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한국 플랫포머 (KOREAN Platformer)
@Stage\n\n@스프라이트 1\n\n@썸네일\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@대충 캐\n\nwhen flag clicked\ngo to x: (-151) y: (-11)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (시작 v)\n\nwhen I receive [시작 v]\nswitch costume to (모양 1 v)\nswitch backdrop to (배경 1 v)\nshow\ngo to x: (-160) y: (-11)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.8)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (판정 v)?> then\n change y by (1)\n if <touching (판정 v)?> then\n change y by (1)\n if <touching (판정 v)?> then\n change y by (1)\n if <touching (판정 v)?> then\n change y by (1)\n if <touching (판정 v)?> then\n change y by (1)\n end\n if <touching (판정 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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 [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (Y)\n if <touching (판정 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (판정 v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n end\n if then\n set [y v] to [20]\n end\n end\n change y by (1)\nend\n\nwhen I receive [시작 v]\nforever\n if <touching (끝 v)?> then\n go to x: (-151) y: (-11)\n next backdrop\n end\nend\n\nwhen I receive [시작 v]\nforever\n if <touching (장애물 v)?> then\n go to x: (-151) y: (-11)\n end\nend\n\n@판정\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (단계)\nend\n\nset [ghost v] effect to (70)\n\nwhen flag clicked\nforever\n set [단계 v] to (backdrop [number v])\nend\n\n@끝\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@장애물\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n show\n switch costume to (모양 2 v)\n go to x: (0) y: (-94)\n end\n if <(backdrop [number v]) = [4]> then\n show\n switch costume to (모양 3 v)\n go to x: (0) y: (-94)\n end\n if <(backdrop [number v]) = [5]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n show\n switch costume to (모양 4 v)\n go to x: (0) y: (0)\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\nend\n\n@트램폴린\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [4]> then\n show\n go to x: (34) y: (-64)\n end\n if <(backdrop [number v]) = [5]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (34) y: (-64)\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (대충 캐 v)?> then\n switch costume to (모양 2 v)\n wait (0.06) seconds\n switch costume to (모양 4 v)\n wait (0.06) seconds\n switch costume to (모양 5 v)\n wait (0.06) seconds\n switch costume to (모양 4 v)\n wait (0.06) seconds\n switch costume to (모양 2 v)\n wait (0.06) seconds\n switch costume to (모양 3 v)\n end\nend\n\nwhen backdrop switches to [배경 3 v]\nswitch costume to (모양 3 v)\n\n
(English)(한국어 설명은 하단에 있습니다)\nRespect Korean culture to the end.\n(There are no objects in the first level, if there are, click the green flag again)\n(How to use)\nUse the arrows or WASD to move.\nIt is a platformer made for Korean culture.\nThis platformer supports English\nMost of the platform engines\nhttps://scratch.mit.edu/projects/433381041/\n(한국어 설명)\n한국문화를 끝까지 존중하십시오.\n(첫 레벨엔 아무 물건도 없습니다 만약에 물건이 있다면 초록 깃발을 다시 클릭하세요)\n(사용법)\n화살표 또는 WASD 를 이용하여 움직이십시오.\n한국문화를 위해 만든 플랫포머입니다.\n이 플랫포머는 영어를 지원하고 있습니다\n플랫폼 엔진의 대부분 https://scratch.mit.edu/projects/433381041/\n업데이트\n6월 6일 : 출시\n6월 12일 : 글자 수정\n6월 19일 : 영어 번역 및 버그 수정\n6월 20일 : 글자 수정2
The Moon - A scrolling platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Starship2 v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\nset volume to (100) %\n\nbroadcast (green flag v) and wait\nbroadcast (start! v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (2) layers\n\ndefine game on!\nset [scroll x v] to ((SCROLL X) / (5))\nset [scroll y v] to ((SCROLL Y) / (5))\nset [scroll x v] to (round (SCROLL X))\nset [scroll y v] to (round (SCROLL Y))\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nbroadcast (close space v)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (base v)\nset [ghost v] effect to (0)\nclear graphic effects\nset size to (75) %\nshow\n\ndefine Tick\nif <touching (bounce v)?> then\n set [sy v] to [30]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n switch costume to (left2 v)\n change player x by [8]\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n switch costume to (left3 v)\n change player x by [-8]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [10]\n end\nend\nif <touching (platforms v)?> then\nchange [sy v] by (-0.5)\nchange player y by (sy)\ntest die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (10)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test die\nif <<(god mode LOL) = [0]> and <touching (danger v)?>> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.5)\n change [ghost v] effect by (2)\nend\nhide\nchange [my variable v] by (1)\nwait (1) seconds\n\nwhen I receive [green flag v]\nswitch costume to (left2 v)\nset [my variable v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on!\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n broadcast (attack? v)\n end\n if <(EXIT) = [win]> then\n game - win\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n else\n game-die\n end\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen [9 v] key pressed\nset [exit v] to [win]\n\nwhen flag clicked\nset [god mode lol v] to [0]\nset [fly hacks v] to [0]\n\nwhen [8 v] key pressed\nif <(god mode LOL) = [0]> then\n set [god mode lol v] to [1]\nelse\n set [god mode lol v] to [0]\nend\n\n@platforms\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(my variable) = [1]> then\n Clone at x: [480] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\nelse\n if <(my variable) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n else\n if <(my variable) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n Clone at x: [615] y: []\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n else\n if <(my variable) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n Clone at x: [450] y: []\n Clone at x: [450] y: []\n Clone at x: [800] y: []\n else\n if <(my variable) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [480] y: []\n Clone at x: [480] y: []\n Clone at x: [-1200] y: [200]\n else\n if <(my variable) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [480] y: []\nClone at x: [450] y: []\nClone at x: [450] y: []\nClone at x: [800] y: []\n\n@Danger\n\nwhen I receive [green flag v]\nset [ghost v] effect to (10)\nswitch costume to (level 1 1 v)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(my variable) = [1]> then\n Clone at x: [1564] y: [-31]\n Clone at x: [360] y: []\nelse\n if <(my variable) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [486] y: [-85]\n Clone at x: [900] y: [200]\n Clone at x: [1200] y: [200]\n else\n if <(my variable) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [600] y: []\n Clone at x: [1200] y: [303]\n Clone at x: [400] y: [-303]\n else\n if <(my variable) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [720] y: []\n Clone at x: [360] y: []\n Clone at x: [360] y: []\n Clone at x: [800] y: []\n Clone at x: [360] y: []\n else\n if <(my variable) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: []\n Clone at x: [180] y: []\n Clone at x: [360] y: []\n Clone at x: [] y: [100]\n else\n if <(my variable) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\ngo [forward v] (1) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\nwhen I receive [green flag v]\nhide\nswitch costume to (open v)\nset [ghost v] effect to (0)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (300)) ) * (-5)))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(my variable) = [1]> then\n Clone at x: [2359] y: [119]\nelse\n if <(my variable) = [2]> then\n Clone at x: [2952] y: [0]\n else\n if <(my variable) = [3]> then\n Clone at x: [2700] y: [-64]\n else\n if <(my variable) = [4]> then\n Clone at x: [2250] y: [-20]\n else\n if <(my variable) = [5]> then\n Clone at x: [10000] y: [144]\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\ngo to [front v] layer\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nwait (2) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\nbroadcast (green flag v)\n\n
The Moon\n---------------------------------------------------------------------------------\nIf you didn't know already this is a collab project with @fastteddy654 that I shared a bit too late.\nTry out his awesome games!\nMore Accurate Version:\nhttps://scratch.mit.edu/projects/527783906/\n---------------------------------------------------------------------------------\nLinks:⬇️\nUnderWater v1.05:\nhttps://scratch.mit.edu/projects/534725740/\nNeon World - a platformer:\nhttps://scratch.mit.edu/projects/513489345/\nMy Colorless Platformer:\nhttps://scratch.mit.edu/projects/528430318/\n\nTags:\n #Blakonight #moon #planet #space #solarsystem #scrollingplatformer #water #ocean #sea #colourless #contest #Neon #platformer #cool #competition #art #explorer #stickman #music #marshmello #a #b #c #d #e #f #g #h #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #berricake #sterlon #cutepiranha #potatoanimator #scratch #everything #studio #cutepiranha #fastteddy654 #timmccool #scratch #scratchcat #ceebee #lava #neonworld #neonworld2 #inferno #roblox #fortnite #1 #2 #3 #4 #5 #6 #7 #8 #9 #10\n#contest #game #games #art #all #beanos #nyancat #bingus #rickastley #troll #animations #colorless \n#grubhub #whyareyoulookingatthesetags #popular #trending #amazing #advertising #advertisement #stopadvertising #stopasianhate #blacklivesmatter #platformer #chewymint #noncheeseball2 #blob #ninja #dragonballz #underrated #anything #everything #backdrop #sprite #request #trend #oof #supersoniclva123\n
Platformer
@Stage\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n change [color v] effect by (10)\nend\n\nwhen I receive [akaにして v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [midoriにして v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [kiiroにして v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [aoにして v]\nswitch backdrop to (背景4 v)\n\nwhen flag clicked\nforever\n play sound [retroparty \(1\) v] until done\nend\n\nwhen flag clicked\nforever\n if <(背景) = [15]> then\n stop all sounds\n play sound [happytime v] until done\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n repeat (20)\n create clone of (_myself_ v)\n next costume\n wait (0.005) seconds\n end\n change [color v] effect by (10)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (50)\nset size to (pick random (30) to (80)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (2) to (7)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen [space v] key pressed\nforever\n stop all sounds\nend\n\n@スプライト2\n\nwhen flag clicked\nset [背景 v] to [1]\ngo to [front v] layer\nswitch costume to (ao v)\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\nshow\ngo to x: (-220) y: (-50)\nset [速さ v] to [0]\nset [重力 v] to [0]\nrepeat until <(背景) = [15]>\n change [重力 v] by (-0.8)\n change y by (重力)\n if <touching color (#363636)?> then\n change y by ((重力) * (-1))\n set [重力 v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>> then\n start sound [キャンセル6 v]\n set [重力 v] to [13]\n end\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [速さ v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [速さ v] by (-1)\n end\n set [速さ v] to ((速さ) * (0.9))\n change x by (速さ)\n if <touching color (#939393)?> then\n change x by ((速さ) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>> then\n set [重力 v] to [10]\n start sound [キャンセル6 v]\n if <[0] < (速さ)> then\n set [速さ v] to [-10]\n else\n set [速さ v] to [10]\n end\n end\n if <touching color (#ff0000)?> then\n if <(costume [name v]) = [aka]> then\n set [重力 v] to [10]\n else\n go to x: (-220) y: (-50)\n start sound [決定、ボタン押下20 v]\n end\n end\n if <touching color (#fff700)?> then\n if <(costume [name v]) = [kiiro]> then\n set [重力 v] to [10]\n else\n go to x: (-220) y: (-50)\n start sound [決定、ボタン押下20 v]\n end\n end\n if <touching color (#00ff2d)?> then\n if <(costume [name v]) = [midori]> then\n set [重力 v] to [10]\n else\n go to x: (-220) y: (-50)\n start sound [決定、ボタン押下20 v]\n end\n end\n if <touching color (#005dff)?> then\n if <(costume [name v]) = [ao]> then\n set [重力 v] to [10]\n else\n go to x: (-220) y: (-50)\n start sound [決定、ボタン押下20 v]\n end\n end\n if <touching color (#000000)?> then\n start sound [決定、ボタン押下15 v]\n set [重力 v] to [17]\n end\n end\n if <[250] < (x position)> then\n broadcast (次 v)\n change [背景 v] by (1)\n go to x: (-220) y: (-50)\n end\nend\n\nwhen I receive [akaにして v]\nswitch costume to (aka v)\n\nwhen I receive [kiiroにして v]\nswitch costume to (kiiro v)\n\nwhen I receive [midoriにして v]\nswitch costume to (midori v)\n\nwhen I receive [aoにして v]\nswitch costume to (ao v)\n\nwhen flag clicked\nrepeat until <(背景) = [17]>\n if <touching color (#ff0000)?> then\n if <(costume [name v]) = [aka]> then\n set [重力 v] to [10]\n else\n go to x: (-220) y: (-50)\n start sound [決定、ボタン押下20 v]\n end\n end\n if <touching color (#fff700)?> then\n if <(costume [name v]) = [kiiro]> then\n set [重力 v] to [10]\n else\n go to x: (-220) y: (-50)\n start sound [決定、ボタン押下20 v]\n end\n end\n if <touching color (#00ff2d)?> then\n if <(costume [name v]) = [midori]> then\n set [重力 v] to [10]\n else\n go to x: (-220) y: (-50)\n start sound [決定、ボタン押下20 v]\n end\n end\n if <touching color (#005dff)?> then\n if <(costume [name v]) = [ao]> then\n set [重力 v] to [10]\n else\n go to x: (-220) y: (-50)\n start sound [決定、ボタン押下20 v]\n end\n end\n if <touching color (#000000)?> then\n start sound [決定、ボタン押下15 v]\n set [重力 v] to [17]\n end\nend\n\nwhen flag clicked\nrepeat until <(背景) = [17]>\n if <(y position) < [-190]> then\n go to x: (-220) y: (-50)\n end\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\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\ngo to x: (33) y: (-13)\n\n@スプライト5\n\nwhen this sprite clicked\nbroadcast (aoにして v)\n\nwhen [z v] key pressed\nbroadcast (aoにして v)\n\n@スプライト6\n\nwhen this sprite clicked\nbroadcast (midoriにして v)\n\nwhen [x v] key pressed\nbroadcast (midoriにして v)\n\n@スプライト7\n\nwhen this sprite clicked\nbroadcast (kiiroにして v)\n\nwhen [c v] key pressed\nbroadcast (kiiroにして v)\n\n@スプライト8\n\nwhen this sprite clicked\nbroadcast (akaにして v)\n\nwhen [v v] key pressed\nbroadcast (akaにして v)\n\n@スプライト9\n\nwhen flag clicked\ngo to x: (107) y: (-3)\nhide\nrepeat until <(背景) = [17]>\n if <(背景) = [5]> then\n show\n turn right (2) degrees\n wait (0.1) seconds\n end\n if <not <(背景) = [5]>> then\n hide\n end\nend\n\n
日本語版は下です。\nーーEnglish languageーー\nOperate with the cross key or tap.\nPress the image below to change the color. You can also use the Z key for blue, the X key for green, the C key for yellow, and the V key for red.\nObstacles of the same color as the body can pass, but obstacles of different colors cannot.\nIf the screen is blurry, reload or zoom in to play the game.\n\nーー日本語ーー\n十字キー、またはタップで操作します。\n下のキャラを押したら色が変わります。\n青はZキー、緑はXキー、黄色はCキー、赤はVキーでも変わります。\n体と同じ色の障害物は通れますが、違う色の場合は通れません。\n画面がぼけてしまう場合は、再読み込みか、画面を大きくして、プレイしてください。\n大画面推奨。\nスペースキーでbgmミュート\n
Platformer Part-11 (Portals)
@Stage\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [16]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [19]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [23]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [25]> then\n switch backdrop to (backdrop1 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 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 set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (20)\n end\n if <<<touching (spikes v)?> or <(y position) < [-178]>> or <<touching (crusher v)?> or <<touching (saws 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 (ice v)?> then\n set [xs v] to [20]\n end\n if <touching (coins v)?> then\n play sound [Wood v] until done\n broadcast (c v)\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Sunshine v] until done\nend\n\nchange [level v] by (10)\n\nset [level v] to [12]\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)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\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 go to [front v] layer\n switch costume to (Level)\nend\n\n@Spikes\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@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)\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Ice\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@Trampoline\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@Crusher\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\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n glide (1) secs to x: (x position) y: ((y position) + (50))\n glide (1) secs to x: (x position) y: ((y position) + (-50))\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (190) y: (-150)\npoint in direction (90)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (skip2 v)\n else\n switch costume to (skip v)\n end\n if <(Level) = [24]> then\n hide\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\n\n@Intro\n\nwhen flag clicked\nset [val v] to [0]\nhide\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nplay sound [video \(2\) v] until done\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (200)\n show\n wait (6.1) seconds\n repeat (10)\n change [brightness v] effect by (25)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <(val) = [1]>\n repeat (5)\n repeat (10)\n change [brightness v] effect by (1)\n end\n wait (1) seconds\n repeat (10)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n end\nend\nif <(costume [number v]) = [2]> then\n show\n repeat (3)\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (new v)\n forever\n set y to (([cos v] of ((timer) * (150)) ) * (25))\n point in direction ((([tan v] of ((timer) * (110)) ) * (5)) + (90))\n end\nend\n\nwhen I receive [new v]\nset [val v] to [1]\nforever\n if <(costume [number v]) = [1]> then\n change y by (([cos v] of ((timer) * (100)) ) * (-10))\n end\nend\n\ndefine create motion blur\nrepeat (pick random (5) to (10))\n stamp\n change x by (-1)\nend\n\nwhen flag clicked\nerase all\n\nwhen flag clicked\nwait (20) seconds\nbroadcast (intro end v)\nbroadcast (Start v)\n\nwhen I receive [intro end v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\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
╔∘ ★ ∘══════╗\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), crusher (grey), and spikes (grey).\nThere are 24 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n8th June 2021 - shared\n✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
Platformer gimmick!
@Stage\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n play sound [Masked Heroes v] until done\nend\n\nshow\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nshow\nswitch costume to (k v)\ngo to x: (-220) y: (-87)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(上下) = [下]> then\n switch costume to (2 v)\n change [y v] by (-3)\n change y by (y)\n if <<touching (地面 v)?> or <touching (壁 v)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n else\n switch costume to (1 v)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[20] < (mouse x)>>> then\n change [x v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>> 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 (地面 v)?> or <touching (壁 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁 v)?>> then\n change y by (-2)\n change x by ((x) * (-1))\n set [x v] to [0]\n if <<(s) = [8]> and <<key (up arrow v) pressed?> or <<mouse down?> and <[10] < (mouse y)>>>> then\n set [y v] to [15]\n else\n end\n if <(x) = ([abs v] of (x) )> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (地面 v)?> or <touching (壁 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?> and <<touching (地面 v)?> or <touching (壁 v)?>>> or <<<mouse down?> and <[10] < (mouse y)>> and <<touching (地面 v)?> or <touching (壁 v)?>>>> then\n wait (0) seconds\n if <<touching (地面 v)?> or <touching (壁 v)?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<[239] < (x position)> and <not <(s) = [8]>>> then\n broadcast (NEXT v)\n set [x v] to [0]\n set [y v] to [0]\n change [s v] by (1)\n go to x: (-200) y: (-52)\n end\n if <<touching (スプライト6 v)?> or <touching (スプライト4 v)?>> then\n go to x: (-200) y: (-52)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\n if <(y position) < [-170]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n go to x: (-200) y: (-52)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (赤 v)?> then\n go to x: (-200) y: (-70)\n end\nend\n\nif <not <(s) = [8]>> then\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n broadcast (魂 v) and wait\n if <(上下) = [下]> then\n set [上下 v] to [上]\n else\n set [上下 v] to [下]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(s) = [8]> then\n set size to (30) %\n else\n set size to (50) %\n end\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (s)\nend\n\n@スプライト3\n\nwhen flag clicked\nshow\nset [上下 v] to [上]\nset [x v] to [0]\nset [y v] to [0]\nset [s v] to [1]\ngo to x: (-220) y: (89)\nforever\n if <(s) = [8]> then\n hide\n else\n if <(上下) = [上]> then\n switch costume to (2 v)\n change [y v] by (3)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n else\n show\n switch costume to (1 v)\n change [y v] by (1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[20] < (mouse x)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (-1)\n if <touching (地面 v)?> then\n change y by (-1)\n if <touching (地面 v)?> then\n change y by (-1)\n if <touching (地面 v)?> then\n change y by (-1)\n if <touching (地面 v)?> then\n change y by (4)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (地面 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?> and <touching (地面 v)?>> or <<<mouse down?> and <[10] < (mouse y)>> and <touching (地面 v)?>>> then\n set [y v] to [-10]\n end\n if <[233] < (x position)> then\n broadcast (NEXT v)\n wait (0.7) seconds\n go to x: (-200) y: (-52)\n set [x v] to [0]\n set [y v] to [0]\n change [s v] by (1)\n end\n change y by (-2)\n if <touching (スプライト6 v)?> then\n go to x: (-200) y: (-52)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\n end\nend\n\nif <<key (up arrow v) pressed?> or <<mouse down?> and <[10] < (mouse y)>>> then\n set [y v] to [-15]\n if <(x) = ([abs v] of (x) )> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\nelse\nend\n\nwhen I receive [next v]\ngo to x: (-200) y: (52)\nset [x v] to [0]\nset [y v] to [0]\n\n@ボタン\n\nwhen flag clicked\ndelete all of [ギミック v]\ninsert [] at (1) of [ギミック v] \ninsert [ボタン壁] at (2) of [ギミック v] \ninsert [ボタン壁穴] at (3) of [ギミック v] \ninsert [ボタン矢ずっとボーン] at (4) of [ギミック v] \ninsert [壁ボタン落とし穴] at (5) of [ギミック v] \ninsert [ボタン] at (6) of [ギミック v] \ninsert [ボタン敵ストーン] at (7) of [ギミック v] \ninsert [決戦] at (8) of [ギミック v] \nswitch costume to (ボタン v)\nhide\n\ndefine a\nswitch costume to (ボタン v)\nforever\n if < (costume [name v]) contains [ボタン]?> then\n if <touching (スプライト3 v)?> then\n switch costume to (コスチューム3 v)\n play sound [ポップ v] until done\n broadcast (ギミック v)\n stop [this script v]\n end\n end\n if < (item (s) of [ギミック v]) contains [ボタン]?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\na\n\n@壁\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if < (item (s) of [ギミック v]) contains [壁]?> then\n show\n if < (item (s) of [ギミック v]) contains [落とし穴]?> then\n switch costume to (4 v)\n if <touching (スプライト2 v)?> then\n hide\n end\n else\n if < (item (s) of [ギミック v]) contains [穴]?> then\n switch costume to (3 v)\n else\n switch costume to (2 v)\n end\n end\n else\n if < (item (s) of [ギミック v]) contains [壁]?> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [ギミック v]\nif <(s) = [2]> then\n replace item (2) of [ギミック v] with []\nelse\n if <(s) = [3]> then\n replace item (3) of [ギミック v] with []\n else\n if <(s) = [5]> then\n replace item (5) of [ギミック v] with [壁穴]\n else\n if <(s) = [6]> then\n replace item (3) of [ギミック v] with []\n end\n end\n end\nend\n\nforever\n switch costume to (s)\nend\n\n@スプライト8\n\nwhen flag clicked\nshow\ngo to x: (113) y: (-83)\nforever\n if <not <(s) = [8]>> then\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n wait until <not <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\n broadcast (魂 v) and wait\n if <(上下) = [下]> then\n set [上下 v] to [上]\n else\n set [上下 v] to [下]\n end\n end\n end\nend\n\n@スプライト5\n\nwhen I receive [魂 v]\nshow\nset [ghost v] effect to (50)\nif <(上下) = [上]> then\n go to (スプライト2 v)\n point towards (スプライト3 v)\n set [a v] to (distance to [スプライト3 v])\nelse\n go to (スプライト3 v)\n point towards (スプライト2 v)\n set [a v] to (distance to [スプライト2 v])\nend\ngo to [back v] layer\nrepeat until <<<touching (スプライト3 v)?> and <(上下) = [上]>> or <<touching (スプライト2 v)?> and <(上下) = [下]>>>\n move ((a) - ((a) / (1.2))) steps\n change [a v] by (((a) - ((a) / (1.2))) * (-1))\nend\nrepeat (10)\n move ((a) - ((a) / (1.2))) steps\n change [a v] by (((a) - ((a) / (1.2))) * (-1))\nend\nhide\n\nwhen flag clicked\nhide\n\n@スプライト6\n\nwhen flag clicked\nset [特別 v] to [0]\nset [s v] to [1]\nforever\n if < (item (s) of [ギミック v]) contains [矢ずっと]?> then\n create clone of (_myself_ v)\n if <(s) = [4]> then\n wait (0.5) seconds\n end\n else\n if < (item (s) of [ギミック v]) contains [決戦]?> then\n set [特別 v] to [1]\n create clone of (_myself_ v)\n else\n hide\n end\n end\nend\n\nwhen I receive [ギミック v]\nif <(s) = [4]> then\n broadcast (NEXT v)\n set [特別 v] to [ボタン]\n repeat (10)\n create clone of (_myself_ v)\n end\n set [特別 v] to [0]\nelse\n if <(s) = [6]> then\n set [特別 v] to [どんまい!]\n set [w v] to [160]\n replace item (6) of [ギミック v] with [矢ずっと]\n end\nend\n\nwhen I start as a clone\nshow\nif <(特別) = [0]> then\n if <(pick random (1) to (2)) = [1]> then\n set [方向 v] to [上]\n point in direction (180)\n if <(s) = [4]> then\n go to x: (pick random (0) to (240)) y: (-180)\n end\n else\n set [方向 v] to [左]\n point in direction (90)\n go to x: (240) y: (pick random (-150) to (160))\n end\n set [スピード v] to (pick random (30) to (70))\nelse\n if <(特別) = [ボタン]> then\n go to (特別)\n set [方向 v] to [左]\n point in direction (90)\n set [スピード v] to (pick random (30) to (70))\n else\n if <(特別) = [どんまい!]> then\n set [方向 v] to [左]\n point in direction (90)\n set [スピード v] to (pick random (30) to (70))\n go to x: (240) y: (w)\n change [w v] by (-20)\n if <(w) < [-140]> then\n set [w v] to [160]\n end\n else\n end\n end\nend\nrepeat until <<(x position) < [-220]> or <[170] < (y position)>>\n if <(方向) = [上]> then\n change y by (スピード)\n else\n change x by ((スピード) * (-1))\n end\nend\ndelete this clone\n\nrepeat (10)\n create clone of (_myself_ v)\nend\nset [特別 v] to [0]\n\nset [方向 v] to (item (a) of [決戦 v])\npoint in direction (90)\nset [スピード v] to (pick random (30) to (70))\ngo to x: (240) y: (w)\nchange [w v] by (-20)\nif <(w) < [-140]> then\n set [w v] to [160]\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if < (item (s) of [ギミック v]) contains [敵]?> then\n show\n 歩く\n else\n hide\n end\nend\n\ndefine 歩く\ngo to x: (160) y: (-70)\npoint in direction (90)\nrepeat (40)\n move (-2) steps\n if <touching (スプライト7 v)?> then\n replace item (7) of [ギミック v] with []\n hide\n end\nend\npoint in direction (-90)\nrepeat (40)\n move (-2) steps\n if <touching (スプライト7 v)?> then\n hide\n replace item (7) of [ギミック v] with []\n end\nend\npoint in direction (90)\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [ギミック v]\nset [y v] to [0]\nif <(s) = [7]> then\n show\n go to x: (55) y: (180)\n repeat (60)\n change [y v] by (-0.5)\n change y by (y)\n end\n go to [back v] layer\n hide\nelse\n if <(s) = [6]> then\n end\nend\n\n@赤\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(s) = [8]>\nreset timer\nforever\n set [停止 v] to [0]\n 横から\n set [停止 v] to [x]\n 縦から\n set [停止 v] to [0]\nend\n\ndefine 横から\nrepeat (15)\n set [a v] to (pick random (1) to (4))\n set x to (250)\n if <(a) = [1]> then\n set y to (-85)\n else\n if <(a) = [2]> then\n set y to (20)\n else\n if <(a) = [3]> then\n set y to (108)\n else\n set y to (168)\n end\n end\n end\n create clone of (_myself_ v)\n wait (0.7) seconds\nend\n\ndefine 縦から\nrepeat (30)\n set y to (-180)\n set x to (pick random (-240) to (240))\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nshow\nif < (a) contains [特殊]?> then\n 動く [] [] [] [] (letter (3) of (a))\nelse\n if <(x position) = [250]> then\n 動く [x] [-10] [] [] []\n end\n if <(y position) = [-180]> then\n 動く [] [] [y] [-10] []\n end\nend\n\ndefine 動く (x) (xスピード) (y) (yスピード) (特殊)\nif <(x) = [x]> then\n point in direction (90)\n repeat (10)\n move (xスピード) steps\n 確認 (x)\n end\n repeat until <touching (_edge_ v)?>\n move (xスピード) steps\n 確認 (x)\n end\n delete this clone\nelse\n if <(y) = [y]> then\n point in direction (180)\n repeat (10)\n move (yスピード) steps\n 確認 (y)\n end\n repeat until <touching (_edge_ v)?>\n move (yスピード) steps\n 確認 (y)\n end\n delete this clone\n else\n if <(特殊) = [1]> then\n end\nend\n\ndefine 確認 (名前)\nif <touching (スプライト2 v)?> then\nend\nif < (停止) contains (名前)?> then\n wait until <not <(停止) = (名前)>>\nend\n\nstop [other scripts in sprite v]\n\n
スペースキーを押して、ボタンを押そう!\nPress space!\n\n\n#Platformer #actiongaem #gaem\n\nmusic @syokaki \n\nhttps://scratch.mit.edu/projects/548585315
