color (#f7ef00)?> and <not <(lvl) = [2]>>> then\n start sound [boing v]\n set [y vel v] to [-20]\n end\n if <touching color (#888888)?> then\n start sound [crunch v]\n broadcast (respawn v)\n end\n if <touching color (#acacac)?> then\n start sound [crunch v]\n broadcast (respawn v)\n end\n if <touching color (#ff0000)?> then\n start sound [crunch v]\n broadcast (respawn v)\n end\n if <touching color (#1fff00)?> then\n broadcast (Next Level v)\n change [lvl v] by (1)\n end\n if <touching color (#129e00)?> then\n broadcast (Win v)\n stop [other scripts in sprite v]\n end\n change y by (5)\nend\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [green flag v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [color v] effect to (pick random (-10) to (0))\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [green flag v]\nforever\n if <(lvl) = [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nforever\n delete this clone\nend\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (43)\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (43)\nshow\n\n@text\n\ndefine set hack size (size)\nset [size hack flag v] to (costume [number v])\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (size hack flag)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [green flag v]\nforever\n if <(lvl) = [1]> then\n set hack size [200]\n end\nend\n\nwhen I receive [green flag v]\nshow\nswitch costume to (spring v)\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\nwhen I receive [win v]\nhide\n\n@water\n\ndefine set hack size (size)\nset [size hack flag v] to (costume [number v])\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (size hack flag)\n\nwhen I receive [next level v]\nforever\n if <(lvl) = [2]> then\n set hack size [200]\n else\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [next level v]\nforever\n repeat (20)\n change y by (-3)\n end\n repeat (20)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\ngo to [back v] layer\nshow\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\nwhen I receive [green flag v]\nhide\n\n
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Hi Guys\nThis is my new Game \nFour Seasons__A 360 Platformer\n\nUse the arrow keys to move avoid touching spikes and lava!!\nIf you won comment "1 year"\n\nSUBSCRIBE TO SL SMART MIND to make this awesome Game\nhttps://www.youtube.com/channel/UC96UGbXH7n_ZVq6MnwP9Kbg\n\nLov,Fav,Follow
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