Fantastic platformer 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (normal v)\nforever\n play sound [Theme-a v] until done\n play sound [Theme-b v] until done\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [passed v]\nhide variable [get_dam v]\nset [costume v] to [1]\nset [speedhack v] to [1]\nset [easy mode v] to [0]\nset [col_star v] to [0]\nset [is main star v] to [1]\nset [downp v] to [0]\nset [upp v] to [0]\nset [go v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n repeat until <(Go) = [1]>\n wait until <not <<touching (pause v)?> and <key (space v) pressed?>>>\n Loop\n end\nend\n\nwhen I receive [start v]\nwait (0.000001) seconds\ngo to x: (-213) y: (-77)\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-219) y: (-86)\n\nwhen I receive [the part v]\nwait (1) seconds\nglide (2) secs to x: (-50) y: (-100)\nsay [Your the person that stole my parents!!!] for (2) seconds\nwait (3.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Level) = (last_level)> then\n broadcast (The Part v)\n set [go v] to [1]\n go to x: (-213) y: (-100)\n \n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [xv v] to [0]\n wait (0.1) seconds\n go to x: (-219) y: (-86)\n point in direction (90)\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n end\n end\nend\n\nwhen [s v] key pressed\nsay [Please, wait] for ((1) / (size)) seconds\nset [xv v] to [0]\nset [xv v] to [0]\nchange [level v] by (1)\nwait (0.1) seconds\ngo to x: (-219) y: (-86)\npoint in direction (90)\nrepeat until <not <touching (platform v)?>>\n change y by (-1)\nend\n\nwhen [p v] key pressed\nif <(Level) > [1]> then\n say [Please, wait] for ((1) / (size)) seconds\n set [xv v] to [0]\n set [xv v] to [0]\n change [level v] by (-1)\n wait (0.1) seconds\n go to x: (-219) y: (-86)\n point in direction (90)\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n end\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [xv v] to [0]\n go to x: (-219) y: (-86)\n set [ghost v] effect to (0)\n wait (0.1) seconds\n set [oxygen v] to [60]\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n end\n if < (Level) contains [L]?> then\n reset timer\n end\nelse\n if <not <(costume [number v]) = [2]>> then\n change [get_dam v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen [r v] key pressed\nset [xv v] to [0]\nset [xv v] to [0]\nwait (0.1) seconds\ngo to x: (-219) y: (-86)\npoint in direction (90)\nrepeat until <not <touching (platform v)?>>\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen [j v] key pressed\nsay [Please, wait] for ((1) / (size)) seconds\nask [Enter level] and wait\nset [xv v] to [0]\nset [xv v] to [0]\nif <<<(answer) > [0]> and <(answer) < (last_level)>> and <not < (answer) contains [L]?>>> then\n set [level v] to (answer)\n wait (0.1) seconds\n go to x: (-219) y: (-86)\n point in direction (90)\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n end\nelse\n say [Error!]\n wait (1) seconds\n say []\nend\n\nwhen flag clicked\nforever\n if <(Level) > [15]> then\n set size to (15) %\n set [size v] to [0.5]\n else\n set size to (30) %\n set [size v] to [1]\n end\nend\n\nwhen I receive [up v]\nif <((mobile) mod (2)) = [1]> then\n if <touching (antigravity v)?> then\n set [downp v] to [1]\n else\n set [upp v] to [1]\n end\nend\n\nwhen I receive [left v]\nif <((mobile) mod (2)) = [1]> then\n change [xv v] by (-0.8)\n point in direction (-90)\nend\n\nwhen I receive [right v]\nif <((mobile) mod (2)) = [1]> then\n change [xv v] by (0.8)\n point in direction (90)\nend\n\nwhen I receive [restart v]\nset [xv v] to [0]\nset [xv v] to [0]\nwait (0.1) seconds\ngo to x: (-219) y: (-86)\npoint in direction (90)\nrepeat until <not <touching (platform v)?>>\n change y by (-1)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to ((100) * (size)) %\nif <(is main star) = [1]> then\n next costume\n glide ((1) / (size)) secs to (star4 v)\n change [stars v] by (1)\nelse\n if <<([show_star_path v] of [star4 v]) = [1]> and <(easy mode) = [0]>> then\n repeat (25)\n change size by (-4)\n change [ghost v] effect by (4)\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nif <(is main star) = [1]> then\n forever\n set [is main star v] to [0]\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide variable [speedhack v]\nforever\n wait until <key (t v) pressed?>\n broadcast (Settings v)\n wait (1) seconds\n wait until <key (t v) pressed?>\n broadcast (Stop settings v)\n wait (1) seconds\nend\n\nwhen flag clicked\nbroadcast (START v)\n\ngo to (random position v)\n\ngo to (random position v)\n\nset [speedhack v] to [0.5]\n\ndefine Loop\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<not <touching (bad ground v)?>> and <((mobile) mod (2)) = [0]>>> then\n change [xv v] by ((0.8) * (Speedhack))\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<not <touching (bad ground v)?>> and <((mobile) mod (2)) = [0]>>> then\n change [xv v] by ((-0.8) * (Speedhack))\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.9))\nif <touching (bad ground v)?> then\n change x by (((Xv) * (0.3)) * (size))\nelse\n change x by ((Xv) * (size))\nend\nif <<touching (platform v)?> or <touching (plant wall v)?>> then\n change y by (Speedhack)\n if <<touching (platform v)?> or <touching (plant wall v)?>> then\n change y by (Speedhack)\n if <<touching (platform v)?> or <touching (plant wall v)?>> then\n change y by (Speedhack)\n if <<touching (platform v)?> or <touching (plant wall v)?>> then\n change y by (Speedhack)\n if <<touching (platform v)?> or <touching (plant wall v)?>> then\n change y by (Speedhack)\n if <<touching (platform v)?> or <touching (plant wall v)?>> then\n change x by ((Xv) * (() - (size)))\n change y by ((-5) * (Speedhack))\n end\n end\n end\n end\n end\nend\nif <not <touching (antigravity v)?>> then\n change [yv v] by ((-1) * ((Speedhack) * (Speedhack)))\n change y by ((Yv) * (size))\n if <<touching (platform v)?> or <touching (plant wall v)?>> then\n change y by ((Yv) * (() - (size)))\n set [yv v] to [0]\n end\nelse\n if <<key (down arrow v) pressed?> or <(DownP) = [1]>> then\n change y by ((2) * ((size) * (Speedhack)))\n if <touching (platform v)?> then\n change y by ((-2) * ((size) * (Speedhack)))\n end\n set [downp v] to [0]\n else\n change y by ((7) * ((size) * (Speedhack)))\n if <<touching (platform v)?> or <touching (plant wall v)?>> then\n change y by ((-7) * ((size) * (Speedhack)))\n end\n end\n set [yv v] to [0]\nend\nchange y by (-1)\nif <not <touching (jetpack v)?>> then\n if <<touching (platform v)?> or <touching (plant wall v)?>> then\n if <<<<(UpP) = [1]> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> and <not <touching (glue v)?>>> then\n set [yv v] to ((13) * (Speedhack))\n end\n end\nelse\n if <<<<(UpP) = [1]> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> and <not <touching (glue v)?>>> then\n change [yv v] by ((2) * ((Speedhack) * (Speedhack)))\n end\nend\nset [upp v] to [0]\nif <<[228] < (x position)> and <not < (Level) contains [L]?>>> then\n if <not <[passed v] contains (Level)?>> then\n add (Level) to [passed v]\n create clone of (_myself_ v)\n end\n say [Please, wait] for ((1) / (size)) seconds\n set [xv v] to [0]\n set [xv v] to [0]\n change [level v] by (1)\n wait (0.1) seconds\n go to x: (-219) y: (-86)\n point in direction (90)\n broadcast (You've dead! v)\n change [get_dam v] by (-1)\n repeat until <not <<touching (platform v)?> or <touching (plant wall v)?>>>\n change y by (-1)\n end\nend\nif <<touching (dangers v)?> or <touching (pila v)?>> then\n broadcast (You've dead! v)\n if <(easy mode) = [0]> then\n go to x: (-219) y: (-86)\n end\nend\nif <(Level) > (last_level)> then\n broadcast (END v)\nend\nchange y by (1)\nhide variable [yv v]\nhide variable [xv v]\nif <touching (tramps v)?> then\n set [yv v] to ((17) * (Speedhack))\nend\nif <<<touching (star1 v)?> or <touching (invisible star v)?>> or <<touching (star2 v)?> or <touching (star3 v)?>>> then\n set [col_star v] to [1]\nelse\n set [col_star v] to [0]\nend\nswitch costume to (join [costume] (costume))\n\nwhen this sprite clicked\nask [Enter skin promocode or number \(warning! some skins make your hitbox bigger, so it will be easier for guns to kill you\)] and wait\nif <[codes v] contains (answer)?> then\n set [costume v] to (item # of (answer) in [codes v])\nelse\n say [Invalind promocode or number!]\n wait (2) seconds\n say []\nend\n\nshow variable [speedhack v]\n\n@Dangers\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\n@Tramps\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen I receive [the part v]\nset size to (30) %\nshow\ngo to x: (220) y: (-100)\nwait (.5) seconds\nglide (1.5) secs to x: (50) y: (-100)\nwait (4.5) seconds\nsay [YES! AND THEY ARE IN THAT CASTLE!! ha ha ha!] for (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\n@Pila\n\nwhen flag clicked\nhide\nforever\n if <[pila levels v] contains (Level)?> then\n set size to (item (item # of (Level) in [pila levels v]) of [pila size v]) %\n show\n glide ((item (item # of (Level) in [pila levels v]) of [pila speed v]) / (Speedhack)) secs to x: (item (item # of (Level) in [pila levels v]) of [xe v]) y: (item (item # of (Level) in [pila levels v]) of [ye v])\n glide ((item (item # of (Level) in [pila levels v]) of [pila speed v]) / (Speedhack)) secs to x: (item (item # of (Level) in [pila levels v]) of [xs v]) y: (item (item # of (Level) in [pila levels v]) of [ys v])\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <[pila levels v] contains (Level)?>> then\n hide\n end\n turn right ((10) * (Speedhack)) degrees\nend\n\nwhen I start as a clone\n\nif <(Level) = [15]> then\n set size to (75) %\n repeat until <not <(Level) = [15]>>\n if <(costume [number v]) = [1]> then\n glide (2) secs to x: (221) y: (25)\n glide (2) secs to x: (-221) y: (25)\n else\n glide (2) secs to x: (-221) y: (150)\n glide (2) secs to x: (221) y: (150)\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait until <not <(Level) = [15]>>\n wait until <(Level) = [15]>\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n turn right (10) degrees\nend\n\n@AntiGravity\n\nwhen flag clicked\nshow\nset [ghost v] effect to (80)\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [cheater v] to [0]\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n go to [back v] layer\n if <(Level) = [37]> then\n go [forward v] (2) layers\n end\n if <<(Speedhack) < [1]> and <(Cheater) = [0]>> then\n change [cheater v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <(Level) = (last_level)> then\n hide\n wait (9) seconds\n forever\n switch costume to (75 v)\n show\n end\n end\nend\n\nwhen this sprite clicked\nplay sound [pop v] until done\n\nwhen I start as a clone\ngo to [front v] layer\nchange [ghost v] effect by (50)\nswitch costume to (cheater v)\nforever\n change [color v] effect by (5)\nend\n\n@Platform\n\nwhen flag clicked\nhide\nset [level v] to [2]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nwait (0.2) seconds\ngo to [front v] layer\n\n@Gun1\n\nwhen I start as a clone\nturn right (180) degrees\nnext costume\nset size to ((size) * (50)) %\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * (10)) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n wait ((1.2) / (Speedhack)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (75)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Gun2\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n wait ((1.2) / (Speedhack)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nturn right (180) degrees\nnext costume\nset size to ((size) * (50)) %\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * (10)) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set size to ((size) * (75)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Gun3\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n wait ((1.2) / (Speedhack)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nturn right (180) degrees\nnext costume\nset size to ((size) * (50)) %\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * (10)) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set size to ((size) * (75)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Teleport-a1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-a levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [teleport-a levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-a levels v]) of [ytp v])\n end\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\n@Teleport-a2\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-a levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [teleport-a levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-a levels v]) of [ytp v])\n end\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\n@Teleport-b1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-b levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [teleport-b levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-b levels v]) of [ytp v])\n end\nend\n\ngo to x: (item (item # of (Level) in [teleport-b levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-b levels v]) of [ytp v])\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\n@Teleport-b2\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-b levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [teleport-b levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-b levels v]) of [ytp v])\n end\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\n@AutoGun1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n wait ((1.5) / (Speedhack)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nnext costume\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * (10)) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@AutoGun2\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n wait ((1.5) / (Speedhack)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nnext costume\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * (10)) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@AutoGun3\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n wait ((1.5) / (Speedhack)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nnext costume\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * (10)) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Mad_zone\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n if <[mad zone levels v] contains (Level)?> then\n show\n else\n hide\n end\n if <<touching (player v)?> and <(red) = [1]>> then\n broadcast (You've dead! v)\n change [get_dam v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n wait until <[mad zone levels v] contains (Level)?>\n switch costume to (item # of (Level) in [mad zone levels v])\n set [color v] effect to (0)\n wait ((2) / (Speedhack)) seconds\n repeat (4)\n change [color v] effect by (-25)\n wait ((0.1) / (Speedhack)) seconds\n change [color v] effect by (25)\n wait ((0.1) / (Speedhack)) seconds\n end\n change [color v] effect by (-75)\n set [red v] to [1]\n wait ((0.2) / (Speedhack)) seconds\n set [red v] to [0]\nend\n\n@MovingGun1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n set [i v] to [0]\n repeat (item (item # of (Level) in [gun levels v]) of [gun speed v])\n change [i v] by (1)\n glide ((0.8) / (Speedhack)) secs to x: ((((item (item # of (Level) in [gun levels v]) of [xsgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [xegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v])) y: ((((item (item # of (Level) in [gun levels v]) of [ysgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [yegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v]))\n create clone of (_myself_ v)\n end\n repeat (item (item # of (Level) in [gun levels v]) of [gun speed v])\n change [i v] by (-1)\n glide ((0.8) / (Speedhack)) secs to x: ((((item (item # of (Level) in [gun levels v]) of [xsgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [xegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v])) y: ((((item (item # of (Level) in [gun levels v]) of [ysgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [yegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v]))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nmove (-10) steps\nset size to ((size) * (50)) %\nnext costume\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * (10)) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set size to ((size) * (40)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@MovingGun2\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n set [i v] to [0]\n repeat (item (item # of (Level) in [gun levels v]) of [gun speed v])\n change [i v] by (1)\n glide ((0.8) / (Speedhack)) secs to x: ((((item (item # of (Level) in [gun levels v]) of [xsgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [xegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v])) y: ((((item (item # of (Level) in [gun levels v]) of [ysgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [yegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v]))\n create clone of (_myself_ v)\n end\n repeat (item (item # of (Level) in [gun levels v]) of [gun speed v])\n change [i v] by (-1)\n glide ((0.8) / (Speedhack)) secs to x: ((((item (item # of (Level) in [gun levels v]) of [xsgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [xegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v])) y: ((((item (item # of (Level) in [gun levels v]) of [ysgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [yegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v]))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nmove (-10) steps\nset size to ((size) * (50)) %\nnext costume\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * (10)) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set size to ((size) * (40)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Teleport-c1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-c levels v] contains (Level)?>>\n show\n glide ((item (item # of (Level) in [teleport-c levels v]) of [teleport speed v]) / (Speedhack)) secs to x: (item (item # of (Level) in [teleport-c levels v]) of [xstp v]) y: (item (item # of (Level) in [teleport-c levels v]) of [ystp v])\n glide ((item (item # of (Level) in [teleport-c levels v]) of [teleport speed v]) / (Speedhack)) secs to x: (item (item # of (Level) in [teleport-c levels v]) of [xetp v]) y: (item (item # of (Level) in [teleport-c levels v]) of [yetp v])\n end\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\n@Teleport-c2\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-c levels v] contains (Level)?>>\n show\n glide ((item (item # of (Level) in [teleport-c levels v]) of [teleport speed v]) / (Speedhack)) secs to x: (item (item # of (Level) in [teleport-c levels v]) of [xstp v]) y: (item (item # of (Level) in [teleport-c levels v]) of [ystp v])\n glide ((item (item # of (Level) in [teleport-c levels v]) of [teleport speed v]) / (Speedhack)) secs to x: (item (item # of (Level) in [teleport-c levels v]) of [xetp v]) y: (item (item # of (Level) in [teleport-c levels v]) of [yetp v])\n end\nend\n\n@Smoke\n\nwhen flag clicked\nhide\nwait (0.09) seconds\nset [ghost v] effect to (80)\ngo to [front v] layer\nforever\n if <[smoke levels v] contains (Level)?> then\n show\n else\n hide\n end\n switch costume to (item # of (Level) in [smoke levels v])\n if <touching (player v)?> then\n change [oxygen v] by ((-1) * (Speedhack))\n if <(Oxygen) < [1]> then\n broadcast (You've dead! v)\n change [get_dam v] by (20)\n set [oxygen v] to [60]\n end\n wait ((item (item # of (Level) in [smoke levels v]) of [speed die v]) / (60)) seconds\n else\n if <(Oxygen) < [60]> then\n change [oxygen v] by ((1) * (Speedhack))\n end\n wait ((item (item # of (Level) in [smoke levels v]) of [speed restore v]) / (60)) seconds\n end\nend\n\n@Oxygen\n\nwhen flag clicked\nswitch costume to (costume4 v)\nset [oxygen v] to [60]\nwait (1) seconds\ngo to x: (80) y: (141)\nrepeat (60)\n change x by (2)\n create clone of (_myself_ v)\nend\ngo to [front v] layer\ngo to x: (120) y: (141)\nforever\n if <[smoke levels v] contains (Level)?> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nnext costume\nforever\n set [color v] effect to (Oxygen)\n if <<[smoke levels v] contains (Level)?> and <(x position) < (((Oxygen) * (2)) + (81))>> then\n show\n else\n hide\n end\nend\n\n@Button-b1\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or <<touching (autogun3 v)?> or <touching (autogun2 v)?>>> or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> or <<<<touching (rocket5 v)?> or <touching (rocket4 v)?>> or <<touching (rocket3 v)?> or <touching (rocket2 v)?>>> or <<<touching (rocket1 v)?> or <touching (enemie1 v)?>> or <<touching (enemie2 v)?> or <touching (enemie3 v)?>>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-b levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-b levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-b levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-b levels v]) of [butdir v])\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n wait (1) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n wait (1) seconds\n switch costume to (costume1 v)\nend\n\n@Button-b2\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or <<touching (autogun3 v)?> or <touching (autogun2 v)?>>> or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> or <<<<touching (rocket5 v)?> or <touching (rocket4 v)?>> or <<touching (rocket3 v)?> or <touching (rocket2 v)?>>> or <<<touching (rocket1 v)?> or <touching (enemie1 v)?>> or <<touching (enemie2 v)?> or <touching (enemie3 v)?>>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-b levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-b levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-b levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-b levels v]) of [butdir v])\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n wait (1) seconds\n switch costume to (costume1 v)\nend\n\n@Button-b3\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or <<touching (autogun3 v)?> or <touching (autogun2 v)?>>> or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> or <<<<touching (rocket5 v)?> or <touching (rocket4 v)?>> or <<touching (rocket3 v)?> or <touching (rocket2 v)?>>> or <<<touching (rocket1 v)?> or <touching (enemie1 v)?>> or <<touching (enemie2 v)?> or <touching (enemie3 v)?>>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-b levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-b levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-b levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-b levels v]) of [butdir v])\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n wait (1) seconds\n switch costume to (costume1 v)\nend\n\n@Toxicer-b\n\nwhen flag clicked\nforever\n if <[toxicer-b levels v] contains (Level)?> then\n show\n if <<([costume # v] of [button-b1 v]) = [2]> and <<([costume # v] of [button-b2 v]) = [2]> and <([costume # v] of [button-b3 v]) = [2]>>> then\n switch costume to (costume1 v)\n else\n create clone of (_myself_ v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n go to x: (item (item # of (Level) in [toxicer-b levels v]) of [xtox v]) y: (item (item # of (Level) in [toxicer-b levels v]) of [ytox v])\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (50)\nset size to ((100) * (size)) %\nrepeat (9)\n change size by ((50) * (size))\n change [ghost v] effect by (5)\n wait (0.02) seconds\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (49)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\n@Button-a1\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or <<touching (autogun3 v)?> or <touching (autogun2 v)?>>> or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> or <<<<touching (rocket5 v)?> or <touching (rocket4 v)?>> or <<touching (rocket3 v)?> or <touching (rocket2 v)?>>> or <<<touching (rocket1 v)?> or <touching (enemie1 v)?>> or <<touching (enemie2 v)?> or <touching (enemie3 v)?>>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-a levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-a levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-a levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-a levels v]) of [butdir v])\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n wait (1) seconds\n switch costume to (costume1 v)\nend\n\n@Button-a2\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or <<touching (autogun3 v)?> or <touching (autogun2 v)?>>> or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> or <<<<touching (rocket5 v)?> or <touching (rocket4 v)?>> or <<touching (rocket3 v)?> or <touching (rocket2 v)?>>> or <<<touching (rocket1 v)?> or <touching (enemie1 v)?>> or <<touching (enemie2 v)?> or <touching (enemie3 v)?>>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-a levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-a levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-a levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-a levels v]) of [butdir v])\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n wait (1) seconds\n switch costume to (costume1 v)\nend\n\n@Button-a3\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or <<touching (autogun3 v)?> or <touching (autogun2 v)?>>> or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> or <<<<touching (rocket5 v)?> or <touching (rocket4 v)?>> or <<touching (rocket3 v)?> or <touching (rocket2 v)?>>> or <<<touching (rocket1 v)?> or <touching (enemie1 v)?>> or <<touching (enemie2 v)?> or <touching (enemie3 v)?>>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-a levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-a levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-a levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-a levels v]) of [butdir v])\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (50)) %\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n wait (1) seconds\n switch costume to (costume1 v)\nend\n\n@Toxicer-a\n\nwhen flag clicked\nforever\n if <[toxicer-a levels v] contains (Level)?> then\n show\n if <<([costume # v] of [button-a1 v]) = [2]> and <<([costume # v] of [button-a2 v]) = [2]> and <([costume # v] of [button-a3 v]) = [2]>>> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n go to x: (item (item # of (Level) in [toxicer-a levels v]) of [xtox v]) y: (item (item # of (Level) in [toxicer-a levels v]) of [ytox v])\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (50)\nset size to ((100) * (size)) %\nrepeat (9)\n change size by ((50) * (size))\n change [ghost v] effect by (5)\n wait (0.02) seconds\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (49)\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\n@Glue\n\nwhen flag clicked\nforever\n if <[glue levels v] contains (Level)?> then\n show\n else\n hide\n end\n switch costume to (item # of (Level) in [glue levels v])\n if <(Level) = [37]> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\n@Bad ground\n\nwhen flag clicked\nforever\n if <[bad ground levels v] contains (Level)?> then\n show\n else\n hide\n end\n switch costume to (item # of (Level) in [bad ground levels v])\n go to [front v] layer\nend\n\n@Star1\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\nwhen flag clicked\ndelete all of [collected v]\nadd (last_level) to [collected v]\nset [stars v] to [0]\nforever\n if <not <<[collected v] contains (Level)?> or < (Level) contains [L]?>>> then\n turn right (5) degrees\n show\n go to x: (item (Level) of [x v]) y: (item (Level) of [y v])\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(col_star) = [1]>> then\n glide ((1) / (size)) secs to (star4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(col_star) = [1]>> then\n if <([show_star_path v] of [star4 v]) = [1]> then\n repeat until <<(x position) = [-216]> and <(y position) = [132]>>\n create clone of (_myself_ v)\n end\n end\n change [stars v] by (1)\n add (Level) to [collected v]\n end\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-4)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@Star2\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-4)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen flag clicked\ndelete all of [collected v]\nadd (last_level) to [collected v]\nset [stars v] to [0]\nforever\n if <not <<[collected v] contains (Level)?> or < (Level) contains [L]?>>> then\n turn right (5) degrees\n show\n go to x: (item (Level) of [x v]) y: (item (Level) of [y v])\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(col_star) = [1]>> then\n glide ((1) / (size)) secs to (star4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(col_star) = [1]>> then\n if <([show_star_path v] of [star4 v]) = [1]> then\n repeat until <<(x position) = [-216]> and <(y position) = [132]>>\n create clone of (_myself_ v)\n end\n end\n change [stars v] by (1)\n add (Level) to [collected v]\n end\nend\n\n@Star3\n\nwhen flag clicked\nforever\n set size to ((size) * (100)) %\nend\n\nwhen flag clicked\ndelete all of [collected v]\nadd (last_level) to [collected v]\nset [stars v] to [0]\nforever\n if <not <<[collected v] contains (Level)?> or < (Level) contains [L]?>>> then\n turn right (5) degrees\n show\n go to x: (item (Level) of [x v]) y: (item (Level) of [y v])\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(col_star) = [1]>> then\n glide ((1) / (size)) secs to (star4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(col_star) = [1]>> then\n if <([show_star_path v] of [star4 v]) = [1]> then\n repeat until <<(x position) = [-216]> and <(y position) = [132]>>\n create clone of (_myself_ v)\n end\n end\n add (Level) to [collected v]\n change [stars v] by (1)\n end\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-4)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@Star4\n\nwhen flag clicked\nhide variable [show_star_path v]\nset [show_star_path v] to [1]\nforever\n go to [front v] layer\n go to x: (-216) y: (132)\nend\n\nwhen I receive [settings v]\nshow variable [show_star_path v]\nshow variable [speedhack v]\n\nwhen I receive [stop settings v]\nhide variable [show_star_path v]\nhide variable [speedhack v]\n\n@Invisible star\n\nwhen flag clicked\nswitch costume to (inv.star v)\nset [stars v] to [0]\ndelete all of [collected v]\nadd (last_level) to [collected v]\nforever\n go to [back v] layer\n if <<not <[collected v] contains (Level)?>> and <[star levels v] contains (Level)?>> then\n turn right (5) degrees\n show\n go to x: (item (item # of (Level) in [star levels v]) of [x v]) y: (item (item # of (Level) in [star levels v]) of [y v])\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set size to ((100) * (size)) %\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(col_star) = [1]>> then\n switch costume to (star v)\n say [You've found a secret star! ]\n glide ((1) / (size)) secs to (star4 v)\n switch costume to (inv.star v)\n say []\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(col_star) = [1]>> then\n if <([show_star_path v] of [star4 v]) = [1]> then\n repeat until <<(x position) = [-216]> and <(y position) = [132]>>\n create clone of (_myself_ v)\n end\n end\n change [stars v] by (1)\n add (Level) to [collected v]\n end\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-4)\n change [ghost v] effect by (4)\n go to [back v] layer\nend\ndelete this clone\n\n@Mobile\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (58) y: (-171)\nset [mobile v] to [0]\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nchange [mobile v] by (1)\nnext costume\n\n@Enemie1\n\nwhen flag clicked\nforever\n set size to ((50) * (size)) %\nend\n\nwhen flag clicked\nset [think_level v] to [0]\nset [myxv v] to [0]\nset [myyv v] to [0]\nforever\n if <touching (antigravity v)?> then\n change y by ((7) * ((size) * (Speedhack)))\n set [myyv v] to [0]\n if <touching (platform v)?> then\n change y by ((-7) * ((size) * (Speedhack)))\n end\n else\n change y by ((myYv) * (size))\n if <touching (platform v)?> then\n change y by (() - ((myYv) * (size)))\n set [myyv v] to [0]\n else\n change [myyv v] by (() - ((Speedhack) * (Speedhack)))\n end\n end\n change x by ((myXv) * ((size) * (Speedhack)))\n if <touching (platform v)?> then\n change x by (() - ((myXv) * ((size) * (Speedhack))))\n end\n if <([x position v] of [player v]) > (x position)> then\n set [myxv v] to [7]\n else\n set [myxv v] to [-7]\n end\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (11)\n hide\n wait (0.2) seconds\n show\n end\n if <<<<key (r v) pressed?> or <touching (dangers for enems v)?>> or <not <(think_level) = (Level)>>> and <[enemie levels v] contains (Level)?>> then\n set [think_level v] to (Level)\n go to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n end\n if <[enemie levels v] contains (Level)?> then\n show\n else\n hide\n end\n if <<touching (tramps v)?> and <touching color (#000000)?>> then\n set [myyv v] to ((17) * (Speedhack))\n end\nend\n\nwhen I receive [you've dead! v]\ngo to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n\nwhen flag clicked\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Enemie2\n\nwhen flag clicked\nforever\n set size to ((50) * (size)) %\nend\n\nwhen I receive [you've dead! v]\ngo to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n\nwhen flag clicked\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nset [think_level v] to [0]\nset [myxv v] to [0]\nset [myyv v] to [0]\nforever\n if <touching (antigravity v)?> then\n change y by ((7) * ((size) * (Speedhack)))\n set [myyv v] to [0]\n if <touching (platform v)?> then\n change y by ((-7) * ((size) * (Speedhack)))\n end\n else\n change y by ((myYv) * (size))\n if <touching (platform v)?> then\n change y by (() - ((myYv) * (size)))\n set [myyv v] to [0]\n else\n change [myyv v] by (() - ((Speedhack) * (Speedhack)))\n end\n end\n change x by ((myXv) * ((size) * (Speedhack)))\n if <touching (platform v)?> then\n change x by (() - ((myXv) * ((size) * (Speedhack))))\n end\n if <([x position v] of [player v]) > (x position)> then\n set [myxv v] to [7]\n else\n set [myxv v] to [-7]\n end\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (11)\n hide\n wait (0.2) seconds\n show\n end\n if <<<<key (r v) pressed?> or <touching (dangers for enems v)?>> or <not <(think_level) = (Level)>>> and <[enemie levels v] contains (Level)?>> then\n set [think_level v] to (Level)\n go to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n end\n if <[enemie levels v] contains (Level)?> then\n show\n else\n hide\n end\n if <<touching (tramps v)?> and <touching color (#000000)?>> then\n set [myyv v] to ((17) * (Speedhack))\n end\nend\n\n@Enemie3\n\nwhen flag clicked\nforever\n set size to ((50) * (size)) %\nend\n\nwhen I receive [you've dead! v]\ngo to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n\nwhen flag clicked\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nset [think_level v] to [0]\nset [myxv v] to [0]\nset [myyv v] to [0]\nforever\n if <touching (antigravity v)?> then\n change y by ((7) * ((size) * (Speedhack)))\n set [myyv v] to [0]\n if <touching (platform v)?> then\n change y by ((-7) * ((size) * (Speedhack)))\n end\n else\n change y by ((myYv) * (size))\n if <touching (platform v)?> then\n change y by (() - ((myYv) * (size)))\n set [myyv v] to [0]\n else\n change [myyv v] by (() - ((Speedhack) * (Speedhack)))\n end\n end\n change x by ((myXv) * ((size) * (Speedhack)))\n if <touching (platform v)?> then\n change x by (() - ((myXv) * ((size) * (Speedhack))))\n end\n if <([x position v] of [player v]) > (x position)> then\n set [myxv v] to [7]\n else\n set [myxv v] to [-7]\n end\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (11)\n hide\n wait (0.2) seconds\n show\n end\n if <<<<key (r v) pressed?> or <touching (dangers for enems v)?>> or <not <(think_level) = (Level)>>> and <[enemie levels v] contains (Level)?>> then\n set [think_level v] to (Level)\n go to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n end\n if <[enemie levels v] contains (Level)?> then\n show\n else\n hide\n end\n if <<touching (tramps v)?> and <touching color (#000000)?>> then\n set [myyv v] to ((17) * (Speedhack))\n end\nend\n\n@Ghost1\n\nwhen flag clicked\nforever\n set size to ((30) * (size)) %\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset rotation style [don't rotate v]\nset [think_level v] to [0]\nforever\n go to [front v] layer\n point towards (player v)\n move ((item (item # of (Level) in [enemie levels v]) of [ghost_speed v]) * ((size) * (Speedhack))) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (11)\n hide\n wait (0.2) seconds\n show\n end\n if <<<<key (r v) pressed?> or <touching (dangers for enems v)?>> or <not <(think_level) = (Level)>>> and <[enemie levels v] contains (Level)?>> then\n set [think_level v] to (Level)\n go to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n end\n if <[enemie levels v] contains (Level)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [you've dead! v]\ngo to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n\nwhen flag clicked\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Ghost2\n\nwhen flag clicked\nforever\n set size to ((30) * (size)) %\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset rotation style [don't rotate v]\nset [think_level v] to [0]\nforever\n go to [front v] layer\n point towards (player v)\n move ((item (item # of (Level) in [enemie levels v]) of [ghost_speed v]) * ((size) * (Speedhack))) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (11)\n hide\n wait (0.2) seconds\n show\n end\n if <<<<key (r v) pressed?> or <touching (dangers for enems v)?>> or <not <(think_level) = (Level)>>> and <[enemie levels v] contains (Level)?>> then\n set [think_level v] to (Level)\n go to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n end\n if <[enemie levels v] contains (Level)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [you've dead! v]\ngo to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n\nwhen flag clicked\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Ghost3\n\nwhen flag clicked\nforever\n set size to ((30) * (size)) %\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset rotation style [don't rotate v]\nset [think_level v] to [0]\nforever\n go to [front v] layer\n point towards (player v)\n move ((item (item # of (Level) in [enemie levels v]) of [ghost_speed v]) * ((size) * (Speedhack))) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (11)\n hide\n wait (0.2) seconds\n show\n end\n if <<<<key (r v) pressed?> or <touching (dangers for enems v)?>> or <not <(think_level) = (Level)>>> and <[enemie levels v] contains (Level)?>> then\n set [think_level v] to (Level)\n go to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n end\n if <[enemie levels v] contains (Level)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [you've dead! v]\ngo to x: (item (item # of (Level) in [enemie levels v]) of [xenem v]) y: (item (item # of (Level) in [enemie levels v]) of [yenem v])\n\nwhen flag clicked\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Up\n\nwhen flag clicked\ngo to x: (58) y: (40)\nset [ghost v] effect to (85)\nforever\n go to [front v] layer\n if <((mobile) mod (2)) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Up v)\n end\nend\n\n@Left\n\nwhen flag clicked\ngo to x: (-69) y: (-90)\nset [ghost v] effect to (85)\nforever\n go to [front v] layer\n if <((mobile) mod (2)) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Left v)\n end\nend\n\n@Right\n\nwhen flag clicked\ngo to x: (186) y: (-90)\nset [ghost v] effect to (85)\nforever\n go to [front v] layer\n if <((mobile) mod (2)) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Right v)\n end\nend\n\n@Choose\n\nwhen flag clicked\ngo to x: (-69) y: (40)\nset [ghost v] effect to (85)\nforever\n go to [front v] layer\n if <((mobile) mod (2)) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nsay [Please, wait] for ((1) / (size)) seconds\nask [Enter level] and wait\nset [xv v] to [0]\nset [xv v] to [0]\nbroadcast (Restart v)\nset [level v] to (answer)\nwait (0.1) seconds\n\n@Restart\n\nwhen flag clicked\ngo to x: (186) y: (40)\nset [ghost v] effect to (85)\nforever\n go to [front v] layer\n if <((mobile) mod (2)) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n@Dangers for Enems\n\nwhen flag clicked\nforever\n if <[dangers levels v] contains (Level)?> then\n show\n else\n hide\n end\n switch costume to (item # of (Level) in [dangers levels v])\nend\n\n@Lava\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-180)\nset [lava level v] to [-181]\nrepeat (7)\n create clone of (_myself_ v)\n change y by (60)\nend\nset [lava level v] to [-180]\nset [was v] to [0]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(Level) = [27]> then\n show\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n if <<touching (player v)?> and <(was) = [0]>> then\n wait (2) seconds\n if <touching (player v)?> then\n set [was v] to [1]\n switch costume to (costume2 v)\n go to [front v] layer\n switch backdrop to (cave v)\n wait (1) seconds\n set [level v] to [L1]\n broadcast (You've dead! v)\n change [get_dam v] by (-1)\n reset timer\n switch costume to (lava v)\n repeat until <not < (Level) contains [L]?>>\n show\n change [lava level v] by (item (letter (2) of (Level)) of [speedup v])\n set y to ((Lava level) - (30))\n go to [front v] layer\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (99)\n end\n if <(timer) > [60]> then\n reset timer\n change [stars v] by (5)\n broadcast (You've dead! v)\n change [get_dam v] by (-1)\n set [level v] to (join [L] ((letter (2) of (Level)) + (1)))\n if <(Level) = [L3]> then\n set [level v] to [27]\n end\n end\n end\n switch backdrop to (normal v)\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (lava v)\nforever\n if <([lava level v] of [lava v]) > ((y position) + (30))> then\n go to [front v] layer\n show\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\n else\n hide\n end\nend\n\nwhen I receive [you've dead! v]\nset [lava level v] to [-180]\n\nwhen I receive [lava down v]\nchange [lava level v] by ((-280) * (item (letter (2) of (Level)) of [speedup v]))\n\n@Glass Water\n\nwhen flag clicked\nforever\n if < (Level) contains [L]?> then\n show\n go to (random position v)\n repeat until <not <<touching (platform v)?> or <touching (lava v)?>>>\n change y by (5)\n if <(y position) > [180]> then\n change y by (-60)\n end\n end\n wait until <touching (player v)?>\n broadcast (Lava down v)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (8)\n turn right (3) degrees\n end\n repeat (16)\n turn left (3) degrees\n end\n repeat (8)\n turn right (3) degrees\n end\n point in direction (90)\nend\n\nwhen I receive [you've dead! v]\ngo to (random position v)\nrepeat until <not <<touching (platform v)?> or <touching (lava v)?>>>\n change y by (5)\n if <(y position) > [180]> then\n change y by (-60)\n end\nend\n\n@Rocket1\n\nwhen I start as a clone\nswitch costume to (ракета v)\nset size to ((size) * (40)) %\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * ((item (item # of (Level) in [gun levels v]) of [eliteness v]) * (6))) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n wait (((0.9) / (Speedhack)) / (item (item # of (Level) in [gun levels v]) of [eliteness v])) seconds\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n repeat until <<touching (player v)?> or <<(Ang.) < [5]> or <[355] < (Ang.)>>>\n show\n switch costume to (join [Ракетница ] (item (item # of (Level) in [gun levels v]) of [eliteness v]))\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n set size to ((size) * (75)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\n@Rocket2\n\nwhen flag clicked\nforever\n set size to ((size) * (75)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n wait (((0.9) / (Speedhack)) / (item (item # of (Level) in [gun levels v]) of [eliteness v])) seconds\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n repeat until <<touching (player v)?> or <<(Ang.) < [5]> or <[355] < (Ang.)>>>\n show\n switch costume to (join [Ракетница ] (item (item # of (Level) in [gun levels v]) of [eliteness v]))\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (ракета v)\nset size to ((size) * (40)) %\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * ((item (item # of (Level) in [gun levels v]) of [eliteness v]) * (6))) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\n@Rocket3\n\nwhen flag clicked\nforever\n set size to ((size) * (75)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n wait (((0.9) / (Speedhack)) / (item (item # of (Level) in [gun levels v]) of [eliteness v])) seconds\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n repeat until <<touching (player v)?> or <<(Ang.) < [5]> or <[355] < (Ang.)>>>\n show\n switch costume to (join [Ракетница ] (item (item # of (Level) in [gun levels v]) of [eliteness v]))\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (ракета v)\nset size to ((size) * (40)) %\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * ((item (item # of (Level) in [gun levels v]) of [eliteness v]) * (6))) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\n@Rocket4\n\nwhen flag clicked\nforever\n set size to ((size) * (75)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n wait (((0.9) / (Speedhack)) / (item (item # of (Level) in [gun levels v]) of [eliteness v])) seconds\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n repeat until <<touching (player v)?> or <<(Ang.) < [5]> or <[355] < (Ang.)>>>\n show\n switch costume to (join [Ракетница ] (item (item # of (Level) in [gun levels v]) of [eliteness v]))\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (ракета v)\nset size to ((size) * (40)) %\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * ((item (item # of (Level) in [gun levels v]) of [eliteness v]) * (6))) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\n@Rocket5\n\nwhen flag clicked\nforever\n set size to ((size) * (75)) %\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait ((1) / (Speedhack)) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait ((1) / (Speedhack)) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n wait (((0.9) / (Speedhack)) / (item (item # of (Level) in [gun levels v]) of [eliteness v])) seconds\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n repeat until <<touching (player v)?> or <<(Ang.) < [5]> or <[355] < (Ang.)>>>\n show\n switch costume to (join [Ракетница ] (item (item # of (Level) in [gun levels v]) of [eliteness v]))\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point towards (player v)\n set [ang. v] to (((direction) - (item (item # of (Level) in [gun levels v]) of [gun direction v])) mod (360))\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (ракета v)\nset size to ((size) * (40)) %\nrepeat until <<<touching (platform v)?> or <touching (plant wall v)?>> or <touching (_edge_ v)?>>\n move (((size) * (Speedhack)) * ((item (item # of (Level) in [gun levels v]) of [eliteness v]) * (6))) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n change [get_dam v] by (5)\n delete this clone\n end\nend\ndelete this clone\n\n@Pause\n\nwhen flag clicked\nforever\n if <[pause levels v] contains (Level)?> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[pause levels v] contains (Level)?> then\n set [think_level v] to (Level)\n set [tmr v] to [0]\n wait until <<(tmr) > [1]> or <<<touching (player v)?> and <key (space v) pressed?>> or <not <(think_level) = (Level)>>>>\n if <not <<<touching (player v)?> and <key (space v) pressed?>> or <not <(think_level) = (Level)>>>> then\n switch costume to (join (item # of (Level) in [pause levels v]) [-1])\n end\n wait until <<<touching (player v)?> and <key (space v) pressed?>> or <not <(think_level) = (Level)>>>\n switch costume to (join (item # of (Level) in [pause levels v]) [-2])\n wait until <not <<key (space v) pressed?> and <<(think_level) = (Level)> and <touching (player v)?>>>>\n end\nend\n\nwhen flag clicked\nforever\n change [tmr v] by (0.05)\nend\n\n@Jetpack\n\nwhen flag clicked\nforever\n set size to ((200) * (size)) %\nend\n\nwhen flag clicked\nset [used v] to [0]\nforever\n if <<[jetlevels v] contains (Level)?> and <(used) = [0]>> then\n clear graphic effects\n show\n go to x: (item (item # of (Level) in [jetlevels v]) of [jetx v]) y: (item (item # of (Level) in [jetlevels v]) of [jety v])\n if <not <touching (player v)?>> then\n switch costume to (hov v)\n else\n set [lvl v] to (Level)\n set [fuel v] to (item (item # of (Level) in [jetlevels v]) of [fuel v])\n repeat until <<not <<(Level) = (lvl)> and <(Fuel) > [0]>>> or <touching (dangers for enems v)?>>\n go to (player v)\n if <key (up arrow v) pressed?> then\n change [fuel v] by (() - (Speedhack))\n change [ghost v] effect by (((100) / (item (item # of (Level) in [jetlevels v]) of [fuel v])) * (Speedhack))\n create clone of (_myself_ v)\n switch costume to (jetpack_act v)\n else\n switch costume to (jetpack_pas v)\n end\n end\n if <(Fuel) = [0]> then\n set [used v] to [1]\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n set [lvl v] to [-1]\n set [used v] to [0]\nend\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (smoke v)\nset size to ((20) * ((size) * (Speedhack))) %\nset [ghost v] effect to ((100) - ((100) * (Speedhack)))\nrepeat ((10) / (Speedhack))\n change [ghost v] effect by ((10) * ((Speedhack) * (Speedhack)))\n change size by ((20) * ((size) * (Speedhack)))\nend\ndelete this clone\n\nwhen [r v] key pressed\nset [lvl v] to [-1]\nset [used v] to [0]\n\n@Checker\n\nwhen flag clicked\nset [ghost v] effect to (20)\n\nwhen [e v] key pressed\nshow\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nif <(easy mode) = [0]> then\n set [get_dam v] to [0]\n show variable [get_dam v]\n set [easy mode v] to [1]\nend\nhide\n\nwhen [e v] key pressed\nwait (4) seconds\nhide\n\n@Plant wall\n\nwhen flag clicked\nforever\n if <[plant levels v] contains (Level)?> then\n show\n Work\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (0.15) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine Work\nswitch costume to (join (item # of (Level) in [plant levels v]) [a])\ncreate clone of (_myself_ v)\nrepeat ((item (item # of (Level) in [plant levels v]) of [timea v]) * (10))\n wait (0.1) seconds\n change [ghost v] effect by ((8) / (item (item # of (Level) in [plant levels v]) of [timea v]))\n if <(Restart) = [1]> then\n set [restart v] to [0]\n stop [this script v]\n end\nend\nset [del_clone v] to [1]\nclear graphic effects\nnext costume\nwait (0.02) seconds\nset [del_clone v] to [0]\ncreate clone of (_myself_ v)\nrepeat ((item (item # of (Level) in [plant levels v]) of [timeb v]) * (10))\n wait (0.1) seconds\n change [ghost v] effect by ((8) / (item (item # of (Level) in [plant levels v]) of [timeb v]))\n if <(Restart) = [1]> then\n set [restart v] to [0]\n stop [this script v]\n end\nend\nset [del_clone v] to [1]\nclear graphic effects\nnext costume\nwait (0.02) seconds\nset [del_clone v] to [0]\nrepeat ((item (item # of (Level) in [plant levels v]) of [timec v]) * (10))\n wait (0.1) seconds\n change [ghost v] effect by ((8) / (item (item # of (Level) in [plant levels v]) of [timec v]))\n if <(Restart) = [1]> then\n set [restart v] to [0]\n stop [this script v]\n end\nend\nclear graphic effects\nhide\nwait until <(Restart) = [1]>\n\nwhen [r v] key pressed\nclear graphic effects\nset [restart v] to [1]\ndelete this clone\n\nwhen I receive [you've dead! v]\nif <(easy mode) = [0]> then\n clear graphic effects\n set [restart v] to [1]\n delete this clone\nend\n\nwhen I start as a clone\nclear graphic effects\nnext costume\nwait until <([del_clone v] of [plant wall v]) = [1]>\ndelete this clone\n\nwait (1) seconds\n\n
E to turn on easy mode, 38 levels here (I'm planning 75)\nPART 3 IS ALREADY OUT: https://scratch.mit.edu/projects/746025985/\nJ to choose any level\nT opens and closes settings\nClick yourself (player) to change skin\npart 1: https://scratch.mit.edu/projects/541728014/\nAdvertising is ALLOWED only if you liked and faved!\nIf you follow me, I'll like 5 your best projects.\nPlay https://scratch.mit.edu/projects/557837774/ to get promocodes
valley II platformer (mobile friendly)
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nset volume to (50) %\nbroadcast (intro v)\n\nwhen I receive [7 v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [8 v]\nswitch backdrop to (背景2 v)\n\n@player.\n\nwhen flag clicked\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5.3)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\ndefine 動作\nif <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\nend\nif <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\nend\nset [xのやつ v] to ((xのやつ) * (0.9))\nchange x by (xのやつ)\nif <touching (box v)?> then\n change y by (1)\n if <touching (box v)?> then\n change y by (1)\n if <touching (box v)?> then\n change y by (1)\n if <touching (box v)?> then\n change y by (1)\n if <touching (box v)?> then\n change y by (1)\n if <touching (box v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching (box v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ2 v]\n end\nend\nchange y by (1)\nchange [yだー v] by (-1)\nchange y by (yだー)\nif <touching (box v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\nend\nif <(x position) > [230]> then\n broadcast (あ v)\n start sound [Rip v]\n wait (1) seconds\n go to x: (-216) y: (50)\nend\nif <touching (ゆ v)?> then\n start sound [High Whoosh v]\n set [yだー v] to [20.89]\nend\nif <<<mouse down?> and <(y position) > (mouse y)>> or <key (down arrow v) pressed?>> then\n switch costume to (3 v)\nend\nif <not <<<mouse down?> and <(y position) > (mouse y)>> or <key (down arrow v) pressed?>>> then\n switch costume to (2 v)\nend\n\ndefine 炎上した者たちの末路\nif <touching (^-^ v)?> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-189) y: (18)\nend\n\nwhen flag clicked\nforever\n play sound [NIVIRO - Memes \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nswitch costume to (2 v)\nset [level v] to [0]\npoint in direction (90)\nset [ghost v] effect to (100)\ngo to x: (-230) y: (10)\nwait (0.03) seconds\nrepeat (30)\n change [ghost v] effect by (-5)\nend\nset [時間 v] to [0]\nset rotation style [left-right v]\nswitch backdrop to (背景7 v)\nshow\nset size to (70) %\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n 炎上した者たちの末路\n 動作\nend\n\n@next level.\n\nwhen flag clicked\nhide\n\nwhen I receive [あ v]\nshow\ngo to [front v] layer\ngo to x: (-480) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nwait (0.3) seconds\nglide (0.3) secs to x: (400) y: (0)\nhide\n\n@box\n\nwhen I receive [あ v]\nwait (0.5) seconds\nnext costume\nforever\n if <(costume [number v]) = [1]> then\n broadcast (1 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (3 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (4 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (5 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (6 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (7 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (8 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (9 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (10 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (9) y: (-8)\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nwait (0.3) seconds\nrepeat (30)\n change [ghost v] effect by (-5)\nend\n\n@notif\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwait (pick random (20) to (30)) seconds\nstart sound [pop v]\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 start sound [pop v]\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@^-^\n\nwhen flag clicked\nswitch costume to (コスチューム1 \(1\) v)\nhide\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [4 v]\nswitch costume to (\(1 v)\nshow\n\nwhen I receive [3 v]\nswitch costume to (コスチューム1 \(1\) v)\nshow\n\nwhen I receive [5 v]\nswitch costume to (ューム1 \(1\)2 v)\n\nwhen I receive [6 v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [7 v]\nswitch costume to (888 v)\n\nwhen I receive [8 v]\nswitch costume to (2 v)\nshow\n\nwhen I receive [9 v]\nswitch costume to (コスチューム1 \(1\)2 v)\nshow\n\nwhen I receive [10 v]\nswitch costume to (コスチ v)\n\nwhen I receive [11 v]\nhide\n\n@die\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
    ===How to play===\n\nUse the arrow keys or tap to move the Player. \nUp arrow keys or tap to jump.\n\n完全に失敗作。
Dunes 2 - a platformer #games #all #stories
@Stage\n\nwhen I receive [storyline v]\nrepeat until <key (m v) pressed?>\n play sound [another sad piano music v] until done\nend\n\nwhen [m v] key pressed\nforever\n stop all sounds\nend\n\n@Blank\n\nset [plz follow me v] to [PLZ]\n\n@Lightbulb\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n if <(optional light) = [1]> then\n switch costume to (costume1 v)\n wait (pick random (0.1) to (0.6)) seconds\n switch costume to (costume2 v)\n wait (pick random (0.1) to (0.6)) seconds\n go to [back v] layer\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [storyline v]\nhide\n\nwhen I receive [start v]\nforever\n go to [back v] layer\nend\n\nswitch costume to (costume2 v)\n\nwhen I receive [secondstoryart v]\nhide\n\nwhen I receive [startlight v]\nshow\nswitch costume to (costume1 v)\nwait (00.10) seconds\nswitch costume to (costume2 v)\nwait (00.60) seconds\nswitch costume to (costume1 v)\nwait (00.20) seconds\nswitch costume to (costume2 v)\nwait (00.30) seconds\nswitch costume to (costume1 v)\nwait (00.10) seconds\nswitch costume to (costume2 v)\nwait (00.30) seconds\nswitch costume to (costume1 v)\nwait (00.20) seconds\nswitch costume to (costume2 v)\nwait (00.40) seconds\nswitch costume to (costume1 v)\nwait (00.50) seconds\nswitch costume to (costume2 v)\nwait (00.10) seconds\nswitch costume to (costume1 v)\nwait (00.10) seconds\nswitch costume to (costume2 v)\nwait (00.60) seconds\nswitch costume to (costume1 v)\nwait (00.20) seconds\nswitch costume to (costume2 v)\nwait (00.30) seconds\nswitch costume to (costume1 v)\nwait (00.10) seconds\nswitch costume to (costume2 v)\nwait (00.30) seconds\nswitch costume to (costume1 v)\nwait (00.20) seconds\nswitch costume to (costume2 v)\nwait (00.40) seconds\nswitch costume to (costume1 v)\nwait (00.50) seconds\nswitch costume to (costume2 v)\nwait (00.10) seconds\nswitch costume to (costume1 v)\nbroadcast (message1 v)\n\nwhen I receive [startlight v]\nshow\nstart sound [neon-flicker-animation-youtubemp3free v]\nwait (2.50) seconds\nstart sound [neon-flicker-animation-youtubemp3free2 v]\nwait (1.50) seconds\nstart sound [neon-flicker-animation-youtubemp3free v]\n\n@Dunes logo\n\nwhen I receive [message1 v]\nwait (3) seconds\nshow\nrepeat (50)\n change [ghost v] effect by (-5)\n wait (00.03) seconds\nend\nwait (5) seconds\nrepeat (50)\n change [ghost v] effect by (5)\n wait (00.03) seconds\nend\nhide\nbroadcast (skip message v)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\ngo to x: (-211) y: (0)\nshow\nforever\n change [y v] by (-1)\n change y by (y)\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change x by (x)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (movingplatform v)?>> then\n change y by (-8)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [15]\n if <(x) < [0]> then\n set [x v] to [7]\n else\n set [x v] to [-7]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <<<touching (level v)?> or <touching (movingplatform v)?>> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y v] to [15]\n end\n change y by (1)\n go to [front v] layer\n if <touching (spikes v)?> then\n death\n show\n end\n if <<(x position) = [240]> and <not <<<(level) = [11]> or <(level) = [15]>> or <(level) = [14]>>>> then\n change [level v] by (1)\n reset\n show\n end\n if <touching (tramp v)?> then\n set [y v] to [20]\n end\n if <(y position) = [-179]> then\n death\n show\n end\n if <<(x position) = [240]> and <(level) = [11]>> then\n change [level v] by (1)\n reset 2\n show\n end\n if <<(x position) = [240]> and <(level) = [15]>> then\n change [level v] by (1)\n reset 3\n show\n end\n if <<(x position) = [240]> and <(level) = [14]>> then\n change [level v] by (1)\n reset 4\n show\n end\nend\n\ndefine death\nset [y v] to [15]\nrepeat until <(y position) = [-180]>\n turn right (15) degrees\n change [y v] by (-1)\n change y by (y)\n go to [front v] layer\nend\nhide\nif <not <<(level) = [12]> or <(level) = [16]>>> then\n reset\nend\nif <(level) = [12]> then\n reset 2\nend\nif <(level) = [16]> then\n reset 3\nend\nif <(level) = [15]> then\n reset 4\nend\n\ndefine reset\nset [x v] to [0]\nset [x v] to [0]\nset [ghost v] effect to (0)\ngo to x: (-211) y: (-10)\npoint in direction (90)\nset size to (100) %\n\nwhen I receive [secondstoryart v]\nhide\n\nwhen I receive [secondstoryart v]\nforever\n hide\nend\n\ndefine reset 2\nset [x v] to [0]\nset [x v] to [0]\nset [ghost v] effect to (0)\ngo to x: (-211) y: (90)\npoint in direction (90)\nset size to (100) %\n\ndefine reset 3\nset [x v] to [0]\nset [x v] to [0]\nset [ghost v] effect to (0)\ngo to x: (-211) y: (-70)\npoint in direction (90)\nset size to (100) %\n\ndefine reset 4\nset [x v] to [0]\nset [x v] to [0]\nset [ghost v] effect to (0)\ngo to x: (-211) y: (-20)\npoint in direction (90)\nset size to (100) %\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (level)\nend\n\nwhen flag clicked\nwait until <(level) = [17]>\nbroadcast (secondstoryart v)\n\n@light\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n repeat (10)\n change size by (5)\n wait (0.01) seconds\n end\n repeat (10)\n change size by (-5)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [secondstoryart v]\nhide\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [secondstoryart v]\nhide\n\n@tramp\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.1) seconds\n next costume\n end\n end\nend\n\n@Button1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (costume1 v)\nwait (1) seconds\nshow\nforever\n set [optional light v] to (costume [number v])\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (-200) y: (-160)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [start v]\nforever\n repeat (10)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nwhen I receive [secondstoryart v]\nhide\n\n@Story arc\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (story\(1\) v)\nshow\ngo to [front v] layer\n\nwhen I receive [storyline v]\nrepeat (5)\n create clone of (_myself_ v)\n next costume\n wait (6) seconds\nend\nrepeat (5)\n delete this clone\nend\nbroadcast (start v)\nhide\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Story arc2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (story\(1\) v)\nshow\ngo to [front v] layer\n\nwhen I receive [secondstoryart v]\nrepeat (5)\n create clone of (_myself_ v)\n next costume\n wait (6) seconds\nend\nrepeat (5)\n delete this clone\nend\nbroadcast (secondstoryartend v)\nhide\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [secondstoryartend v]\ndelete this clone\n\n@End\n\nwhen flag clicked\nhide\n\nwhen I receive [secondstoryartend v]\nshow\nforever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set size to (((175) + (size)) / (2)) %\n set [brightness v] effect to (5)\n else\n set size to (((150) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [secondstoryartend v]\npoint in direction (90)\nforever\n repeat (10)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Love,fave,and follow\n\nwhen flag clicked\ngo to x: (155) y: (180)\nset size to (70) %\nforever\n wait (pick random (30) to (60)) seconds\n show\n glide (1) secs to x: (155) y: (160)\n wait (5) seconds\n glide (1) secs to x: (155) y: (180)\n hide\nend\n\n@seizure warning\n\nwhen flag clicked\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (startlight v)\n\n@skip button story\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (clone ID)\nif <(clone ID) = [2]> then\n set [brightness v] effect to (0)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (start v)\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(clone ID) = [3]> then\n set [brightness v] effect to (0)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (storyline v)\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [skip message v]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [storyline v]\ndelete this clone\n\n
Dunes 2 is out :DDDDDD \nHere: this is for a contest, hope u like it :)\nIt's basically the same thing. :/\nI really didn't have a new idea for a thumbnail :/\nB4 u go on, lemme say that this is a COLLAB with @glowingeagle and @simplyblxxs! (my first Collab!)\nHope you like it :D\nAwesome story and code is me :)\nINSANELY NON-GENERIC 100% POSSIBLE LEVELS ARE MADE BY @glowingeagle and @simplyblxxs! HUGE SHOUTOUT TO THEM :D\nHere's the original Dunes: https://scratch.mit.edu/projects/522481136/\nSTBARAQ (soon to be a frequently asked question)\nQ: Why is the wall glitch still there?\nA: I'm a bad coder. Don't know how to fix it.\nQ: f4f\nA: ofc not\nQ: Why didn't you make a skip button?\nA: I wanted this game to apply to real life. Is there a skip button in real life? No! you have to work toward your goals.\nQ: Could you please fix the glitch?\nA: I would love to. If you remix, then I'll check it out and test if the glitch is not there anymore. If it isn't, I'll love and fave, and credit you on this project! :D\nQ: is this possible?\nA: if you've been reading, it's possible. It's just rlly rlly rlly rlly rlly rlly rlly hard. (@simplyblxxs couldn't beat them even though she made the levels! :P) I beat them tho.\n#games #all #stories #music #art #fun #platformer\nPropose this to be featured here! |\nhttps://scratch.mit.edu/studios/28715018/\nHere, love so this can be top loved :DDD\nplz ;)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhy u here?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPlz, go away\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 think you know what's gonna happen next\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFollow me, @glowingeagle, and @simplyblxxs already!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLove and fave :)
parasol platformer
@Stage\n\nwhen I receive [pq v]\nforever\n play sound [Syn Cole - Feel Good \(Radio Edit\) \[NCS\].mp3 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I start as a clone\nswitch costume to (b2 v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\nwhen I receive [pq v]\nshow\nset size to (100) %\ngo to x: (-200) y: (-50)\nset [浮遊 v] to [0]\nset [op v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n create clone of (_myself_ v)\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 (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 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?>> 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 (スプライト2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<[240] < (x position)> and <not <(op) = [11]>>> then\n broadcast (next v)\n set [浮遊 v] to [0]\n go to x: (-200) y: (-50)\n change [op v] by (1)\n end\n if <[-180] > (y position)> then\n set [浮遊 v] to [0]\n go to x: (-200) y: (-50)\n end\n if <touching (スプライト9 v)?> then\n set [浮遊 v] to [0]\n go to x: (-200) y: (-50)\n end\n switch costume to (b v)\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> and <(浮遊) > [2]>> then\n switch costume to (b3 v)\n change [y v] by (1.1)\n else\n if <<(浮遊) > [0]> and <not <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>>>> then\n change [浮遊 v] by (-1)\n end\n end\n if <(y position) > [165]> then\n set y to (165)\n end\n if <(浮遊) > [2.1]> then\n set [浮遊 v] to [2.1]\n end\nend\n\nwhen I receive [pq v]\nforever\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n wait (0.1) seconds\n change [浮遊 v] by (1)\n end\nend\n\n@スプライト2\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [pq v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\nshow\n\n@スプライト6\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (pq v)\n\nclear graphic effects\n\n@スプライト7\n\nwhen I receive [pq v]\nshow\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (40) to (60)) %\nset [ghost v] effect to (pick random (10) to (40))\ngo to [back v] layer\nshow\ngo to x: (-200) y: (pick random (140) to (40))\nrepeat until <[200] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen I receive [pq v]\nforever\n repeat (pick random (2) to (7))\n create clone of (_myself_ v)\n wait (1) seconds\n end\n wait (pick random (1) to (2)) seconds\nend\n\n@スプライト9\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [pq v]\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\n
日本語下\nArrow keys or taps\nPress and hold the up arrow key\nParasol opens\nbut you can't kick the wall\n矢印キーかタップ\n上の方をタップか上矢印キーを長押しで\nパラソルが開く\nしかし壁キックはできません
✅||Rainbow || A Platformer || Mobile Friendly ||✅
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Alan Walker Force v] until done\nend\n\nwhen flag clicked\nswitch costume to (backdrop1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\n@00\n\nwhen flag clicked\nset [levels v] to [1]\ngo to x: (-219) y: (-122)\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n switch costume to (3 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 (2 v)\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\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 x by ((X Velocity) * (-1))\n change y by (-5)\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [8]\n end\n set [y velocity v] to [12]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (levels v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13]\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (4 v)\n else\n switch costume to (0 v)\n end\n end\n if <key (r v) pressed?> then\n go to x: (-219) y: (-122)\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nset size to (60) %\nforever\n create clone of (_myself_ v)\n wait (0.004) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (0 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-219) y: (-122)\n end\n if <(y position) < [-170]> then\n go to x: (-219) y: (-122)\n end\n if <touching (saw v)?> then\n go to x: (-219) y: (-122)\n end\nend\n\ndefine CheckFallOffScreen\nif <(y position) < [-170]> then\n go to x: (-219) y: (-122)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n go to x: (-219) y: (-122)\n broadcast (Next Level v)\n end\n if <touching (lava v)?> then\n go to x: (-219) y: (-122)\n end\nend\n\nchange [levels v] by (1)\n\nchange [y velocity v] by (-1)\n\n@Thum\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)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [stop timer v] to [0.1]\nforever\n set [stop timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Stop Timer)\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\n@Levels\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\nchange [levels v] by (1)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Saw\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <(Levels) = [1]> then\n go to x: (12) y: (-127)\n hide\n end\n if <(Levels) = [6]> then\n show\n set size to (100) %\n point in direction (90)\n glide (0.5) secs to x: (-69) y: (-124)\n wait (0.5) seconds\n glide (0.5) secs to x: (83) y: (-127)\n wait (0.5) seconds\n end\n if <(Levels) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn right (12) degrees\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nforever\n set [lava v] to [0]\n repeat (10)\n change [lava v] by (-1)\n end\n repeat (20)\n change [lava v] by (1)\n end\n repeat (10)\n change [lava v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Lava)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n if <(Levels) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (0.5) seconds\nend\n\n
" Oh No, Your Village Has Been Attacked By Bad Guys \nand they Are Coming For You. Now You Have To Escape\nFrom Them. Can You Help Our Player From Escaping From Bad Guys "\n\nLove And Fave The Project And Follow Me For More Games\n\nGive More Ideas In Comment Section I will add them.\n\n100+ Likes for Part 2\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWrite " Rainbow OP " in Comments\n2021 ©COPYRIGHT ( Made By @BOSSandLOVELYBEAST)
Troll platformer (Game!)
@Stage\n\nwhen flag clicked\nhide variable [☁ world record v]\nset [deaths v] to [0]\nset [deaths v] to [0]\nset [time v] to [0]\nswitch backdrop to (backdrop1 v)\nrepeat until <(backdrop [number v]) = [10]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [time v] to [0]\n\nwhen backdrop switches to [backdrop10 v]\nif <(Time) < (☁ World Record)> then\n set [☁ world record v] to (Time)\nend\nshow variable [☁ world record v]\nstop all sounds\nclear sound effects\nplay sound [I’m Dying v] until done\nforever\n play sound [HEYYEYAAEYAAAEYAEYAA \(192 kbps\) v] until done\nend\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [10]>\n play sound [Troll Song \(192 kbps\) v] until done\nend\n\nswitch backdrop to (backdrop10 v)\n\n@Sprite2\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\ngo to x: (-206) y: (-85)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.5)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.5)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching (sprite1 v)?> or <touching (sprite3 v)?>> or <touching (sprite4 v)?>> then\n if <<<touching (sprite1 v)?> or <touching (sprite3 v)?>> or <touching (sprite4 v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change x by (1)\n end\n end\n change y by (Yv)\n if <<<touching (sprite1 v)?> or <touching (sprite3 v)?>> or <touching (sprite4 v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (sprite1 v)?> or <touching (sprite3 v)?>> or <touching (sprite4 v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [6.5]\n end\n end\n change y by (1)\n if <<<<<<<<[-185] = (y position)> or <touching (sprite3 v)?>> or <touching (sprite4 v)?>> or <touching (sprite5 v)?>> or <touching (sprite6 v)?>> or <touching (oof v)?>> or <touching (troll v)?>> or <touching (sprite9 v)?>> then\n change [deaths v] by (1)\n if <not <(backdrop [number v]) = [1]>> then\n broadcast (message1 v)\n end\n start sound [Less goo sound effect \(192 kbps\) v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-200) y: (-80)\n switch backdrop to (backdrop1 v)\n clear graphic effects\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<[225] < (x position)> and <not <(backdrop [number v]) = [10]>>> then\n go to x: (-206) y: (-98)\n next backdrop\n end\n if <touching (sprite7 v)?> then\n broadcast (oof 1 v)\n wait until <touching (sprite7 v)?>\n end\n if <(backdrop [number v]) = [9]> then\n change x by (-2)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-200) y: (90)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-190) y: (-98)\n\nswitch backdrop to (backdrop7 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (backdrop [number v])\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-69) y: (-127)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\nforever\n glide (1) secs to x: (-69) y: (0)\n wait (.3) seconds\n glide (.5) secs to x: (-69) y: (-251)\n wait (3.5) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-69) y: (0)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (60) y: (-127)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\nforever\n glide (1) secs to x: (60) y: (0)\n wait (.5) seconds\n glide (.2) secs to x: (60) y: (-251)\n wait (3) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (60) y: (0)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (250) y: (-100)\nhide\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (250) y: (-100)\n\nwhen backdrop switches to [backdrop3 v]\nwait (.2) seconds\nshow\nstart sound [Goat Scream - Sound Effect \(HD\) \(192 kbps\) v]\nglide (.3) secs to x: (-300) y: (-100)\nhide\n\n@Sprite6\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (33) y: (-7)\ngo to [back v] layer\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@background\n\nwhen flag clicked\nshow\nforever\n show\n set [ghost v] effect to (90)\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@troll\n\nwhen backdrop switches to [backdrop6 v]\nset size to (100) %\nhide\ngo to x: (203) y: (-205)\nforever\n if <(distance to [sprite2 v]) < [120]> then\n show\n glide (3) secs to x: (203) y: (100)\n glide (1) secs to x: (203) y: (-203)\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nset size to (100) %\nrepeat until <<(backdrop [number v]) = [6]> or <(backdrop [number v]) = [8]>>\n hide\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nset size to (150) %\ngo to x: (0) y: (205)\nhide\nforever\n if <(distance to [sprite2 v]) < [324]> then\n show\n glide (1) secs to x: (0) y: (-205)\n hide\n broadcast (oofy 2 v)\n stop [this script v]\n end\nend\n\n@Sprite7\n\nwhen backdrop switches to [backdrop5 v]\npoint in direction (90)\ngo to [front v] layer\nshow\nglide (5) secs to x: (-350) y: (-32)\nhide\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (309) y: (-32)\nhide\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@oof\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-170) to (170)) y: (180)\nrepeat until <(y position) < [-190]>\n change y by (-7)\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop6 v]\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n if <not <(backdrop [number v]) = [6]>> then\n stop [other scripts in sprite v]\n hide\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nwait (1) seconds\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (5) y: (26)\nswitch costume to (costume2 v)\nset [ghost v] effect to (99)\nshow\nforever\n if <touching (sprite2 v)?> then\n change [ghost v] effect by (-10)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen I receive [oof 1 v]\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [backdrop6 v]\nforever\n if <<not <(backdrop [number v]) = [8]>> and <not <(backdrop [number v]) = [5]>>> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [oofy 2 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nshow variable [deaths v]\nshow variable [time v]\nforever\n go to x: (0) y: (0)\n change [ghost v] effect by (25)\n show\nend\n\nhide variable [deaths v]\nhide variable [time v]\n\n
please enjoy this wonderful creation of art!\n\nthis took a lot of code and time so please like and favorite, it would mean so much to me
Nowhere || A Platformer ||
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset volume to (70) %\n\n@Player\n\nwhen I start as a clone\nswitch costume to (player 1 v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-211) y: (-84)\n\ndefine CheckFallOfScreen\nif <(y position) < [-170]> then\n go to x: (-211) y: (-84)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n broadcast (Next Level v)\n go to x: (-211) y: (-84)\n end\n if <(Level) = [12]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\n wait (0.004) seconds\nend\n\nwhen flag clicked\nhide variable [biome v]\nshow variable [biome v]\nset [biome v] to [Grassland]\nforever\n if <(Level) = [4]> then\n set [biome v] to [Mountains]\n end\n if <(Level) = [7]> then\n set [biome v] to [Caves]\n end\n if <(Level) = [12]> then\n hide variable [biome v]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n CheckFallOfScreen\n end\n if <touching (danger v)?> then\n go to x: (-211) y: (-84)\n end\n if <(Level) = [12]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (-211) y: (-84)\nforever\n change [y vel v] by (-1)\n if <key (right arrow v) pressed?> then\n switch costume to (03 v)\n change [x vel v] by (1.2)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (02 v)\n change [x vel v] by (-1.2)\n end\n set [x vel v] to ((X Vel) * (0.87))\n change x by (X Vel)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-6)\n change x by ((X Vel) * (-1))\n set [x vel v] to [0]\n end\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platform v)?>> then\n switch costume to (01 v)\n set [y vel v] to [13]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (00 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\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (04 v)\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (10)\nend\n\n@Coin\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n next costume\nend\n\n@Platform\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (platform v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint in direction (pick random (90) to (-90))\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (3))\nswitch costume to (My Costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n switch costume to (cloud hitbox v)\n change x by (-5)\n switch costume to (My Costume)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n end\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Introduction\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (0 v)\n\nwhen I receive [0 v]\nhide\nforever\n create clone of (_myself_ v)\n if <(Level) = [4]> then\n hide\n stop [this script v]\n end\n if <(Level) = [12]> then\n show\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (-240) y: (pick random (-240) to (240))\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (75) to (125)) %\npoint in direction (pick random (-180) to (180))\nshow\nglide (2) secs to x: (240) y: (pick random (-240) to (240))\nforever\n if <(Level) = [4]> then\n hide\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\n@Love Fave Box\n\nwhen flag clicked\nset [my 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 <(My Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [stop timer v] to [0.1]\nforever\n set [stop timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Stop Timer)\nhide variable [biome v]\nhide variable [level v]\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\n@Skip\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (0.5) seconds\n if <(Level) = [12]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nbroadcast (Play Gam' v)\nif <(Level) = [12]> then\n hide\n stop [this script v]\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nforever\n if <(Level) = [12]> then\n hide\n stop [this script v]\n end\nend\n\n
" Oh No, A Thunderstorm Came And You Are Trapped In A Mysterious World. Can You Help Our Player to escape from here?"\n\nLove And Fave This Project And Follow me For More Games!!!!\n\nWrite Your Ideas In Comments. I will add them.\n\nActually I Released It On 8 Jun and Got 100+ views!!!!!!! Thank You So Much!!!!!!!\nOh My God This Game is Being Famous tooooo much thank you so much for your support\n500 views closely I am Dead!!!!!\n1000 क्रॉस ohhhhhhhhh myyyyyy goddddd\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWrite " Who Is Best :/ " In Comments\nCopyright 2021© ( Made By @BOSSandLOVELYBEAST)
Fantastic platformer 1
@Stage\n\nwhen flag clicked\nset [result v] to [Illegitimate run! Skipped levels ]\nhide variable [result v]\nwait until <<(Level) = [50]> or <key (x v) pressed?>>\nif <(Level) = [50]> then\n set [result v] to (join [Your time: ] (timer))\nelse\n set [result v] to (join (Result) (Level))\n wait until <not <key (x v) pressed?>>\n repeat until <(Level) = [50]>\n if <key (x v) pressed?> then\n set [result v] to (join (Result) (join [, ] (Level)))\n wait until <not <key (x v) pressed?>>\n end\n end\nend\nshow variable [result v]\n\nwhen flag clicked\nforever\n repeat until <key (m v) pressed?>\n play sound [Theme1-a v] until done\n if <not <key (m v) pressed?>> then\n play sound [Theme1-b v] until done\n end\n end\n wait until <not <key (m v) pressed?>>\n repeat until <key (m v) pressed?>\n play sound [Theme2 v] until done\n end\n wait until <not <key (m v) pressed?>>\n repeat until <key (m v) pressed?>\n play sound [Theme3 v] until done\n end\n wait until <not <key (m v) pressed?>>\n repeat until <key (m v) pressed?>\n play sound [Theme4 v] until done\n end\n wait until <not <key (m v) pressed?>>\n repeat until <key (m v) pressed?>\n play sound [Theme5 v] until done\n end\n wait until <not <key (m v) pressed?>>\nend\n\nwhen [m v] key pressed\nstop all sounds\n\n@Player\n\nwhen flag clicked\nset [go v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n repeat until <(Go) = [1]>\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <touching (bad ground v)?>>> then\n change [xv v] by (0.8)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <touching (bad ground v)?>>> then\n change [xv v] by (-0.8)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n if <touching (bad ground v)?> then\n change x by ((Xv) * (0.3))\n else\n change x by (Xv)\n end\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n if <not <touching (antigravity v)?>> then\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (-2)\n end\n else\n change y by (7)\n if <touching (platform v)?> then\n change y by (-7)\n end\n end\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> and <not <touching (glue v)?>>> then\n set [yv v] to [13]\n end\n end\n if <[228] < (x position)> then\n set [xv v] to [0]\n set [xv v] to [0]\n change [level v] by (1)\n wait (0.1) seconds\n go to x: (-219) y: (-86)\n point in direction (90)\n repeat until <not <touching (platform v)?>>\n change y by (-1)\n end\n end\n if <<touching (dangers v)?> or <touching (pila v)?>> then\n broadcast (You've dead! v)\n go to x: (-219) y: (-86)\n end\n if <(Level) > (last_level)> then\n broadcast (END v)\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\n if <touching (tramps v)?> then\n set [yv v] to [17]\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nwait (0.000001) seconds\ngo to x: (-213) y: (-77)\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-219) y: (-86)\n\nwhen flag clicked\nbroadcast (START v)\n\nwhen I receive [the part v]\nwait (1) seconds\nglide (2) secs to x: (-50) y: (-100)\nsay [What is happening?] for (2) seconds\nwait (7.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (0)\nforever\n if <(Level) = (last_level)> then\n broadcast (The Part v)\n set [go v] to [1]\n go to x: (-213) y: (-100)\n \n end\nend\n\nwhen [x v] key pressed\nset [xv v] to [0]\nset [xv v] to [0]\nchange [level v] by (1)\nwait (0.1) seconds\ngo to x: (-219) y: (-86)\npoint in direction (90)\nrepeat until <not <touching (platform v)?>>\n change y by (-1)\nend\n\nwhen [p v] key pressed\nset [xv v] to [0]\nset [xv v] to [0]\nchange [level v] by (-1)\nwait (0.1) seconds\ngo to x: (-219) y: (-86)\npoint in direction (90)\nrepeat until <not <touching (platform v)?>>\n change y by (-1)\nend\n\nwhen I receive [you've dead! v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [xv v] to [0]\nset [xv v] to [0]\nset [ghost v] effect to (0)\ngo to x: (-219) y: (-86)\nwait (0.1) seconds\nset [oxygen v] to [60]\nrepeat until <not <touching (platform v)?>>\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\nif <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\nend\nif <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait (1) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nbroadcast (START v)\n\nwhen [r v] key pressed\nset [xv v] to [0]\nset [xv v] to [0]\nwait (0.1) seconds\ngo to x: (-219) y: (-86)\npoint in direction (90)\nrepeat until <not <touching (platform v)?>>\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\n@Dangers\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nset [level v] to [1]\nwait (0.1) seconds\ngo to [front v] layer\n\n@Platform\n\nwhen flag clicked\nhide\nset [level v] to [2]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nwait (0.2) seconds\ngo to [front v] layer\n\n@Text\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <(Level) = (last_level)> then\n hide\n wait (9) seconds\n forever\n switch costume to (51 v)\n show\n end\n end\nend\n\n@Tramps\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen I receive [the part v]\nset size to (30) %\nshow\ngo to x: (220) y: (-100)\nwait (.5) seconds\nglide (1.5) secs to x: (50) y: (-100)\nwait (3.5) seconds\nsay [She is coming! The Apocalypse is starting! We are combing all our powers to slow her down!] for (7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nhide\nwait until <(Level) = [27]>\nshow\ngo to x: (180) y: (100)\nwait (1) seconds\nswitch costume to (costume2 v)\nglide (0.4) secs to x: (240) y: (100)\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [31]>\nshow\ngo to x: (180) y: (115)\nwait (0.7) seconds\nswitch costume to (costume2 v)\nglide (0.4) secs to x: (240) y: (115)\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [34]>\nshow\ngo to x: (120) y: (125)\nswitch costume to (costume2 v)\nglide (1) secs to x: (240) y: (125)\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [42]>\nshow\ngo to x: (200) y: (-80)\nsay [Stop pursuing me!] for (0.5) seconds\nswitch costume to (costume2 v)\nglide (0.3) secs to x: (240) y: (-80)\nswitch costume to (costume1 v)\nhide\n\n@Pila\n\nwhen flag clicked\nhide\nforever\n if <[pila levels v] contains (Level)?> then\n set size to (item (item # of (Level) in [pila levels v]) of [pila size v]) %\n show\n glide (item (item # of (Level) in [pila levels v]) of [pila speed v]) secs to x: (item (item # of (Level) in [pila levels v]) of [xe v]) y: (item (item # of (Level) in [pila levels v]) of [ye v])\n glide (item (item # of (Level) in [pila levels v]) of [pila speed v]) secs to x: (item (item # of (Level) in [pila levels v]) of [xs v]) y: (item (item # of (Level) in [pila levels v]) of [ys v])\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <[pila levels v] contains (Level)?>> then\n hide\n end\n turn right (10) degrees\nend\n\nwhen I start as a clone\nif <(Level) = [15]> then\n set size to (75) %\n repeat until <not <(Level) = [15]>>\n if <(costume [number v]) = [1]> then\n glide (2) secs to x: (221) y: (25)\n glide (2) secs to x: (-221) y: (25)\n else\n glide (2) secs to x: (-221) y: (150)\n glide (2) secs to x: (221) y: (150)\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait until <not <(Level) = [15]>>\n wait until <(Level) = [15]>\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n turn right (10) degrees\nend\n\n@AntiGravity\n\nwhen flag clicked\nshow\nset [ghost v] effect to (80)\nforever\n switch costume to (Level)\nend\n\n@Gun1\n\nwhen I start as a clone\nturn right (180) degrees\nnext costume\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n wait (1.2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\n@Gun2\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n wait (1.2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nturn right (180) degrees\nnext costume\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\n@Gun3\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n wait (1.2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nturn right (180) degrees\nnext costume\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\n@Teleport-a1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-a levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [teleport-a levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-a levels v]) of [ytp v])\n end\nend\n\n@Teleport-a2\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-a levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [teleport-a levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-a levels v]) of [ytp v])\n end\nend\n\n@Teleport-b1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-b levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [teleport-b levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-b levels v]) of [ytp v])\n end\nend\n\ngo to x: (item (item # of (Level) in [teleport-b levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-b levels v]) of [ytp v])\n\n@Teleport-b2\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-b levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [teleport-b levels v]) of [xtp v]) y: (item (item # of (Level) in [teleport-b levels v]) of [ytp v])\n end\nend\n\n@AutoGun1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nnext costume\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait (1) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait (1) seconds\n end\nend\n\n@AutoGun2\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait (1) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nnext costume\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\n@AutoGun3\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait (1) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n go to x: (item (item # of (Level) in [gun levels v]) of [xgun v]) y: (item (item # of (Level) in [gun levels v]) of [ygun v])\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nnext costume\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\n@Mad_zone\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n if <[mad zone levels v] contains (Level)?> then\n show\n else\n hide\n end\n if <<touching (player v)?> and <(red) = [1]>> then\n broadcast (You've dead! v)\n end\nend\n\nwhen flag clicked\nforever\n wait until <[mad zone levels v] contains (Level)?>\n switch costume to (item # of (Level) in [mad zone levels v])\n set [color v] effect to (0)\n wait (2) seconds\n repeat (4)\n change [color v] effect by (-25)\n wait (0.1) seconds\n change [color v] effect by (25)\n wait (0.1) seconds\n end\n change [color v] effect by (-75)\n set [red v] to [1]\n wait (0.2) seconds\n set [red v] to [0]\nend\n\n@MovingGun1\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n set [i v] to [0]\n repeat (item (item # of (Level) in [gun levels v]) of [gun speed v])\n change [i v] by (1)\n glide (0.8) secs to x: ((((item (item # of (Level) in [gun levels v]) of [xsgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [xegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v])) y: ((((item (item # of (Level) in [gun levels v]) of [ysgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [yegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v]))\n create clone of (_myself_ v)\n end\n repeat (item (item # of (Level) in [gun levels v]) of [gun speed v])\n change [i v] by (-1)\n glide (0.8) secs to x: ((((item (item # of (Level) in [gun levels v]) of [xsgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [xegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v])) y: ((((item (item # of (Level) in [gun levels v]) of [ysgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [yegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v]))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nif <not <(Level) = [41]>> then\n move (-10) steps\nend\nset size to (50) %\nnext costume\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait (1) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait (1) seconds\n end\nend\n\n@MovingGun2\n\nwhen I start as a clone\nforever\n if <touching (teleport-c1 v)?> then\n go to (teleport-c2 v)\n wait (1) seconds\n end\n if <touching (teleport-c2 v)?> then\n go to (teleport-c1 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[gun levels v] contains (Level)?>>\n show\n point in direction (item (item # of (Level) in [gun levels v]) of [gun direction v])\n set [i v] to [0]\n repeat (item (item # of (Level) in [gun levels v]) of [gun speed v])\n change [i v] by (1)\n glide (0.8) secs to x: ((((item (item # of (Level) in [gun levels v]) of [xsgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [xegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v])) y: ((((item (item # of (Level) in [gun levels v]) of [ysgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [yegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v]))\n create clone of (_myself_ v)\n end\n repeat (item (item # of (Level) in [gun levels v]) of [gun speed v])\n change [i v] by (-1)\n glide (0.8) secs to x: ((((item (item # of (Level) in [gun levels v]) of [xsgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [xegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v])) y: ((((item (item # of (Level) in [gun levels v]) of [ysgun v]) * (i)) + ((item (item # of (Level) in [gun levels v]) of [yegun v]) * ((item (item # of (Level) in [gun levels v]) of [gun speed v]) - (i)))) / (item (item # of (Level) in [gun levels v]) of [gun speed v]))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nmove (-10) steps\nset size to (50) %\nnext costume\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (teleport-a1 v)?> then\n go to (teleport-a2 v)\n wait (1) seconds\n end\n if <touching (teleport-a2 v)?> then\n go to (teleport-a1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (teleport-b1 v)?> then\n go to (teleport-b2 v)\n wait (1) seconds\n end\n if <touching (teleport-b2 v)?> then\n go to (teleport-b1 v)\n wait (1) seconds\n end\nend\n\n@Teleport-c1\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-c levels v] contains (Level)?>>\n show\n glide (item (item # of (Level) in [teleport-c levels v]) of [teleport speed v]) secs to x: (item (item # of (Level) in [teleport-c levels v]) of [xstp v]) y: (item (item # of (Level) in [teleport-c levels v]) of [ystp v])\n glide (item (item # of (Level) in [teleport-c levels v]) of [teleport speed v]) secs to x: (item (item # of (Level) in [teleport-c levels v]) of [xetp v]) y: (item (item # of (Level) in [teleport-c levels v]) of [yetp v])\n end\nend\n\n@Teleport-c2\n\nwhen flag clicked\nforever\n hide\n repeat until <not <[teleport-c levels v] contains (Level)?>>\n show\n glide (item (item # of (Level) in [teleport-c levels v]) of [teleport speed v]) secs to x: (item (item # of (Level) in [teleport-c levels v]) of [xstp v]) y: (item (item # of (Level) in [teleport-c levels v]) of [ystp v])\n glide (item (item # of (Level) in [teleport-c levels v]) of [teleport speed v]) secs to x: (item (item # of (Level) in [teleport-c levels v]) of [xetp v]) y: (item (item # of (Level) in [teleport-c levels v]) of [yetp v])\n end\nend\n\n@Smoke\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nset [ghost v] effect to (80)\ngo to [front v] layer\nforever\n if <[smoke levels v] contains (Level)?> then\n show\n else\n hide\n end\n switch costume to (item # of (Level) in [smoke levels v])\n if <touching (player v)?> then\n change [oxygen v] by (-1)\n if <(Oxygen) < [1]> then\n broadcast (You've dead! v)\n set [oxygen v] to [60]\n end\n wait ((item (item # of (Level) in [smoke levels v]) of [speed die v]) / (60)) seconds\n else\n if <(Oxygen) < [60]> then\n change [oxygen v] by (1)\n end\n wait ((item (item # of (Level) in [smoke levels v]) of [speed restore v]) / (60)) seconds\n end\nend\n\n@Oxygen\n\nwhen flag clicked\nswitch costume to (costume4 v)\nset [oxygen v] to [60]\nwait (1) seconds\ngo to x: (80) y: (141)\nrepeat (60)\n change x by (2)\n create clone of (_myself_ v)\nend\ngo to [front v] layer\ngo to x: (120) y: (141)\nforever\n if <[smoke levels v] contains (Level)?> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nnext costume\nforever\n set [color v] effect to (Oxygen)\n if <<[smoke levels v] contains (Level)?> and <(x position) < (((Oxygen) * (2)) + (81))>> then\n show\n else\n hide\n end\nend\n\n@Button-b1\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or > or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-b levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-b levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-b levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-b levels v]) of [butdir v])\nend\n\nwhen I receive [you've dead! v]\nwait (1) seconds\nswitch costume to (costume1 v)\n\n@Button-b2\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or > or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-b levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-b levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-b levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-b levels v]) of [butdir v])\nend\n\nwhen I receive [you've dead! v]\nwait (1) seconds\nswitch costume to (costume1 v)\n\n@Button-b3\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or > or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-b levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-b levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-b levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-b levels v]) of [butdir v])\nend\n\nwhen I receive [you've dead! v]\nwait (1) seconds\nswitch costume to (costume1 v)\n\n@Toxicer-b\n\nwhen flag clicked\nforever\n if <[toxicer-b levels v] contains (Level)?> then\n show\n if <<([costume # v] of [button-b1 v]) = [2]> and <<([costume # v] of [button-b2 v]) = [2]> and <([costume # v] of [button-b3 v]) = [2]>>> then\n switch costume to (costume1 v)\n else\n create clone of (_myself_ v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n go to x: (item (item # of (Level) in [toxicer-b levels v]) of [xtox v]) y: (item (item # of (Level) in [toxicer-b levels v]) of [ytox v])\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (50)\nset size to (100) %\nrepeat (9)\n change size by (50)\n change [ghost v] effect by (5)\n wait (0.02) seconds\n if <touching (player v)?> then\n broadcast (You've dead! v)\n delete this clone\n end\nend\ndelete this clone\n\n@Button-a1\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or > or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-a levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-a levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-a levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-a levels v]) of [butdir v])\nend\n\nwhen I receive [you've dead! v]\nwait (1) seconds\nswitch costume to (costume1 v)\n\n@Button-a2\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or > or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-a levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-a levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-a levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-a levels v]) of [butdir v])\nend\n\nwhen I receive [you've dead! v]\nwait (1) seconds\nswitch costume to (costume1 v)\n\n@Button-a3\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n if <<<<touching (movinggun2 v)?> or <touching (movinggun1 v)?>> or > or <<<touching (autogun1 v)?> or <touching (gun3 v)?>> or <<touching (gun2 v)?> or <touching (gun1 v)?>>>> then\n switch costume to (costume2 v)\n end\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\n if <[toxicer-a levels v] contains (Level)?> then\n show\n else\n hide\n end\n go to x: (item (item # of (Level) in [toxicer-a levels v]) of [xbut v]) y: (item (item # of (Level) in [toxicer-a levels v]) of [ybut v])\n point in direction (item (item # of (Level) in [toxicer-a levels v]) of [butdir v])\nend\n\nwhen I receive [you've dead! v]\nwait (1) seconds\nswitch costume to (costume1 v)\n\n@Toxicer-a\n\nwhen flag clicked\nforever\n if <[toxicer-a levels v] contains (Level)?> then\n show\n if <<([costume # v] of [button-a1 v]) = [2]> and <<([costume # v] of [button-a2 v]) = [2]> and <([costume # v] of [button-a3 v]) = [2]>>> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n go to x: (item (item # of (Level) in [toxicer-a levels v]) of [xtox v]) y: (item (item # of (Level) in [toxicer-a levels v]) of [ytox v])\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (50)\nset size to (100) %\nrepeat (9)\n change size by (50)\n change [ghost v] effect by (5)\n wait (0.02) seconds\n if <touching (player v)?> then\n broadcast (You've dead! v)\n end\nend\ndelete this clone\n\n@Glue\n\nwhen flag clicked\nforever\n if <[glue levels v] contains (Level)?> then\n show\n else\n hide\n end\n switch costume to (item # of (Level) in [glue levels v])\n go to [front v] layer\nend\n\n@Bad ground\n\nwhen flag clicked\nforever\n if <[bad ground levels v] contains (Level)?> then\n show\n else\n hide\n end\n switch costume to (item # of (Level) in [bad ground levels v])\n go to [front v] layer\nend\n\n
Arrow keys to move, down arrow to slow down in ungravity. X to skip the level and P to do to previous\nThere's 50 levels and many features in this game!\nM to change music (not recommended)\n\nMy best speedrun is 4 minutes 55 seconds!\n2nd place: Yaroslav10020 17 minutes 23 seconds\n3rd place: Carocs641 33 minutes 11 seconds\n\nHall of Gods (people who have beaten this game w/o skips):\nFurgon273\nCarocs641\nmICHAIL1200011\nteretontik\nborminlegede\nmiron09030903\nVasGvozdenko\nYaroslav10020
THE PASTEL WORLD/ a platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [message1 v]\nnext backdrop\n\n@player\n\nwhen flag clicked\nwait (2) seconds\nset size to (15) %\nswitch backdrop to (arrière-plan1 v)\nswitch costume to (costume4 v)\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n point in direction (90)\n change [y v] by (-0.7)\n end\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (costume4 v)\n point in direction (90)\n change [x v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (costume3 v)\n point in direction (90)\n change [x v] by (-0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change x by (-1)\n change x by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\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 (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [10]\n end\n end\n if <touching (danger v)?> then\n turn left (30) degrees\n say [⨉_⨉] for (1) seconds\n wait (1) seconds\n turn right (50) degrees\n point in direction (90)\n go to x: (-190) y: (-77)\n set [y v] to [0]\n set [x v] to [0]\n broadcast (dead v)\n end\n if <(x position) > [230]> then\n broadcast (message1 v)\n go to x: (-208) y: (-77)\n end\n if <touching (bounce v)?> then\n change [y v] by (7)\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\nforever\n play sound [Dynamite v] until done\nend\n\n@ground\n\nwhen flag clicked\nwait (2.5) seconds\nhide\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwait (1) seconds\n\nwhen flag clicked\nwait (2.5) seconds\nswitch costume to (costume13 v)\n\n@fav\n\nwhen I receive [fav v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Fav Detector\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait (1) seconds\n broadcast (Fav v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Love Detector\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait (1) seconds\n broadcast (Love v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@love\n\nwhen I receive [love v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nshow\nwait (2) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\n@TEXT\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\nhide\nwait (2.5) seconds\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n
************************************************\nAFTER 13 hours of work, I present you :\nTHE PASTEL WORLD/ a platformer\n←↑→ and WAD\n↝ Mobile Friendly ↜\nPLEASE ❤ + ★\n↝ Out 13/06/2021\n#1 on trending !\n↝1900+ views reached !\n100 + likes\n7 remixes!\nPLEASE SEE MY NEW COLLAB :\nhttps://scratch.mit.edu/projects/543891673 \nIt's a collab with -Yes007- so like and fave hers too (:\n@clemJ72 @QualityQ and @Debility_Kheops  commented and liked ! \nFollow me for more ^^\nEnjoy ! \nCredits to: BTS for the song "Dynamite"\nAnd congrats forever BTS for 8 years together !!!\n❤ ❤ ❤ ❤ ❤ ❤ ❤ ❤ ❤ ❤ ❤ ❤❤❤❤\n**************************************************\n#games #pastel #platformer #cute #like #fave #remix #trending #all #kawaii #player #colors #1
Winter Platformer #Music #Games #Art
@Stage\n\nwhen flag clicked\nset [bölüm v] to [1]\nforever\n switch backdrop to (Bölüm)\nend\n\n@Oyuncu\n\nwhen flag clicked\nSıfırla\n\ndefine Sıfırla\ngo to x: (-221) y: (-103)\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [oyuncunun x'i v] by (0.9)\n end\n change [oyuncunun y'si v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [oyuncunun x'i v] by (-0.7)\n end\n set [oyuncunun x'i v] to ((Oyuncunun x'i) * (0.9))\n change x by (Oyuncunun x'i)\n if <<touching color (#00c1ff)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#00c1ff)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#00c1ff)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#00c1ff)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#00c1ff)?> or <touching color (#ffffff)?>> then\n change y by (1)\n end\n if <<touching color (#00c1ff)?> or <touching color (#ffffff)?>> then\n change x by ((Oyuncunun x'i) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [oyuncunun y'si v] to [7]\n if <(Oyuncunun x'i) > [0]> then\n set [oyuncunun x'i v] to [-4]\n else\n set [oyuncunun x'i v] to [18]\n end\n else\n set [oyuncunun x'i v] to [0]\n end\n end\n end\n end\n end\n change y by (Oyuncunun y'si)\n if <<touching color (#ffffff)?> or <touching color (#00ffce)?>> then\n change y by ((Oyuncunun y'si) * (-1))\n set [oyuncunun y'si v] to [0]\n end\n change y by (-0.5)\n if <<<touching color (#ffffff)?> or <touching color (#00ffce)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [oyuncunun y'si v] to [10]\n end\n change y by (0.5)\n if <touching (engel v)?> then\n go to x: (-221) y: (-103)\n end\n if <(x position) > [232]> then\n change [bölüm v] by (1)\n go to x: (-221) y: (-103)\n end\n if <touching color (#00ffed)?> then\n go to x: (-221) y: (-103)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Yılbaşı şarkısı v] until done\nend\n\n@Engel\n\nwhen flag clicked\nshow\nforever\n switch costume to (Bölüm)\nend\n\n@Kukla 2\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (-1) y: (-1)\nshow\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [bölüm v] to [1]\n\nwhen this sprite clicked\nchange [bölüm v] by (1)\n\nwhen flag clicked\nforever\n if <(Bölüm) = [8]> then\n hide\n end\nend\n\n
Herkese Merhaba,\nWinter Platformer'a hoş geldiniz.\nOyunum WASD tuşları veya yön tuşlarıyla oynanır.\nOyunda 8 bölüm vardır.\nHerkese iyi oyunlar dilerim...\nBana karakter yaptığı için @dem1861 e teşekkür ederim.\n
A *Very* Simple Platformer BETA!
@Stage\n\nwhen flag clicked\nswitch backdrop to (greetings! v)\n\nwhen I receive [completed v]\nswitch backdrop to (next backdrop v)\n\nwhen I receive [win!!!!!!!! :dd v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen [up arrow v] key pressed\nforever\n if <key (right arrow v) pressed?> then\n move (8) steps\n end\nend\n\nwhen [up arrow v] key pressed\nforever\n if <key (left arrow v) pressed?> then\n move (-8) steps\n end\nend\n\nwhen [left arrow v] key pressed\nrepeat (2)\n move (-8) steps\nend\n\nwhen [right arrow v] key pressed\nrepeat (2)\n move (8) steps\nend\n\nwhen [up arrow v] key pressed\nrepeat (8)\n change y by (8)\nend\nwait (0.04) seconds\nrepeat (8)\n change y by (-8)\nend\n\nwhen flag clicked\nhide\nforever\n if <touching color (#ba0000)?> then\n go to x: (-131) y: (-70)\n end\nend\n\nwhen flag clicked\ngo to x: (-131) y: (-70)\nforever\n if <touching color (#fff100)?> then\n go to x: (-131) y: (-70)\n broadcast (Completed v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#549529)?> then\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#9c4c00)?> then\n broadcast (Win!!!!!!!! :DD v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#e62f2f)?> or <touching color (#8c9da2)?>> then\n broadcast (Block Things v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#5de000)?> or <<touching color (#9e793f)?> or <touching color (#000000)?>>> then\n change y by (1)\n end\nend\n\nwhen I receive [que music! v]\ngo to x: (-131) y: (-70)\n\nwhen I receive [right move v]\nrepeat (2)\n move (8) steps\nend\n\nwhen I receive [mobile mode boiiiii v]\nshow\n\nwhen I receive [pc da best v]\nshow\n\n@Thumbnail!\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (behold v)\nshow\nwait (1) seconds\nplay sound [Mouse Click v] until done\nwait (0.88888) seconds\nbroadcast (Que Music! v)\nclear graphic effects\nwait (0.3) seconds\nswitch costume to (screen thing v)\nbroadcast (Choose v)\n\nwhen I receive [mobile mode boiiiii v]\nhide\n\nwhen I receive [pc da best v]\nhide\n\n@Music Engine\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [win!!!!!!!! :dd v]\nforever\n clear graphic effects\nend\n\nwhen I receive [completed v]\nclear graphic effects\nwait (3) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (25)\nend\n\nwhen I receive [que music! v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n play sound [Yoshi Falls \(DS\) v] until done\nend\n\nwhen I receive [que music! v]\nshow\nwait (3) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (25)\nend\n\n@The Block Things\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [block things v]\nswitch costume to (obstacle v)\nwait (0.00000000000000001) seconds\nshow\nforever\n go to x: (36) y: (100)\n wait (0.7) seconds\n go to x: (36) y: (71)\n wait (0.03) seconds\n go to x: (36) y: (28)\n wait (0.7) seconds\nend\n\nwhen I receive [win!!!!!!!! :dd v]\nwait (0.0000000001) seconds\nhide\n\nwhen I receive [completed v]\nwait (0.0000000001) seconds\nhide\nhide\n\n@Left Arrow\n\nwhen flag clicked\nhide\ngo to x: (-65) y: (-233)\n\nwhen this sprite clicked\nrepeat (2)\n move (-8) steps\nend\n\nwhen I receive [mobile mode boiiiii v]\nshow\n\n@Up Arrow\n\nwhen flag clicked\nhide\ngo to x: (261) y: (-245)\n\nwhen this sprite clicked\nforever\n if <key (left arrow v) pressed?> then\n move (-8) steps\n end\nend\n\nwhen this sprite clicked\nforever\n if <key (right arrow v) pressed?> then\n move (8) steps\n end\nend\n\nwhen this sprite clicked\nrepeat (8)\n change y by (8)\nend\nwait (0.04) seconds\nrepeat (8)\n change y by (-8)\nend\n\nwhen I receive [mobile mode boiiiii v]\nshow\n\n@Right Arrow\n\nrepeat (2)\n move (8) steps\nend\n\nwhen flag clicked\nhide\ngo to x: (-1) y: (-233)\n\nwhen this sprite clicked\nbroadcast (Right Move v)\n\nwhen I receive [mobile mode boiiiii v]\nshow\n\n@Mobile\n\nwhen I receive [choose v]\ngo to x: (66) y: (-10)\nshow\n\nwhen flag clicked\ngo to x: (66) y: (-10)\nhide\n\nwhen this sprite clicked\nforever\n if <mouse down?> then\n broadcast (Mobile Mode boiiiii v)\n hide\n end\nend\n\nwhen I receive [pc da best v]\nhide\n\n@PC\n\nwhen I receive [choose v]\nshow\nforever\n if <mouse down?> then\n broadcast (PC da best v)\n end\nend\n\nwhen flag clicked\ngo to x: (-100) y: (-10)\nhide\n\nwhen I receive [mobile mode boiiiii v]\nhide\n\nwhen I receive [pc da best v]\nhide\n\n
Hello! Welcome to the Simple Platformer! This is an easy difficulty platformer with some of the simplist code a platformer could have! Use the arrow keys ←↑→ to control the red cube! Feel free to remix and use this :)\nAlso, if there are any glitches in the game, blame the simple code. I can't really fix it :/ I'm not that good
Platformer Asset Pack
@Stage\n\n@Asset\n\n
Feel free to use with credit!\n\n#games #all #art #assets\n\n\n\n\n
A Platformer
@Stage\n\nwhen flag clicked\n\nforever\n\n\n\nswitch backdrop to (backdrop2 v)\n\nwait (5) seconds\n\n@Cubey\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speedx v] by (2)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speedx v] by (-2)\n end\n change x by (speedX)\n if <<touching (sprite9 v)?> or <touching (platform v)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <<touching (platform v)?> or <touching (sprite9 v)?>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [speedy v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [bensound-clearday v] until done\n play sound [bensound-thelounge v] until done\n play sound [bensound-moose v] until done\n play sound [bensound-clearday v] until done\n play sound [alexander-nakarada-superepic v] until done\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n switch costume to (costume2 v)\n wait (.15) seconds\n hide\n set x to (-185)\n set y to (-148)\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n switch costume to (costume2 v)\n wait (.15) seconds\n hide\n set y to (-148)\n set x to (-185)\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen flag clicked\nhide\nset x to (-185)\nset y to (-148)\nshow\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [newlevel v]\ngo to x: (-185) y: (-148)\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n change [speedy v] by (pick random (18) to (20))\n end\nend\n\nwhen flag clicked\nset [speedy v] to [0]\n\nwhen flag clicked\nforever\n if <touching (smashing thingies v)?> then\n switch costume to (costume2 v)\n wait (.15) seconds\n hide\n switch costume to (costume1 v)\n set x to (-185)\n set y to (-148)\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen [r v] key pressed\nhide\nset x to (-185)\nset y to (-148)\nshow\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n switch costume to (costume2 v)\n wait (.15) seconds\n hide\n switch costume to (costume1 v)\n go to x: (-185) y: (-148)\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n change [speedy v] by (10)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (4) seconds\n switch costume to (costume6 v)\n wait (.15) seconds\n switch costume to (costume7 v)\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (costume3 v)\n wait (3) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (.01) seconds\n change [time v] by (.1)\n if <(Level) = [Finish!!!]> then\n stop [all v]\n end\nend\n\nplay sound [alexander-nakarada-superepic v] until done\n\nwhen flag clicked\nforever\n if <(Time) < (WR:)> then\n set [wr: v] to (Time)\n end\nend\n\nwhen flag clicked\nforever\n wait (.07) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nrepeat (5)\n wait (.02) seconds\n change size by (-3)\nend\nrepeat (4)\n wait (0) seconds\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to x: ((x position) - (3)) y: (y position)\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [newlevel v]\nforever\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) > [7]> then\n switch costume to (finish!!! v)\n wait (5) seconds\n switch costume to (level 1 v)\n set [level v] to [1]\n end\nend\n\nif <(Level) = [8]> then\n switch costume to (level 8 v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nforever\n if <[7] < (Level)> then\nend\n\nreset timer\n\n@spikes\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [6]> then\n hide\n end\nend\n\nwhen flag clicked\nreset timer\n\n@Sprite9\n\n@Level increaser\n\nwhen flag clicked\nforever\n if <touching (cubey v)?> then\n change [level v] by (1)\n broadcast (newlevel v)\n end\nend\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (cubey v)?> then\n repeat (6)\n next costume\n end\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) < [6]> or <(Level) > [6]>> then\n hide\n end\nend\n\n@lava\n\nwhen flag clicked\nforever\n if <(Level) > [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [4]> then\n show\n end\nend\n\n@smashing thingies\n\nwhen flag clicked\nforever\n repeat (74)\n change y by (5)\n end\n repeat (37)\n change y by (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<[7] < (Level)> or <(Level) < [7]>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <<(Level) < [6]> or <(Level) > [6]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<[7] < (Level)> or <(Level) < [7]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n end\nend\n\n@Clouds\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@lava2\n\nwhen flag clicked\nforever\n if <(Level) > [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n set y to (63)\n repeat (3)\n change y by (3)\n wait (.25) seconds\n end\n switch costume to (costume2 v)\n wait (.5) seconds\n set y to (63)\nend\n\nwhen flag clicked\nset y to (0)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nshow\n\n@LvL and Time\n\n
Cubey has been trapped in a large metal maze! Help him escape! Use arrow keys or AD to move side to side. Use space to jump. Try to get to the right side of the screen! Pls, leave a like or favorite! I spent a long time on this! Sometimes there is a weird glitch and Cubey spawns in the ground. If this happens press "r". As soon as you press the green flag, the timer will start, so be ready!!!!! Post your time in the chat. My record is 28.2 seconds. I am sure you can beat it. Look at more of my projects @DDoggos_101 !!!
Platformer Engine || Remixable
@Stage\n\n@Player\n\nwhen I receive [start v]\nshow\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 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 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 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 (trampoline v)?> then\n set [ys v] to [20]\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\n if <<<touching (danger v)?> or <(y position) < [-178]>> or <touching (saws v)?>> then\n go to x: (-190) y: (50)\n set [xs v] to [0]\n set [ys v] to [0]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (7)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nforever\n change [color v] effect by (0.3)\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\n@Dangers Glow\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Saws\n\nwhen I receive [start v]\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\n turn right (5) degrees\n if <(Level) = [5]> then\n go to x: (11) y: (-110)\n end\n if <(Level) = [6]> then\n go to x: (112) y: (75)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Speed Ups\n\nwhen I receive [start v]\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nforever\n change [color v] effect by (0.3)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Trampoline\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nforever\n change [color v] effect by (0.3)\n switch costume to (Level)\nend\n\n@Bubbles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nrepeat (50)\n change y by (-1)\n change x by (0.5)\n move (1) steps\n turn left (3) degrees\n change [ghost v] effect by (-1)\nend\nrepeat (50)\n change y by (-1)\n change x by (1)\n move (1) steps\n change [ghost v] effect by (2)\n turn left (2) degrees\nend\ndelete this clone\n\nwhen I receive [start v]\nset [ghost v] effect to (50)\nshow\nforever\n set size to (pick random (10) to (100)) %\n go to (random position v)\n create clone of (_myself_ v)\n turn right (pick random (180) to (-180)) degrees\n next costume\n wait (0.1) seconds\nend\n\n@My Intro\n\nwhen I start as a clone\nshow\nif <(ID) = [Particle]> then\n switch costume to (bg v)\n set size to (pick random (10) to (75)) %\n go to [front v] layer\n go to x: (pick random (-400) to (240)) y: (-300)\n point in direction (60)\n if <(timer) > [5]> then\n show\n else\n hide\n end\n set [ghost v] effect to (50)\n if <(size) < [40]> then\n go [backward v] (1) layers\n end\n set [i v] to (pick random (3) to (7))\n set [id v] to (pick random (2) to (6))\n repeat until <<(x position) > [399]> or <<(x position) < [-399]> or <<(y position) > [399]> or <(y position) < [-399]>>>>\n switch costume to (movehack v)\n move (i) steps\n change y by (ID)\n change [id v] by (.01)\n switch costume to (particle v)\n if <(timer) > [5]> then\n show\n if <(timer) > [8.7]> then\n hide\n end\n end\n end\n delete this clone\nend\nif <(ID) = [Line]> then\n point in direction (135)\n switch costume to (blank v)\n set size to (100) %\n if <(timer) > [1.5]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n switch costume to (movehack v)\n go to x: (-325) y: (200)\n go to [back v] layer\n go [forward v] (5) layers\n repeat until <(x position) > [300]>\n switch costume to (movehack v)\n if <(timer) > [1.5]> then\n if <(timer) > [7.5]> then\n delete this clone\n else\n change x by (5)\n change y by (-5)\n change [ghost v] effect by (-10)\n end\n else\n change x by (10)\n change y by (-10)\n end\n switch costume to (linething v)\n end\n delete this clone\nend\nif <(ID) = [BG]> then\n switch costume to (bg v)\n set size to (1) %\n go to [front v] layer\n go [backward v] (2) layers\n repeat (5)\n change size by (((10) - (size)) / (8))\n end\n repeat (50)\n switch costume to (blank v)\n change size by (((700) - (size)) / (12))\n switch costume to (bg v)\n end\n wait until <(timer) > [8.7]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(ID) = [CE]> then\n switch costume to (ce v)\n set size to (1) %\n go to [back v] layer\n go [forward v] (1) layers\n set [i v] to [1]\n repeat (15)\n change [i v] by ((i) / (8))\n change size by (i)\n end\n repeat (7)\n change size by (((100) - (size)) / (12))\n end\n repeat (14)\n change size by (((100) - (size)) / (12))\n change size by (2)\n next costume\n end\n delete this clone\nend\nif <(ID) = [BG2]> then\n switch costume to (bg2 v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to [back v] layer\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <(timer) > [8]>\n delete this clone\nend\nif <(ID) = [CT]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (-133) y: (-46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn right (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn right (2) degrees\n end\n delete this clone\nend\nif <(ID) = [CT2]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (133) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn left (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn left (2) degrees\n end\n delete this clone\nend\nif <(ID) = [Name]> then\n set [id v] to [2]\n if <(ID) = [1]> then\n set [brightness v] effect to (-100)\n switch costume to (logo3 v)\n else\n switch costume to (name v)\n end\n set size to (250) %\n set [ghost v] effect to (100)\n go to [front v] layer\n point in direction (45)\n repeat (50)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (12))\n turn right (((90) - (direction)) / (12)) degrees\n end\n repeat until <(timer) > [5]>\n change size by (-.25)\n end\n repeat (5)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n if <(ID) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (logo3 v)\n else\n switch costume to (name2 v)\n end\n repeat (15)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n go to x: (0) y: (0)\n set [-kami's intro x v] to [0]\n set [-kami's intro y v] to [0]\n repeat until <(timer) > [8]>\n change size by (-.25)\n end\n set [i v] to [1]\n set [id v] to [1]\n repeat (10)\n change size by (i)\n turn right (ID) degrees\n change [i v] by ((i) / (4))\n change [id v] by ((ID) / (8))\n end\n repeat (5)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n end\n repeat (10)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n broadcast (Pizzarush's Intro v)\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (-Kami's Intro v)\n\nwhen I start as a clone\nif <(ID) = [BG]> then\n go to x: (-Kami's Intro X) y: (-Kami's Intro Y)\nend\n\nwhen I receive [-kami's intro v]\nforever\n Clone [Particle]\nend\n\nwhen I receive [-kami's intro v]\nset [-kami's intro x v] to [0]\nset [-kami's intro y v] to [0]\nreset timer\nstart sound [MUSICA v]\nset volume to (100) %\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <(timer) > [1.5]>\nClone [Skip]\nClone [BG2]\nClone [CE]\nClone [Name]\nClone [CT]\nClone [CT2]\nwait until <(timer) > [5]>\nClone [BG]\n\ndefine Clone (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [-kami's intro v]\nrepeat until <(timer) > [1.5]>\n Clone [Line]\n wait (.13) seconds\nend\nrepeat until <(timer) > [7.5]>\n Clone [Line]\n wait (.3) seconds\nend\n\nwhen I receive [skip -kami's intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nbroadcast (Pizzarush's Intro v)\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [Skip]> then\n forever\n show\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (skip v)\n if <<key (space v) pressed?> or <mouse down?>> then\n broadcast (Skip -Kami's Intro v)\n end\n if <(timer) > [9]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [pizzarush's intro v]\nbroadcast (Start v)\n\n@DELETE THIS AFTER REMIXING\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
This is an ENGINE NOT A GAME!!!!!\n-------------------------------------------------------------------------\nMade by: @jindalsargun\n-------------------------------------------------------------------------\nRemix it to make YOUR VERY OWN PLATFORMER GAME!\n-------------------------------------------------------------------------\nInstructions\nUse WASD keys or arrow buttons to move\nAvoid spikes, saws and lava.\n-------------------------------------------------------------------------\nUpdates\n14th June 2021 - shared\n-------------------------------------------------------------------------
Cᴏᴜɴᴛʀɪᴇs || A ᴘʟᴀᴛғᴏʀᴍᴇʀ #games #all #platformer
@Stage\n\n@player\n\nforever\n\nwhen flag clicked\nforever\n if <touching (spike8 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike4 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike3 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike2 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nif <touching (ground v)?> then\n repeat (10)\n change y by (18)\n end\nend\n\nwhen [up arrow v] key pressed\n\nwhen flag clicked\ngo to x: (-92) y: (-53)\npoint in direction (67)\nwait (1.7) seconds\ngo to x: (-189) y: (-61)\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (spike v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pass level v)?> then\n switch backdrop to (blue sky 2 2 v)\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pass level2 v)?> then\n switch backdrop to (blue sky 2 3 v)\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike5 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike6 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike7 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pass level3 v)?> then\n switch backdrop to (blue sky 2 4 v)\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saw v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike9 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pass level4 v)?> then\n switch backdrop to (blue sky 2 5 v)\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike10 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike11 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike12 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saw2 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pass level5 v)?> then\n switch backdrop to (blue sky 2 6 v)\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saw3 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saw4 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike13 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nforever\n if <touching (pass level5 v)?> then\n switch backdrop to (blue sky 2 6 v)\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pass level6 v)?> then\n switch backdrop to (blue sky 2 7 v)\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saw5 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike14 v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pass level7 v)?> then\n switch backdrop to (blue sky 2 8 v)\n go to x: (-189) y: (-71)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\n\nforever\n if <key (right arrow v) pressed?> then\n change x by (7)\n end\n if <key (left arrow v) pressed?> then\n change x by (-7)\n end\n if <not <touching (ground v)?>> then\n change y by (-5)\n end\nend\n\nwhen flag clicked\nwait (1.7) seconds\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#00ff2e)?> then\n change y by (1)\n if <touching color (#00ff2e)?> then\n change y by (1)\n if <touching color (#00ff2e)?> then\n change y by (1)\n if <touching color (#00ff2e)?> then\n change y by (1)\n if <touching color (#00ff2e)?> then\n change y by (1)\n if <touching color (#00ff2e)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#00ff2e)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00ff2e)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\n@taj mahal\n\nwhen flag clicked\nhide\nwait (1.7) seconds\nshow\n\nwhen backdrop switches to [blue sky 2 2 v]\nhide\n\n@india\n\nwhen flag clicked\nhide\nwait (1.7) seconds\nshow\n\nwhen backdrop switches to [blue sky 2 2 v]\nhide\n\n@ground\n\n@thumnail\n\nwhen flag clicked\nshow\nwait (1.7) seconds\nhide\n\n@Big Ben\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nhide\n\n@England\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen backdrop switches to [blue sky 2 3 v]\nhide\n\n@Eiffel tower\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen backdrop switches to [blue sky 2 4 v]\nhide\n\n@France\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen backdrop switches to [blue sky 2 4 v]\nhide\n\n@Statue of christ the redeemer\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen backdrop switches to [blue sky 2 5 v]\nhide\n\n@Brazil\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen backdrop switches to [blue sky 2 5 v]\nhide\n\n@statue-of-liberty-48675\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@71qpamVBnLL\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@2271246\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@Bandera-de-Italia-1946-actualidad-scaled\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 7 v]\nshow\n\nwhen backdrop switches to [blue sky 2 8 v]\nhide\n\n@bandera-grecia-sobre-tela-textura-simbolo-patriotico_134398-1664\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 7 v]\nshow\n\nwhen backdrop switches to [blue sky 2 8 v]\nhide\n\n@spike\n\nwhen flag clicked\nshow\ngo to x: (16) y: (-71)\nwait (1.7) seconds\ngo to x: (-84) y: (-70)\n\nwhen backdrop switches to [blue sky 2 v]\nshow\n\nwhen backdrop switches to [blue sky 2 2 v]\nhide\n\n@pass level\n\nwhen flag clicked\nhide\nwait (1.7) seconds\nshow\n\nwhen backdrop switches to [blue sky 2 2 v]\nhide\n\n@spike2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen backdrop switches to [blue sky 2 3 v]\nhide\n\n@spike3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen backdrop switches to [blue sky 2 3 v]\nhide\n\n@pass level2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen backdrop switches to [blue sky 2 3 v]\nhide\n\n@spike4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen backdrop switches to [blue sky 2 4 v]\nhide\n\n@spike5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen backdrop switches to [blue sky 2 4 v]\nhide\n\n@spike6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen backdrop switches to [blue sky 2 4 v]\nhide\n\n@spike7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen backdrop switches to [blue sky 2 4 v]\nhide\n\n@pass level3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen backdrop switches to [blue sky 2 4 v]\nhide\n\n@spike8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen backdrop switches to [blue sky 2 5 v]\nhide\n\n@saw\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen backdrop switches to [blue sky 2 4 v]\nforever\n turn left (15) degrees\nend\n\nwhen backdrop switches to [blue sky 2 5 v]\nhide\n\n@spike9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen backdrop switches to [blue sky 2 5 v]\nhide\n\n@pass level4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen backdrop switches to [blue sky 2 5 v]\nhide\n\n@spike10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@spike11\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@spike12\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@saw2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nforever\n turn left (15) degrees\nend\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@pass level5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@saw3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nforever\n turn left (15) degrees\nend\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@saw4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nforever\n turn left (15) degrees\nend\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@spike13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@pass level6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@saw5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 5 v]\nforever\n turn left (15) degrees\nend\n\nwhen backdrop switches to [blue sky 2 7 v]\nshow\n\nwhen backdrop switches to [blue sky 2 8 v]\nhide\n\n@spike14\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 7 v]\nshow\n\nwhen backdrop switches to [blue sky 2 8 v]\nhide\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 7 v]\nshow\n\nwhen backdrop switches to [blue sky 2 8 v]\nhide\n\n@pass level7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 7 v]\nshow\n\nwhen backdrop switches to [blue sky 2 8 v]\nhide\n\n@thanks\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 8 v]\npoint in direction (90)\nshow\n\n
Welcome to Cᴏᴜɴᴛʀɪᴇs || A ᴘʟᴀᴛғᴏʀᴍᴇʀ !!!\nSecond part in work.\n\n{INSTRUCTIONS}\n-Use the arrow keys for move (left, right and up)\n-Avoid all obstacles (spikes, saws and lava)\n-Have fun!\n\n{MORE THINGS ABOUT THIS}\n-I work very hard to do this game, so please like and favourite.\n-Comment your note to this game (0 to 10)
Platformer Part-12 (Last)
@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch backdrop to (Level)\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]\nset [level v] to [1]\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 set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (20)\n end\n if <<<touching (spikes v)?> or <(y position) < [-178]>> or <<touching (crusher v)?> or <<touching (saws v)?> or <<touching (lava v)?> or <<touching (spikes 0.2 v)?> or <touching (enemy v)?>>>>>> then\n go to x: (-190) y: (50)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n if <touching (trampoline v)?> then\n set [ys v] to [20]\n end\n if <touching (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 [NIVIRO - Memes v] until done\nend\n\nchange [level v] by (4)\n\nset [level v] to [23]\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [5]> then\n change [color v] effect by (0.3)\n end\n if <(Level) = [6]> then\n change [color v] effect by (0.3)\n end\n if <(Level) = [7]> then\n set [color v] effect to (0)\n end\nend\n\n@Lava\n\nwhen flag clicked\nset [level v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen I receive [tn v]\nhide\n\nwhen I receive [start v]\nforever\n\nwhen I receive [start v]\nforever\n if <(Level) = [9]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [10]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [5]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [6]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [11]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [12]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [13]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [14]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [15]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [16]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [20]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [22]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [21]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [0]\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\n\nwhen I receive [tn v]\nhide\n\n@Saws\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n go to x: (-130) y: (-110)\n end\n if <(Level) = [9]> then\n go to x: (-10) y: (-90)\n end\n if <(Level) = [11]> then\n go to x: (-10) y: (-90)\n end\n if <(Level) = [19]> then\n go to x: (195) y: (-112)\n end\nend\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n turn right (5) degrees\nend\n\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 flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Water\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\n if <(Level) = [15]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [16]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [19]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\n if <(Level) = [20]> then\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Speed Ups\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\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) = [11]> then\n switch costume to (forward v)\n show\n go to x: (80) y: (-53)\n glide (1.5) secs to x: (211) y: (-53)\n switch costume to (backward v)\n glide (1.5) secs to x: (80) y: (-53)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Extra\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\nend\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 go to [front v] layer\n switch costume to (Level)\nend\n\n@Intro\n\ndefine Shake x: (x) y: (y) repeat: (#) size1: (size1) size2: (size2) speed: (speed) turn intensity: (#2)\nset size to (size1) %\nrepeat (#)\n switch costume to (pos v)\n go to x: ((([sin v] of ((timer) * (900)) ) * (((size2) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (900)) ) * (((size2) - (size)) / (2))) + (y))\n switch costume to (text v)\n change size by (((size2) - (size)) / (speed))\n point in direction ((([sin v] of ((timer) * (900)) ) * (((size2) - (size)) / (#2))) + (dir2))\n replace item (1) of [cams v] with (x position)\n replace item (2) of [cams v] with (y position)\n replace item (3) of [cams v] with (direction)\nend\n\ndefine Smooth Glide and stuff | x: (x) y: (y) direction: (direction) speed: (speed) size: (size) ghost: (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n change [ghost v] effect by (ghost)\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nreset timer\nset [clone id v] to [0]\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\nhide\nstart sound [ \(Jonth & Tom Wilson Remix\) Chainsmokers - Beach House v]\nBeginning\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nSpawn Chevs\n\nwhen I start as a clone\nif <(Clone ID) = [Beginning]> then\n set [val v] to [0.9]\n show\n switch costume to (beginning v)\n set size to (0) %\n repeat (10)\n change size by (val)\n turn right ((val) / (2)) degrees\n change [val v] by ((val) / (2))\n end\n repeat (10)\n switch costume to (hack v)\n change size by (val)\n change [val v] by ((val) / (2))\n turn right ((val) / (2)) degrees\n switch costume to (beginning v)\n end\n delete this clone\nend\nif <(Clone ID) = [2]> then\n show\n point in direction (-90)\n set size to (0) %\n go to x: (1000) y: (1000)\n switch costume to (text v)\n go to [front v] layer\n Smooth Glide and stuff | x: [0] y: [0] direction: [90] speed: [5] size: [100] ghost: [0]\n go to [front v] layer\nend\nif <(Clone ID) = [3]> then\n show\n point in direction (-90)\n set size to (0) %\n go to x: (1000) y: (1000)\n switch costume to (text v)\n Smooth Glide and stuff | x: [0] y: [0] direction: [90] speed: [5] size: [100] ghost: [0]\nend\nif <(Clone ID) = [1]> then\n show\n point in direction (-90)\n set size to (0) %\n go to x: (1000) y: (1000)\n switch costume to (text v)\n Smooth Glide and stuff | x: [0] y: [0] direction: [90] speed: [5] size: [100] ghost: [0]\nend\nif <(Clone ID) = [End]> then\n set [ghost v] effect to (0)\n show\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (end v)\n repeat (10)\n change [brightness v] effect by (-10)\n go to [front v] layer\n end\n broadcast (delete most v)\n wait (0.3) seconds\n delete this clone\nend\nif <(Clone ID) = [Chevron]> then\n Chevron code\nend\nif <(Clone ID) = [Chevron2]> then\n Chevron code\nend\nif <(Clone ID) = [Chevron3]> then\n Chevron code\nend\nif <(Clone ID) = [4]> then\n repeat (2)\n set [ghost v] effect to (30)\n wait until <(timer) > [1.5]>\n show\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (hack v)\n set size to (1500) %\n switch costume to (hexagonal shutter v)\n repeat (11)\n go to [front v] layer\n turn right (5) degrees\n switch costume to (hack v)\n change size by (-100)\n switch costume to (hexagonal shutter v)\n end\n repeat (30)\n go to [front v] layer\n switch costume to (hack v)\n turn right (5) degrees\n change size by (((1600) - (size)) / (4))\n switch costume to (hexagonal shutter v)\n end\n wait until <(timer) > [4]>\n end\nend\nif <(Clone ID) = [5]> then\n wait until <(timer) > [0.8]>\n repeat (2)\n show\n go to [front v] layer\n set [ghost v] effect to (30)\n point in direction (90)\n switch costume to (pos v)\n go to x: (0) y: (1300)\n switch costume to (shutter v)\n repeat (2)\n go to [front v] layer\n change y by (-100)\n switch costume to (shutter v)\n end\n repeat (50)\n go to [front v] layer\n switch costume to (pos v)\n change y by (((300) - (y position)) / (6))\n switch costume to (shutter v)\n end\n wait until <(timer) > [2.6]>\n end\n wait until <(timer) > [4.2]>\nend\nif <(Clone ID) = [6]> then\n wait until <(timer) > [0.8]>\n repeat (2)\n set [ghost v] effect to (30)\n show\n go to [front v] layer\n point in direction (90)\n switch costume to (pos v)\n go to x: (0) y: (-1300)\n switch costume to (shutter v)\n repeat (2)\n go to [front v] layer\n change y by (100)\n switch costume to (shutter v)\n end\n repeat (50)\n go to [front v] layer\n switch costume to (pos v)\n change y by (((-300) - (y position)) / (6))\n switch costume to (shutter v)\n end\n wait until <(timer) > [2.6]>\n end\n wait until <(timer) > [4.2]>\nend\nif <(Clone ID) = [7]> then\n wait until <(timer) > [0.8]>\n repeat (2)\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n set size to (0) %\n go to [back v] layer\n go [forward v] (9) layers\n point in direction (90)\n switch costume to (particle v)\n go to x: (0) y: (0)\n Smooth Glide and stuff | x: [0] y: [0] direction: [-90] speed: [6] size: [1000] ghost: [3]\n wait until <(timer) > [3.4]>\n end\nend\nif <(Clone ID) = [8]> then\n set [brightness v] effect to (100)\n repeat (2)\n wait until <(timer) > [0.8]>\n set [ghost v] effect to (0)\n show\n set size to (0) %\n go to [back v] layer\n go [forward v] (9) layers\n point in direction (90)\n switch costume to (shockwave v)\n go to x: (0) y: (-10)\n repeat (5)\n change size by (((400) - (size)) / (10))\n turn right (((-90) - (direction)) / (10)) degrees\n end\n repeat until <(costume [name v]) = [last shock]>\n change size by (((400) - (size)) / (10))\n turn right (((-90) - (direction)) / (10)) degrees\n next costume\n end\n hide\n end\nend\n\nwhen flag clicked\nset [dir2 v] to [90]\ndelete all of [cams v]\nrepeat (3)\n add [0] to [cams v]\nend\ndelete all of [keyframes v]\nadd [0.8] to [keyframes v]\nadd [1.1] to [keyframes v]\nadd [1.3] to [keyframes v]\nadd [1.5] to [keyframes v]\nadd [1.9] to [keyframes v]\nadd [2.0] to [keyframes v]\nadd [2.2] to [keyframes v]\nadd [2.4] to [keyframes v]\nadd [2.5] to [keyframes v]\nadd [2.6] to [keyframes v]\nadd [2.8] to [keyframes v]\nadd [3.2] to [keyframes v]\nadd [3.4] to [keyframes v]\nadd [3.6] to [keyframes v]\nadd [4] to [keyframes v]\nadd [4.14] to [keyframes v]\nadd [4.3] to [keyframes v]\nadd [4.5] to [keyframes v]\nadd [4.65] to [keyframes v]\nadd [4.7] to [keyframes v]\nadd [4.9] to [keyframes v]\n\nwhen flag clicked\nset [item# v] to [1]\nset [size. v] to [130]\nset [size2. v] to [100]\nrepeat (length of [keyframes v])\n wait until <(timer) > (item (item#) of [keyframes v])>\n broadcast (shake v)\n change [val3 v] by (100)\n change [item# v] by (1)\nend\n\nwhen I receive [shake v]\nif <(Clone ID) = [1]> then\n Shake x: [0] y: [0] repeat: [1000] size1: (size.) size2: (size2.) speed: [6] turn intensity: [3]\nend\n\nwhen flag clicked\nwait until <(timer) > [4.3]>\nrepeat (30)\n change [size. v] by (4)\n change [size2. v] by (4)\nend\n\nwhen flag clicked\nset [x v] to [0]\nwait until <(timer) > [5]>\nset [clone id v] to [End]\ncreate clone of (_myself_ v)\n\ndefine Beginning\nset [brightness v] effect to (100)\nrepeat (11)\n set [clone id v] to [Beginning]\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\nend\n\ndefine Spawn Chevs\nrepeat (12)\n set [clone id v] to [Chevron]\n create clone of (_myself_ v)\n set [clone id v] to [Chevron2]\n create clone of (_myself_ v)\n set [clone id v] to [Chevron3]\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron]> then\n forever\n switch costume to (pos v)\n go to x: (x) y: (item (2) of [cams v])\n point in direction (item (3) of [cams v])\n switch costume to (chevron v)\n end\nend\n\ndefine Chevron code\nset [ghost v] effect to (20)\nshow\nswitch costume to (chevron v)\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (10) layers\nset size to (0) %\nrepeat until <(size) > [100]>\n change size by (val3)\n change [val3 v] by (((40) - (val3)) / (3))\nend\nrepeat until <(size) > [1000]>\n switch costume to (hack v)\n change size by (val3)\n change [val3 v] by (((40) - (val3)) / (3))\n switch costume to (chevron v)\nend\nrepeat (10)\n switch costume to (hack v)\n change [ghost v] effect by (25)\n change size by (val3)\n change [val3 v] by (((40) - (val3)) / (3))\n switch costume to (chevron v)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron2]> then\n forever\n switch costume to (pos v)\n go to x: ((x) - (750)) y: (item (2) of [cams v])\n point in direction (item (3) of [cams v])\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n forever\n switch costume to (pos v)\n set x to (x)\n switch costume to (text v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron3]> then\n forever\n switch costume to (pos v)\n go to x: ((x) + (750)) y: (item (2) of [cams v])\n point in direction (item (3) of [cams v])\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n forever\n switch costume to (pos v)\n go to x: ((x) - (750)) y: (item (2) of [cams v])\n point in direction (item (3) of [cams v])\n switch costume to (text v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n forever\n switch costume to (pos v)\n go to x: ((x) + (750)) y: (item (2) of [cams v])\n point in direction (item (3) of [cams v])\n switch costume to (text v)\n end\nend\n\nwhen flag clicked\nwait until <(timer) > [2.6]>\nrepeat (30)\n change [x v] by (((750) - (x)) / (6))\nend\nrepeat (20)\n change [x v] by (((-750) - (x)) / (6))\nend\nrepeat (30)\n change [x v] by (((0) - (x)) / (6))\nend\n\nwhen flag clicked\nwait until <(timer) > [2.6]>\nrepeat (2)\n repeat (10)\n change [dir2 v] by (15)\n end\n repeat (20)\n change [dir2 v] by (((450) - (dir2)) / (6))\n end\n set [dir2 v] to [90]\nend\n\ndefine End\nset [brightness v] effect to (-100)\nrepeat (5)\n set [clone id v] to [Ending]\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete most v]\nif <not <<(Clone ID) = [Ending]> or <(Clone ID) = [End]>>> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending]> then\n set [ghost v] effect to (0)\n set [val v] to [-0.9]\n show\n switch costume to (hack v)\n go [forward v] (1) layers\n set size to (1200) %\n switch costume to (beginning v)\n repeat until <(round (size)) = (round (100))>\n change [ghost v] effect by (-10)\n switch costume to (hack v)\n change size by (val)\n turn right ((val) / (10)) degrees\n change [val v] by ((val) / (10))\n switch costume to (beginning v)\n end\n repeat (3)\n change size by (val)\n change [val v] by (-10)\n turn right ((val) / (2)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nSpawn Particles\nwait until <(timer) > [5.3]>\nEnd\n\ndefine Spawn Particles\nwait until <(timer) > [0.8]>\nrepeat until <(timer) > [5]>\n set [ghost v] effect to (60)\n set [clone id v] to [Particle1]\n create clone of (_myself_ v)\n set [clone id v] to [Particle2]\n create clone of (_myself_ v)\n set [clone id v] to [Particle3]\n create clone of (_myself_ v)\n set [clone id v] to [Particle4]\n create clone of (_myself_ v)\n set [clone id v] to [Particle5]\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle1]> then\n go to x: (0) y: (1000)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (pos v)\n show\n switch costume to (particle v)\n repeat (10)\n change y by (((val3) * (-1)) / (4))\n turn right (5) degrees\n end\n repeat until <touching (_edge_ v)?>\n turn right (5) degrees\n change y by (((val3) * (-1)) / (4))\n end\n repeat (30)\n switch costume to (pos v)\n turn right (5) degrees\n change y by (((val3) * (-1)) / (2))\n switch costume to (particle v)\n end\nend\nif <(Clone ID) = [Particle2]> then\n go to x: (100) y: (-1000)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (pos v)\n show\n switch costume to (particle v)\n repeat (10)\n turn right (5) degrees\n change y by ((val3) / (4))\n end\n repeat until <touching (_edge_ v)?>\n turn right (5) degrees\n change y by ((val3) / (4))\n end\n repeat (30)\n turn right (5) degrees\n switch costume to (pos v)\n change y by ((val3) / (2))\n switch costume to (particle v)\n end\nend\nif <(Clone ID) = [Particle3]> then\n go to x: (200) y: (1000)\n switch costume to (pos v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n switch costume to (particle v)\n repeat (10)\n turn right (5) degrees\n change y by (((val3) * (-1)) / (4))\n end\n repeat until <touching (_edge_ v)?>\n change y by (((val3) * (-1)) / (4))\n turn right (5) degrees\n end\n repeat (30)\n switch costume to (pos v)\n change y by (((val3) * (-1)) / (2))\n turn right (5) degrees\n switch costume to (particle v)\n end\nend\nif <(Clone ID) = [Particle4]> then\n go to x: (-100) y: (-1000)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (pos v)\n show\n switch costume to (particle v)\n repeat (10)\n turn right (5) degrees\n change y by ((val3) / (4))\n end\n repeat until <touching (_edge_ v)?>\n turn right (5) degrees\n change y by ((val3) / (4))\n end\n repeat (30)\n switch costume to (pos v)\n turn right (5) degrees\n change y by ((val3) / (2))\n switch costume to (particle v)\n end\nend\nif <(Clone ID) = [Particle5]> then\n go to x: (-200) y: (-1000)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (pos v)\n show\n switch costume to (particle v)\n repeat (10)\n turn right (5) degrees\n change y by ((val3) / (4))\n end\n repeat until <touching (_edge_ v)?>\n change y by ((val3) / (4))\n turn right (5) degrees\n end\n repeat (30)\n turn right (5) degrees\n switch costume to (pos v)\n change y by ((val3) / (2))\n switch costume to (particle v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [9]> then\n show\n switch costume to (bg v)\n go to [back v] layer\n set size to (100) %\nend\n\nwhen flag clicked\nwait (8) seconds\nbroadcast (Start v)\n\nset [level v] to [1]\n\n@Crusher\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\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n glide (1) secs to x: (x position) y: ((y position) + (50))\n glide (1) secs to x: (x position) y: ((y position) + (-50))\nend\n\n@Click Me'\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n show\n forever\n go to [front v] layer\n end\n end\nend\n\nwhen this sprite clicked\nnext costume\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
╔∘ ★ ∘══════╗\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.\nThere are 24 levels.\nEvery level is possible.\n ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧\n UPDATES\n11th June 2021 - shared\n✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧ - - - - ✧
red - a scrolling online multiplayer platformer
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [bensound-clearday v] until done\nend\n\nwhen I receive [ha ha ha! v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-100) y: (40)\n\nwhen I receive [start game v]\nshow\ngo to x: (-100) y: (40)\nbroadcast (Next Level v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (down arrow v) pressed?> or <key (s 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 (ha ha ha! v)\n hide\n set [end v] to [1]\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nrepeat (100)\n change [ghost v] effect by (10)\nend\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n@Player Trail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\n change [brightness v] effect by (-5)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen I receive [start game v]\nset size to (100) %\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I receive [ha ha ha! v]\nhide\nstop [other scripts in sprite v]\n\n@multiplayer\n\nwhen flag clicked\nshow\nset [end v] to [0]\nswitch costume to (multiplayer v)\nwait (3) seconds\nswitch costume to (multiplayer2 v)\nwait (2) seconds\nhide\nbroadcast (start game v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [ha ha ha! v]\nhide\n\n@ha ha ha\n\nwhen flag clicked\nhide\n\nwhen I receive [ha ha ha! v]\nshow\ngo to x: (0) y: (0)\nstart sound [Rick Astley - Never Gonna Give You Up v]\nswitch costume to (20037 v)\nforever\n next costume\nend\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [ha ha ha! v]\nshow\n\n
Cooperation | A Platformer #All #Games #Platformer
@Stage\n\nwhen flag clicked\nset volume to (20) %\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\n@Main Character\n\ndefine physics <touch>\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\nclear graphic effects\nchange [yv v] by (-1)\nif <touching (trampoline v)?> then\n start sound [Boing sound effect v]\n change [yv v] by (20)\nend\nif <key (r v) pressed?> then\n broadcast (Reset v)\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 <<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 if <touching (trampoline v)?> then\n change [yv v] by (20)\n else\n change [yv v] by (14)\n end\nend\nchange y by (1)\nif <(x position) > [235]> then\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\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 start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nif <[-145] > (y position)> 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\nwhen flag clicked\ngo to x: (-215) y: (61)\nswitch costume to (costume1 v)\nforever\n physics <>\nend\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [light v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n go to x: (x) y: (y)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@moving platform\n\ndefine Smooth Glide x: (x) y: (y) size: (size) dir: (dir) speed: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (dir)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nstart\npoint in direction (90)\nforever\n go to [front v] layer\n go to (mouse-pointer v)\n if then\n turn right (-5) degrees\n end\n if then\n turn right (5) degrees\n end\nend\n\nwhen I receive [reset v]\npoint in direction (90)\n\ndefine start\ngo to x: (-3) y: (24)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\nend\nclear graphic effects\n\nwhen flag clicked\nwait until <(Level) = [14]>\nstop [other scripts in sprite v]\nSmooth Glide x: [9] y: [94] size: [100] dir: [90] speed: [3]\nwait until <<[-65] < <(round ([x position v] of [main character v])) < [-70]>> and <(round ([y position v] of [main character v])) = [103]>>\nstart sound [recording1 v]\nSmooth Glide x: (mouse x) y: (mouse y) size: [100] dir: [90] speed: [3]\nbroadcast (detect_22 v)\nforever\n point in direction (90)\n forever\n go to [front v] layer\n go to (mouse-pointer v)\n if then\n turn right (-5) degrees\n end\n if then\n turn right (5) degrees\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [detect_22 v]\nwait until <(Level) = [15]>\nstop [other scripts in sprite v]\nSmooth Glide x: [9] y: [94] size: [100] dir: [90] speed: [3]\nwait until <<[-65] < <(round ([x position v] of [main character v])) < [-70]>> and <(round ([y position v] of [main character v])) = [103]>>\nstart sound [recording1 v]\nSmooth Glide x: (mouse x) y: (mouse y) size: [100] dir: [90] speed: [3]\nbroadcast (detect_33 v)\nforever\n point in direction (90)\n forever\n go to [front v] layer\n go to (mouse-pointer v)\n if then\n turn right (-5) degrees\n end\n if then\n turn right (5) degrees\n end\n end\nend\n\nwhen I receive [detect_33 v]\nwait until <(Level) = [16]>\nstop [other scripts in sprite v]\nSmooth Glide x: [-8] y: [-25] size: [100] dir: [90] speed: [3]\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@spikes\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@trampoline\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Hint\n\nwhen I receive [detect_22 v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nwait until <key (h v) pressed?>\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Fireworks\n\nwhen flag clicked\nerase all\nset rotation style [don't rotate v]\nhide\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nwait (.1) seconds\nwait until <(Level) = [16]>\nbroadcast (light v)\nforever\n Render\n Edit\nend\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n if <mouse down?> then\n add (pick random (3) to (4)) to [particles v]\n add (mouse x) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [7] to [pyv v]\n add [1] to [type v]\n Random colour\n else\n add (pick random (3) to (4)) to [particles v]\n add (pick random (-200) to (200)) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [11] to [pyv v]\n add [1] to [type v]\n Random colour\n end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n if <[10] < (item (iterate) of [particles v])> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n else\n if <[7] < (item (iterate) of [particles v])> then\n if <[1] = (item (iterate) of [type v])> then\n replace item (iterate) of [type v] with [0]\n repeat (50)\n add (pick random (2) to (-2)) to [particles v]\n add (item (iterate) of [px v]) to [px v]\n add (item (iterate) of [py v]) to [py v]\n add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n add [0] to [type v]\n add (item (iterate) of [colour v]) to [colour v]\n end\n end\n end\n end\n if <(item (iterate) of [py v]) < [-200]> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n set pen color to (join [0x] (item (iterate) of [colour v]))\n if <(item (iterate) of [particles v]) < [9]> then\n if <[5] < (item (iterate) of [particles v])> then\n if <(item (iterate) of [type v]) = [1]> then\n set pen color to (join [0x] (item (iterate) of [colour v]))\n else\n set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n end\n end\n set pen size to (1)\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n pen down\n if <(item (iterate) of [type v]) = [1]> then\n set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n else\n set pen size to (item (iterate) of [particles v])\n end\n go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n pen up\n end\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n repeat (pick random (1) to (pick random (1) to (2)))\n set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n if <(item (iterate) of [particles v]) < [3]> then\n set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n end\n pen down\n pen up\n end\n if <[1] = (item (iterate) of [type v])> then\n repeat (3)\n set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n pen down\n pen up\n end\n end\n end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n else\n add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n end\nend\n\nadd [FF99FF] to [colour v]\n\nerase all\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nrepeat (3)\n add (pick random (7) to (7)) to [particles v]\n add (pick random (-2) to (2)) to [pxv v]\n add (pick random (-50) to (50)) to [py v]\n add [11] to [pyv v]\n add [1] to [type v]\n add (pick random (-240) to (240)) to [px v]\n if <[1] = (pick random (1) to (3))> then\n add [FFFF00] to [colour v]\n else\n if <[1] = (pick random (1) to (2))> then\n add [00FFFF] to [colour v]\n else\n add [FF00FF] to [colour v]\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Cooperation | A Platformer\n⚑ ˡᵒᵃᵈⁱⁿᵍ.. ⌛\n\nTHIS IS ON TRENDING!! TYSM!\n\nWelcome To My Cooperation Platformer! This can be a one or two player game. The Player is controlled by the arrow keys, and the moving platform is controlled by the mouse pointer and the key (a,d) to change direction.\nAlso, Press R to reset if you're stuck\n\nFinish The Platformer and Master The Skill!!\n\nLeave a ♥︎, ★, and a Follow for Part 2!!\n\n\n#Games #Platformer #Games #Platformer #Dwseoh127\n#dwseoh127 #Game #Cooperation #ExpectTheUnexpected
Speed Run - Platformer #games #fun #all #platformer
@Stage\n\nwhen I receive [death v]\nstop all sounds\n\nwhen I receive [death v]\nwait (1) seconds\nplay sound [I Write Sins Not Tragedies \(8 Bit Remix\) \[Tribute To Panic! At The Disco\] v] until done\n\nwhen flag clicked\nwait (0.7) seconds\nplay sound [I Write Sins Not Tragedies \(8 Bit Remix\) \[Tribute To Panic! At The Disco\] v] until done\n\n@screenshot\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\ngo to (random position v)\n\n@download\n\nwhen flag clicked\nhide\nswitch costume to (download v)\nset [clone# v] to [2]\nrepeat (7)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (sizer v)\n\nset [size v] to [200]\n\nwhen I receive [position v]\nif <(costume [number v]) = [1]> then\n\nwhen I receive [win v]\nstamp\ndelete this clone\n\n@Map Hitbox\n\nwhen flag clicked\nset [brightness v] effect to (-100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n set [ghost v] effect to (ghost)\n switch costume to (COSTUME-FOR-MAP)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nshow\n\n@hitbox\n\nset [y v] to [0]\n\nwhen flag clicked\nbroadcast (life v)\nforever\n wait until <touching (map-bad v)?>\n stop [other scripts in sprite v]\n broadcast (death v)\n wait (1) seconds\n broadcast (life v)\nend\n\nwhen I receive [life v]\nset [y v] to [0]\ngo to x: (-200) y: (-14)\nnot-touch\nset size to (50) %\nset [y v] to [0]\nforever\n set [ghost v] effect to (ghost)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (2)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-2)\n end\n end\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <touching (map hitbox v)?> then\n start sound [jump v]\n set [y v] to [11]\n broadcast (particles v)\n else\n change [y v] by (-1)\n end\n else\n change [y v] by (-1)\n end\n change y by (5)\n set [x v] to ((x) * (0.7))\n change x by (x)\n if <touching (map hitbox v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (y)\n if <touching (map hitbox v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [239]> then\n set x to (-239)\n change [costume-for-map v] by (1)\n else\n if <[-239] > (x position)> then\n set x to (239)\n change [costume-for-map v] by (-1)\n end\n end\n change y by (-10)\n if <touching (map hitbox v)?> then\n change y by (10)\n if <(y) < [-2]> then\n start sound [recording1 v]\n broadcast (particles v)\n end\n else\n change y by (10)\n end\n set [scrollx v] to (x position)\n set [scrolly v] to (y position)\n broadcast (position v)\nend\n\nwhen flag clicked\nset [costume-for-map v] to [1]\n\ndefine not-touch\nrepeat until <not <touching (map hitbox v)?>>\n change y by (1)\nend\n\nset [size v] to [200]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@hitbox2\n\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <[1] < ([abs v] of (x) )> then\n next costume\n wait (0.01) seconds\n else\n switch costume to (character v)\n end\nend\n\nwhen I receive [position v]\nset rotation style [left-right v]\ngo to x: (X-offset) y: (Y-Offset)\nset size to ((SIZE) * (2)) %\nif <[0] < (x)> then\n point in direction (90)\nelse\n point in direction (-90)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\nend\n\nwhen I receive [death v]\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [life v]\npoint in direction (90)\nshow\n\nwhen flag clicked\nshow\nset [x-offset v] to [0]\nset [y-offset v] to [0]\n\nwhen I start as a clone\nset volume to (100) %\nstart sound [Death v]\nset rotation style [all around v]\nset [y-vel-clone v] to [3]\nswitch costume to (character v)\nrepeat (20)\n change y by (y-vel-clone)\n change [y-vel-clone v] by (-1)\n turn right (15) degrees\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [rumble v]\nrepeat (15)\n set [x-offset v] to (pick random (-3) to (3))\n set [y-offset v] to (pick random (-3) to (3))\nend\nset [x-offset v] to [0]\nset [y-offset v] to [0]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\n@Particles\n\nwhen I receive [particles v]\nif <(costume [name v]) = [sprite]> then\n fast\nend\n\nwhen I start as a clone\nset rotation style [don't rotate v]\nswitch costume to (clone v)\nset [particle-vel v] to (pick random (3) to (7))\nset [particle-y-vel v] to [0]\nset [ghost v] effect to (0)\nset size to (25) %\nrepeat (10)\n move (particle-vel) steps\n change y by (particle-y-vel)\n point in direction ((direction) * (0.99))\n set [particle-vel v] to ((particle-vel) * (0.8))\n change [particle-y-vel v] by (-0.6)\n change [ghost v] effect by ((100) / (10))\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (sprite v)\n\ndefine fast\nrepeat (4)\n go to (hitbox2 v)\n change y by (-17)\n point in direction (pick random (-90) to (90))\n move (pick random (-10) to (10)) steps\n create clone of (_myself_ v)\nend\n\nwhen I receive [death v]\ndelete this clone\n\n@Map-Bad\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n set [ghost v] effect to (ghost)\n switch costume to (COSTUME-FOR-MAP)\nend\n\n@GO\n\nwhen flag clicked\nset size to (800) %\nforever\n point in direction ((direction) * (0.7))\nend\n\nwhen I receive [life v]\nif <(costume [name v]) = [3]> then\n\nwhen flag clicked\nset [scrollx v] to [-200]\nstart sound [Blip v]\nswitch costume to (3 v)\ngo to x: (0) y: (101)\nset [ghost v] effect to (70)\npoint in direction (-45)\nset [scrollx v] to [-200]\nwait (0.25) seconds\nset [scrollx v] to [-200]\npoint in direction (45)\nstart sound [Blip v]\nswitch costume to (2 v)\nwait (0.25) seconds\npoint in direction (-45)\nstart sound [Blip v]\nswitch costume to (1 v)\nwait (0.25) seconds\npoint in direction (45)\nstart sound [Go v]\nswitch costume to (go v)\nwait (0.25) seconds\nbroadcast (timer v)\nrepeat (10)\n change [ghost v] effect by (3)\n change y by (-5)\nend\n\nstart sound [Blip v]\n\n@Star\n\nwhen I receive [position v]\nswitch costume to (mover v)\ngo to x: (((SCROLLX) * (-2)) + (385)) y: (((SCROLLY) * (-2)) + (-50))\nswitch costume to (star v)\nset size to (400) %\nif <(COSTUME-FOR-MAP) = [7]> then\n show\nelse\n hide\nend\nif <touching (hitbox2 v)?> then\n start sound [Connect v]\n broadcast (win v)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstamp\nhide\n\n@Sprite1\n\nwhen I receive [timer v]\nreset timer\nforever\n erase all\n go to x: (-231) y: (161)\n set size to (100) %\n set [brightness v] effect to (0)\n print (timer)\nend\n\ndefine print (time)\nset [ghost v] effect to (0)\nset [#1 v] to [1]\nrepeat (length of (time))\n switch costume to (letter (#1) of (time))\n if <[230] < (x position)> then\n stop [this script v]\n end\n stamp\n change x by (((size) / (100)) * (15))\n change [#1 v] by (1)\nend\n\nwhen flag clicked\nset [time v] to [99999]\nhide\nerase all\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [time v] to (timer)\nif <(TIME) < (☁ HighScore)> then\n set [☁ highscore v] to (TIME)\nend\nwait (0.01) seconds\nswitch costume to (blank v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (10)\nstamp\nset [brightness v] effect to (0)\ngo to x: (-100) y: (55)\nset [brightness v] effect to (100)\nswitch costume to (1 v)\nset size to (200) %\nprint (TIME)\ngo to x: (25) y: (-50)\nset [brightness v] effect to (100)\nswitch costume to (1 v)\nset size to (200) %\nprint (☁ HighScore)\n\n@DILLYD\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nswitch costume to (dillyd v)\ngo to x: (0) y: (100)\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [mouse-vel v] to [0]\nset [mouse-y-vel v] to [0]\nrepeat (20)\n change [mouse-y-vel v] by (((0) - (y position)) * (0.4))\n set [mouse-y-vel v] to ((mouse-y-vel) * (0.3))\n change y by (mouse-y-vel)\nend\nset [mouse-vel v] to [0]\nset [mouse-y-vel v] to [0]\nwait (0.3) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (mouse v)\nset size to (50) %\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (15)\n change [mouse-vel v] by (((170) - (x position)) * (0.4))\n set [mouse-vel v] to ((mouse-vel) * (0.3))\n change x by (mouse-vel)\n change [mouse-y-vel v] by (((150) - (y position)) * (0.4))\n set [mouse-y-vel v] to ((mouse-y-vel) * (0.3))\n change y by (mouse-y-vel)\nend\nwait (0.5) seconds\nstart sound [413310__tieswijnen__select v]\nbroadcast (dillyd2 v)\nwait (0.5) seconds\nrepeat (15)\n change [mouse-vel v] by (((240) - (x position)) * (0.4))\n set [mouse-vel v] to ((mouse-vel) * (0.3))\n change x by (mouse-vel)\n change [mouse-y-vel v] by (((0) - (y position)) * (0.4))\n set [mouse-y-vel v] to ((mouse-y-vel) * (0.3))\n change y by (mouse-y-vel)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [dillyd2 v]\nif <(costume [number v]) = [1]> then\n switch costume to (dillyd2 v)\n wait (1) seconds\n repeat (20)\n change [mouse-y-vel v] by (((100) - (y position)) * (0.4))\n set [mouse-y-vel v] to ((mouse-y-vel) * (0.2))\n change y by (mouse-y-vel)\n change [ghost v] effect by (10)\n end\nend\n\n
Race to the finish in my new platformer game!\nUse WASD or Arrow Keys to move!\nGet to the star!
Magma Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Player\n\nwhen [right arrow v] key pressed\nswitch costume to (1 v)\nwait until <not <key (right arrow v) pressed?>>\n\nwhen [left arrow v] key pressed\nswitch costume to (2 v)\nwait until <not <key (left arrow v) pressed?>>\n\nwhen I receive [die v]\ngo to x: (-136) y: (-35)\n\nwhen [a v] key pressed\nswitch costume to (2 v)\nwait until <not <key (d v) pressed?>>\n\nwhen [d v] key pressed\nswitch costume to (1 v)\nwait until <not <key (a v) pressed?>>\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n\nwhen I receive [green flag v]\nforever\n if <(Level) = [16]> then\n if <(y position) > [165]> then\n if <touching (_edge_ v)?> then\n broadcast (Yay! v)\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [green flag v]\nforever\n set drag mode [not draggable v]\n if <touching (spike v)?> then\n go to x: (-136) y: (-35)\n end\nend\n\nwhen I receive [green flag v]\nforever\n set drag mode [not draggable v]\n if <touching color (#ff6300)?> then\n go to x: (-136) y: (-35)\n broadcast (Regen v)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <touching (goal v)?> then\n broadcast (Next_Level v)\n go to x: (-136) y: (-35)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide variable [level v]\nshow\nset size to (100) %\nswitch costume to (1 v)\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-136) y: (-35)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [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 (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (15)\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\n@Platform\n\nwhen I receive [next_level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nset [level v] to [15]\n\nwhen I receive [buttonoaldf v]\nswitch costume to (12 v)\nwait (1) seconds\nswitch costume to (12v.close v)\n\nwhen I receive [yay! v]\nswitch costume to (yayland v)\n\nwhen I receive [green flag v]\nshow\nswitch costume to (1 v)\nset [level v] to [1]\n\n@Goal\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\n@Spike\n\nwhen flag clicked\nhide\n\nset [level v] to [8]\n\nhide\n\nwhen I receive [green flag v]\nset size to (100) %\nforever\n if <(Level) = [1]> then\n hide\n go to x: (0) y: (0)\n end\n if <(Level) = [2]> then\n show\n switch costume to (1 v)\n go to x: (-10) y: (-55)\n end\n if <(Level) = [3]> then\n show\n switch costume to (2 v)\n go to x: (165) y: (-55)\n end\n if <(Level) = [4]> then\n switch costume to (1 v)\n go to x: (0) y: (68)\n end\n if <(Level) = [5]> then\n switch costume to (2 v)\n go to x: (-16) y: (-54)\n end\n if <(Level) = [6]> then\n go to x: (0) y: (0)\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n show\n switch costume to (level 7 v)\n go to x: (-158) y: (20)\n end\n if <(Level) = [8]> then\n set size to (50) %\n switch costume to (3 v)\n go to x: (0) y: (115)\n end\n if <(Level) = [9]> then\n go to x: (145) y: (-90)\n set size to (10) %\n show\n end\n if <(Level) = [10]> then\n show\n set size to (90) %\n go to x: (-82) y: (-57)\n end\n if <(Level) = [12]> then\n show\n switch costume to (level 12 v)\n go to x: (0) y: (0)\n end\n if <(Level) = [13]> then\n show\n go to x: (-47) y: (-54)\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (level 14 v)\n go to x: (-65) y: (-55)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n@Trick\n\nwhen flag clicked\nhide\nwait until <(Level) = [7]>\nshow\ngo to x: (-76.5) y: (-75)\nwait until <(Level) = [8]>\nhide\n\n@U win\n\nwhen flag clicked\nhide\nwait until <(Level) = [15]>\nshow\n\n
Cuol1\n-----------------------------------------\nArrow keys or w,a,d to move\nAvoid spikes! Plz like and Fav \nAll levels possible\n15 Levels
[Entry] ★ LEGO | A Platformer #Games #Platformer #All
@Stage\n\nwhen flag clicked\nhide list [annoucement v]\ndelete all of [annoucement v]\nadd [LEGO 2 IS OUT!!!!] to [annoucement v]\nadd [https://scratch.mit.edu/projects/547644658/] to [annoucement v]\nwait (2) seconds\nbroadcast (Start v)\nshow list [annoucement v]\nforever\n play sound [Kevin_MacLeod_-_Monkeys_Spinning_Monkeys.mp2 v] until done\nend\n\n@lego\n\ndefine Tick\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xy 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 [xy v] by (-1)\nend\nchange x by (Xy)\nset [xy v] to ((Xy) * (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 ((Xy) * (-1))\n change y by (-5)\n Wall Jump\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#000000)?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nif <(x position) > [225]> then\n broadcast (Next Level v)\nend\nBouncy \nBad\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [next level v]\ngo to x: (-211) y: (-109)\n\nwhen I receive [skip meh v]\ngo to x: (-211) y: (-109)\n\ndefine Bouncy \nif <touching color (#fff800)?> then\n set [yv v] to [20]\nend\n\ndefine Bad\nif <touching color (#ff0000)?> then\n go to x: (-183) y: (0)\nend\nif <(y position) < [-172]> then\n go to x: (-183) y: (0)\nend\n\ndefine Wall Jump\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xy) > [0]> then\n set [xy v] to [-10]\n else\n set [xy v] to [10]\n end\n set [yv v] to [15]\nelse\n set [xy v] to [0]\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-183) y: (0)\nset [xy v] to [0]\nset [yv v] to [0]\nforever\n broadcast (shape v)\n broadcast (Tick v)\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (-183) y: (0)\nshow\n\nwhen I receive [shape v]\nif <key (down arrow v) pressed?> then\n switch costume to (pixil-frame-2 v)\nelse\n switch costume to (pixil-frame-0 v)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\ngo to x: (-186) y: (-77)\n\nwhen I receive [resume v]\nforever\n broadcast (shape v)\n broadcast (Tick v)\nend\n\n@Platforms\n\nwhen I receive [next level v]\nchange [level # v] by (1)\nnext costume\n\nwhen flag clicked\nset [level # v] to [1]\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset size to (90) %\nwait (.2) seconds\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n else\n change size by (((70) - (size)) / (3))\n end\n if <(level #) = [18]> then\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n hide\n else\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
★ LEGO | A Platformer\n\nLEGO 2 IS OUT!!!: https://scratch.mit.edu/projects/547644658/\n\n21.6.22: #29 IN GAMES and #174 IN ALL\n21.6.23: OFFICIAL: LEGO 2 RELEASED\n\nCheck these out:\nhttps://scratch.mit.edu/projects/516700778/\nhttps://scratch.mit.edu/projects/542395797/\n\n⌙ This Is A Platformer where Lego needs to go back to the 'lost pieces' section but gets lost in the way facing many obstacles. Help Lego Go To His Or Her Home!!\n\n⌙ Mobile- Friendly, Arrow Keys To Move, And Press Skip to Skip Levels (I don't recommend that...)\n\n⌙ Leave a ♥︎ and a ★ if you liked this!!\n\n⌙ Making part 2!!!!!\n\n-Credits-\nMe For Pixel Art (Lego)\nMe For Coding
BLOCKY 2.0 ✦ scrolling platformer creator sequel v1.6 (mobile friendly) by TimMcCool
@Stage\n\nwhen flag clicked\ndelete all of [history v]\nbroadcast (home v)\nset [theme v] to [d]\nforever\n switch backdrop to (theme)\nend\n\nwhen flag clicked\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [MBB - Feel Good \(Vlog No Copyright Music\) v] until done\n play sound [Vexento - Trippy Love.mp3 v] until done\n play sound [Happy Fun Candy Time v] until done\n play sound [561695_Happy v] until done\n play sound [Ride \(8 Bit Remix Cover Version\) \[Tribute to Twenty One Pilots\] - 8 Bit Universe2 v] until done\n else\n play sound [Happy Fun Candy Time v] until done\n play sound [561695_Happy v] until done\n play sound [Ride \(8 Bit Remix Cover Version\) \[Tribute to Twenty One Pilots\] - 8 Bit Universe2 v] until done\n play sound [Vexento - Trippy Love.mp3 v] until done\n play sound [MBB - Feel Good \(Vlog No Copyright Music\) v] until done\n end\nend\n\nwhen flag clicked\nforever\n change [@@tick v] by (0.03)\nend\n\nset [theme v] to [r]\n\nset [win v] to [1]\nrepeat (100)\n change [win v] by (1)\n if <not <(length of (item # of (item (win) of [unicodes v]) in [unicodes v])) = (win)>> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nset volume to (50) %\n\n@b l a n k\n\n@Transitions\n\nwhen flag clicked\nhide\n\nwhen I receive [trans1 v]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [trans2 v]\nshow\nclear graphic effects\nset [ghost v] effect to (0)\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [home v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nerase all\nswitch costume to (costume2 v)\nset [mode v] to [intro]\nset [brightness v] effect to (0)\nwait (0.35) seconds\nset [mode v] to [homescreen]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Hitbox\n\ndefine Physics\ngo to [back v] layer\ncollision\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <<[165] > (joystick dir)> and <(joystick dir) > [15]>>>> then\n change [sx v] by (speed)\n if <[8] < (sx)> then\n set [sx v] to [8]\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(joystick active?) = [1]> and <<[-15] > (joystick dir)> and <(joystick dir) > [-165]>>>> then\n change [sx v] by ((speed) * (-1))\n if <(sx) < [-8]> then\n set [sx v] to [-8]\n end\n end\nend\nif <(sy) < [-9]> then\n set [sy v] to [-9]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n if <not <[collision_ v] contains [4]?>> then\n if <(in air) < [4]> then\n set [sy v] to (jump height)\n end\n end\nend\nif <[collision_ v] contains [4]?> then\n if <(in_water) = [0]> then\n set [in_water v] to [1]\n broadcast (water v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n set [sy v] to [3]\n else\n change [sy v] by (-1)\n end\nelse\n change [sy v] by (-1)\n set [in_water v] to [0]\nend\nset [sx v] to ((sx) * (0.7))\nif <[collision_ v] contains [7]?> then\n set [sy v] to [-14]\nend\ny (sy)\nx (sx)\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (3)))\nset [scroll x v] to (round (SCROLL X))\nif <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\nend\ngoto\nset [die v] to [0]\nif <<<[collision_ v] contains [2]?> or <[collision_ v] contains [5]?>> or <[collision_ v] contains [12]?>> then\n set [die v] to [1]\nend\nif <[collision_ v] contains [3]?> then\n set [sy v] to [14]\nend\nif <[collision_ v] contains [6]?> then\n if <not <[collected_coins v] contains (item # of [6] in [collision_ v])?>> then\n add (item # of [6] in [collision_ v]) to [collected_coins v]\n if <<(@coins) = (length of [collected_coins v])> and <(players needs all coins to win) = [1]>> then\n start sound [unlock v]\n else\n start sound [coin v]\n end\n end\nend\nif <(y) < [-300]> then\n set [die v] to [1]\nend\nsay []\nif <[collision_ v] contains [10]?> then\n if <<(players needs all coins to win) = [1]> and <not <(@coins) = (length of [collected_coins v])>>> then\n say (join [you need ] (join ((@coins) - (length of [collected_coins v])) [ more coins]))\n else\n change [x v] by (sx)\n change [y v] by (sy)\n set [win v] to [1]\n set [die v] to [0]\n broadcast (win v)\n end\nend\ncollision\nif <[collision_ v] contains [9]?> then\n if <not <(checkpoint) = (item # of [9] in [collision_ v])>> then\n set [checkpoint v] to (item # of [9] in [collision_ v])\n start sound [Collect v]\n broadcast (activate checkpoint v)\n end\nend\nif <[collision_ v] contains [8]?> then\n set [sign_item v] to (item # of [8] in [collision_ v])\n create clone of (_myself_ v)\nend\n\ndefine y (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\ngoto\nrepeat until <not <<<[collision_ v] contains [21]?> or <[collision_ v] contains [11]?>> or <[collision_ v] contains [1]?>>>\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 goto\n set [sy v] to [0]\nend\n\ndefine x (sx)\nchange [x v] by (sx)\ngoto\nif <<<[collision_ v] contains [21]?> or <[collision_ v] contains [11]?>> or <[collision_ v] contains [1]?>> then\n repeat (10)\n change [y v] by (1)\n goto\n if <not <<<[collision_ v] contains [21]?> or <[collision_ v] contains [11]?>> or <[collision_ v] contains [1]?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n repeat until <not <<<[collision_ v] contains [21]?> or <[collision_ v] contains [11]?>> or <[collision_ v] contains [1]?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n goto\n set [sx v] to [0]\n end\n set [x v] to (x)\n if <(walljump) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n if <([abs v] of (sx) ) = (sx)> then\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [sy v] to [10]\n end\n end\nend\n\ndefine goto\nset [ghost v] effect to (0)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\ncollision\n\ndefine Die\nstart sound [crashed oof v]\nset [win v] to [1]\nif <(y position) < [-100]> then\n set [sy v] to [0]\n set [win v] to [0]\nelse\n set [sy v] to [10]\n set [sx v] to [-3]\n repeat (25)\n change [ghost v] effect by (5)\n turn right (5) degrees\n change x by (sx)\n change y by (sy)\n change [sy v] by (-1.3)\n end\n point in direction (90)\n set [win v] to [0]\nend\n\ndefine Import level\nset [checkpoint v] to [2]\nset [shrinked? v] to [0]\ndelete all of [mode v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [sign v]\nadd platfom [0] [-100] [1]\nadd platfom [0] [-75] [9]\nif <not <(input) = []>> then\n set [debugging v] to [True]\n set [paused v] to [0]\n if < (input) contains [}]?> then\n Savecode Decoder [1]\n else\n Savecode Decoder [2]\n end\nelse\n set [players needs all coins to win v] to [0]\n set [walljump v] to [0]\n set [speed v] to [2.1]\n set [jump height v] to [8]\nend\n\nwhen I receive [edit v]\nset [pos_in_histr v] to [0]\ndelete all of [history v]\nset [mode v] to [editor]\nImport level\nset [ghost v] effect to (100)\nset [change v] to [0]\nset [win v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [blockselected v] to [1]\nset [. v] to [0]\nforever\n change [direction of the saw v] by (1)\n set size to (50) %\n if <(mode) = [editor]> then\n set [checkpoint v] to [2]\n if <<(blockselected) = [8]> or <(blockselected) = [1000]>> then\n broadcast (update v) and wait\n else\n broadcast (update v)\n end\n if <<(paused) = [0]> and <(debugging) = [False]>> then\n broadcast (ui v)\n if <(e?true) > [0]> then\n if <key (e v) pressed?> then\n ask [Enter the text for the sign - Please follow community guidlines] and wait\n if <not <(answer) = []>> then\n replace item (e?true) of [sign v] with (answer)\n set [change v] to [1]\n end\n end\n end\n hide\n set [sx v] to [0]\n set [sy v] to [0]\n set [x v] to [0]\n set [y v] to [-75]\n set [win v] to [0]\n if <<(.) = [1]> and <not <mouse down?>>> then\n Histr\n set [. v] to [0]\n end\n if <(change) = [1]> then\n set [change v] to [0]\n set [. v] to [1]\n end\n end\n else\n show\n if <(die) = [0]> then\n if <(win) = [0]> then\n if <<(paused) = [0]> and <(debugging) = [False]>> then\n broadcast (update v)\n set [die v] to [0]\n Physics\n set x to (round (x position))\n broadcast (ui v)\n end\n else\n start sound [win v]\n repeat until <not <(mode) = [playing]>>\n change x by (((x position) - ((item (item # of [10] in [mode v]) of [x v]) - (SCROLL X))) / (-5))\n change y by (((y position) - (((item (item # of [10] in [mode v]) of [y v]) - (3)) - (SCROLL Y))) / (-5))\n go to [back v] layer\n end\n end\n else\n Die\n set [die v] to [0]\n set [sy v] to [0]\n set [sx v] to [0]\n if <(checkpoint) = [0]> then\n set [checkpoint v] to [2]\n end\n set [x v] to (item (checkpoint) of [x v])\n set [y v] to ((item (checkpoint) of [y v]) + (0))\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\nend\n\nbroadcast (update v)\n\ndefine Editormovemnet\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <<[165] > (joystick dir)> and <(joystick dir) > [15]>>>> then\n change [scroll x v] by (6.25)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(joystick active?) = [1]> and <<[-15] > (joystick dir)> and <(joystick dir) > [-165]>>>> then\n change [scroll x v] by (-6.25)\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(joystick active?) = [1]> and <([abs v] of (joystick dir) ) > [112.5]>>> then\n if <(SCROLL Y) > [-100]> then\n change [scroll y v] by (-6.25)\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n change [scroll y v] by (6.25)\nend\nif <key (1 v) pressed?> then\n set [blockselected v] to [1]\nend\nif <key (2 v) pressed?> then\n set [blockselected v] to [2]\nend\nif <key (3 v) pressed?> then\n set [blockselected v] to [4]\nend\nif <key (4 v) pressed?> then\n set [blockselected v] to [3]\nend\nif <key (5 v) pressed?> then\n set [blockselected v] to [7]\nend\nif <key (6 v) pressed?> then\n set [blockselected v] to [5]\nend\nif <key (7 v) pressed?> then\n set [blockselected v] to [6]\nend\nif <key (8 v) pressed?> then\n set [blockselected v] to [8]\nend\nif <key (9 v) pressed?> then\n set [blockselected v] to [9]\nend\nif <key (0 v) pressed?> then\n set [blockselected v] to [10]\nend\nif <key (e v) pressed?> then\n set [blockselected v] to [1000]\nend\nif <key (m v) pressed?> then\n set [scroll y v] to [0]\n set [scroll x v] to [0]\nend\n\nwhen I receive [loadcode v]\nImport level\nHistr\n\ndefine Savecode Decoder (mode)\nif <(mode) = [2]> then\n set [debugging v] to [True]\n broadcast (decode level v)\nend\nif <(mode) = [1]> then\n set [jump height v] to [8]\n set [speed v] to [2.1]\n set [author v] to [?]\n set [status v] to [0]\n set [zeile v] to [1]\n set [zwische v] to []\n delete all of [ouoot v]\n add [] to [ouoot v]\n if <not <(input) = []>> then\n if <not <[history v] contains (input)?>> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n repeat (length of (input))\n change [status v] by (1)\n if <not <<(letter (status) of (input)) = [ß]> or <(letter (status) of (input)) = [}]>>> then\n set [zwische v] to (join (zwische) (letter (status) of (input)))\n else\n if <not < (zwische) contains [\(]?>> then\n replace item (length of [ouoot v]) of [ouoot v] with (join (item (length of [ouoot v]) of [ouoot v]) (item (zwische) of [z\(old_decoder\) characterst v]))\n else\n replace item (length of [ouoot v]) of [ouoot v] with (join (item (length of [ouoot v]) of [ouoot v]) (zwische))\n end\n set [zwische v] to []\n if <(letter (status) of (input)) = [}]> then\n add [] to [ouoot v]\n end\n end\n end\n end\n set [status v] to [0]\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add ((item (status) of [ouoot v]) * (25)) to [x v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add ((item (status) of [ouoot v]) * (25)) to [y v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add (item (status) of [ouoot v]) to [mode v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add (item (status) of [ouoot v]) to [sign v]\n end\n delete (length of [ouoot v]) of [ouoot v]\n if <<(item (length of [ouoot v]) of [ouoot v]) = [d]> or <(item (length of [ouoot v]) of [ouoot v]) = [g]>> then\n set [theme v] to (item (length of [ouoot v]) of [ouoot v])\n delete (length of [ouoot v]) of [ouoot v]\n if <(item (length of [ouoot v]) of [ouoot v]) = [yes]> then\n set [walljump v] to [1]\n else\n set [walljump v] to [0]\n end\n delete (length of [ouoot v]) of [ouoot v]\n set [checkpoint v] to [2]\n broadcast (hard-cscheck v) and wait\n else\n broadcast (error v)\n set [input v] to []\n Import level\n end\nend\n\ndefine collision\nset [o v] to [0]\nrepeat (length of [iterate_items v])\n change [o v] by (1)\n set [i v] to (item (o) of [iterate_items v])\n replace item (i) of [collision_ v] with [0]\n if <((item (i) of [x v]) - ((21) + ((1) / (2)))) < (x)> then\n if <not <((item (i) of [x v]) - ((-21) + ((1) / (2)))) < (x)>> then\n if <((item (i) of [y v]) - ((22) + ((1) / (2)))) < (y)> then\n if <not <((item (i) of [y v]) - ((-22) + ((1) / (2)))) < (y)>> then\n if <not <[collected_coins v] contains (i)?>> then\n replace item (i) of [collision_ v] with ([floor v] of (item (i) of [mode v]) )\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\nset [input v] to []\nImport level\n\nwhen I start as a clone\nset size to (80) %\nswitch costume to (sign v)\nshow\nset [ghost v] effect to (100)\ngo to x: ((item (sign_item) of [x v]) - (SCROLL X)) y: ((item (sign_item) of [y v]) - (SCROLL Y))\nsay (item (sign_item) of [sign v])\n\nwhen I receive [n v]\nif <(pos_in_histr) < (length of [history v])> then\n change [pos_in_histr v] by (1)\n set [input v] to (item (pos_in_histr) of [history v])\n Import level\nend\n\nwhen flag clicked\nhide\nset [paused v] to [0]\n\nwhen I receive [edit v]\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n wait (0.1) seconds\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [edit v]\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [checkpoint v] to [2]\nset [x v] to [0]\nset [y v] to [-100]\nset [scroll x v] to [0]\nset [scroll y v] to [-100]\ndelete all of [collected_coins v]\n\nwhen I receive [update v]\ndelete this clone\n\ndefine Histr\nbroadcast (getdta v) and wait\nchange [pos_in_histr v] by (1)\ninsert (output) at (pos_in_histr) of [history v] \n\nwhen I receive [edit v]\nforever\n go to [back v] layer\n change [cooldown v] by (-2.7)\n if <(mode) = [playing]> then\n if <<(paused) = [0]> and <(debugging) = [False]>> then\n change [last v] by (-1)\n if <(pick random (1) to (60)) = [1]> then\n if <(last) < [0]> then\n set [last v] to [5]\n switch costume to (7 v)\n repeat (5)\n next costume\n end\n repeat (1)\n switch costume to (10 v)\n end\n repeat (1)\n switch costume to (8 v)\n end\n repeat (1)\n switch costume to (11 v)\n end\n repeat (1)\n switch costume to (7 v)\n end\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <<[165] > (joystick dir)> and <(joystick dir) > [15]>>>> and <<<key (up arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>>> then\n switch costume to (5 v)\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(joystick active?) = [1]> and <<[-15] > (joystick dir)> and <(joystick dir) > [-165]>>>> and <<<key (up arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>>> then\n switch costume to (6 v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(joystick active?) = [1]> and <<[-15] > (joystick dir)> and <(joystick dir) > [-165]>>>> then\n switch costume to (2 v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(joystick active?) = [1]> and <<[165] > (joystick dir)> and <(joystick dir) > [15]>>>> then\n switch costume to (3 v)\n else\n if <<<key (up arrow v) pressed?> or <key (e v) pressed?>> or <<(joystick active?) = [1]> and <[67.5] > ([abs v] of (joystick dir) )>>> then\n switch costume to (4 v)\n else\n switch costume to (1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [p v]\nif <[1] < (pos_in_histr)> then\n change [pos_in_histr v] by (-1)\n set [input v] to (item (pos_in_histr) of [history v])\n Import level\nend\n\nwhen I receive [edit v]\nforever\n if <(mode) = [editor]> then\n Editormovemnet\n end\nend\n\nwhen I receive [home v]\ndelete this clone\n\ndefine add platfom (xpos) (ypos) (id)\nset [o v] to [1]\nrepeat until <<<(item (o) of [x v]) = (xpos)> and <(item (o) of [y v]) = (ypos)>> or <(o) > (length of [mode v])>>\n change [o v] by (1)\nend\nif <(o) > (length of [mode v])> then\n add (xpos) to [x v]\n add (ypos) to [y v]\n add (id) to [mode v]\n add [0] to [sign v]\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@ParticlesWin\n\nwhen I start as a clone\nshow\neff (pick random (-10) to (10))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (20)\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (80) %\ngo to x: (0) y: (-180)\nhide\n\nwhen I receive [win v]\nset [y v] to [30]\nswitch costume to (costume1 v)\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat (10)\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@Blocks\n\nwhen flag clicked\nhide\n\ndefine Stamp (theme)\nset size to (102) %\nsay []\nhide\nset [i v] to [0]\nset [zähler v] to [0]\nset [z2 v] to [0]\nset [@last_coins v] to (@coins)\nset [@coins v] to [0]\nrepeat (length of [mode v])\n clear graphic effects\n change [i v] by (1)\n if <(item (i) of [mode v]) = [6]> then\n change [@coins v] by (1)\n end\n add [0] to [collision_ v]\n if <([abs v] of (([x v] of [hitbox v]) - (item (i) of [x v])) ) < [50]> then\n if <([abs v] of (([y v] of [hitbox v]) - (item (i) of [y v])) ) < [50]> then\n add (i) to [iterate_items v]\n end\n end\n if <not <<(item (i) of [mode v]) = [1]> or <<(item (i) of [mode v]) = [11]> or <(item (i) of [mode v]) = [21]>>>> then\n if <<([abs v] of ((item (i) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (i) of [y v]) - (SCROLL Y)) ) < [160]>> then\n change [zähler v] by (1)\n change [z2 v] by (0)\n set size to (10000) %\n go to x: ((item (i) of [x v]) - (SCROLL X)) y: ((item (i) of [y v]) - (SCROLL Y))\n switch costume to (join [_] (round (item (i) of [mode v])))\n Cc (theme)\n if <(letter (1) of (item (i) of [cs v])) = [0]> then\n if <(item (i) of [mode v]) = [3]> then\n switch costume to (spring_top v)\n else\n if <(item (i) of [mode v]) = [2]> then\n switch costume to (join [lava ani ] ((round ((@@tick) / (0.1))) mod (4)))\n else\n if <(item (i) of [mode v]) = [4]> then\n switch costume to (join [water ani ] ((round ((@@tick) / (0.1))) mod (4)))\n end\n end\n end\n end\n if <<(item (i) of [x v]) = [0]> and <(item (i) of [y v]) = [-100]>> then\n switch costume to (begin v)\n set [brightness v] effect to (10)\n end\n if <(item (i) of [mode v]) = [6]> then\n change y by (([sin v] of (((@@tick) + ((item (i) of [x v]) * (3))) * (100)) ) * (2.5))\n change y by (5)\n if <[collected_coins v] contains (i)?> then\n set [ghost v] effect to (100)\n end\n end\n if <(item (i) of [mode v]) = [7]> then\n if <not <(letter (3) of (item (i) of [cs v])) = [1]>> then\n switch costume to (down_spring_top v)\n end\n end\n if <(item (i) of [mode v]) = [3]> then\n point in direction (90)\n if <(item (i) of [mode v]) = [5]> then\n set rotation style [all around v]\n point in direction (direction of the saw)\n end\n if <(item (i) of [mode v]) = [10]> then\n if <(players needs all coins to win) = [1]> then\n if <(mode) = [playing]> then\n if <not <(length of [collected_coins v]) = (@last_coins)>> then\n set [ghost v] effect to (70)\n end\n end\n end\n end\n if <(item (i) of [mode v]) = [9]> then\n if <(checkpoint) = (i)> then\n change y by ((+*checkpoint_bounce) / (10))\n set [brightness v] effect to (30)\n end\n end\n set size to (102) %\n stamp\n end\n end\n point in direction (90)\n change [i v] by (0)\n if <<(item (i) of [mode v]) = [1]> or <<(item (i) of [mode v]) = [11]> or <(item (i) of [mode v]) = [21]>>> then\n if <<([abs v] of ((item (i) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (i) of [y v]) - (SCROLL Y)) ) < [160]>> then\n change [zähler v] by (1)\n clear graphic effects\n set size to (100000) %\n switch costume to (blank_ground_block v)\n go to x: ((item (i) of [x v]) - (SCROLL X)) y: ((item (i) of [y v]) - (SCROLL Y))\n set size to (102) %\n Cc (theme)\n point in direction (90)\n if <<(item (i) of [x v]) = [0]> and <(item (i) of [y v]) = [-100]>> then\n switch costume to (begin v)\n set [brightness v] effect to (10)\n end\n stamp\n if <(letter (1) of (item (i) of [cs v])) = [0]> then\n if <(theme) = [g]> then\n switch costume to (join [grassland_overlay_] (item (i) of [mode v]))\n end\n if <(theme) = [d]> then\n switch costume to (join [desert_overlay_] (item (i) of [mode v]))\n end\n if <(theme) = [s]> then\n switch costume to (join [winter_overlay_] (item (i) of [mode v]))\n end\n if <(theme) = [r]> then\n switch costume to (join [rf_overlay_] (item (i) of [mode v]))\n end\n set size to (102) %\n stamp\n end\n end\n end\nend\nset size to (100000000) %\nswitch costume to (begin v)\ngo to x: ((item (1) of [x v]) - (SCROLL X)) y: ((item (1) of [y v]) - (SCROLL Y))\nset size to (102) %\nclear graphic effects\nstamp\njoystick\nif <touching (mouse-pointer v)?> then\n stop [this script v]\nend\nset size to (100000000) %\nswitch costume to (begin v)\nset size to (102) %\nif <(joystick active?) = [0]> then\n if <(mode) = [editor]> then\n if <(paused) = [0]> then\n if <(blockselected) < [1000]> then\n go to (mouse-pointer v)\n show\n if <not <touching (shrink v)?>> then\n if <((mouse y) mod (25)) > ((12.5) - ((SCROLL Y) mod (25)))> then\n set y to (((([floor v] of (((mouse y) + (25)) / (25)) ) * (25)) + (0)) - ((SCROLL Y) mod (25)))\n else\n set y to (((([floor v] of ((mouse y) / (25)) ) * (25)) + (0)) - ((SCROLL Y) mod (25)))\n end\n if <((mouse x) mod (25)) > ((12.5) - ((SCROLL X) mod (25)))> then\n set x to (((([floor v] of (((mouse x) + (25)) / (25)) ) * (25)) + (0)) - ((SCROLL X) mod (25)))\n else\n set x to (((([floor v] of ((mouse x) / (25)) ) * (25)) + (0)) - ((SCROLL X) mod (25)))\n end\n if <not <<(blockselected) = [10]> and <[mode v] contains [10]?>>> then\n set [a v] to [1]\n repeat until <<<(item (a) of [x v]) = ((SCROLL X) + (x position))> and <(item (a) of [y v]) = ((y position) + (SCROLL Y))>> or <(a) > (length of [mode v])>>\n change [a v] by (1)\n end\n show\n clear graphic effects\n set [ghost v] effect to (70)\n switch costume to (join [_] (blockselected))\n else\n set [blockselected v] to [1]\n end\n if <not <<(item (a) of [x v]) = ((SCROLL X) + (x position))> and <(item (a) of [y v]) = ((y position) + (SCROLL Y))>>> then\n point in direction (90)\n if <(blockselected) = [5]> then\n point in direction (direction of the saw)\n end\n if <mouse down?> then\n if <not <touching (shrink v)?>> then\n if <(blockselected) = [8]> then\n delete all of [zw.data v]\n add ((SCROLL X) + (x position)) to [zw.data v]\n add ((y position) + (SCROLL Y)) to [zw.data v]\n set [ghost v] effect to (0)\n stamp\n hide\n ask [Enter the text for the sign - Please follow community guidlines] and wait\n set [say v] to (answer)\n add platfom (item (1) of [zw.data v]) (item (2) of [zw.data v]) [8]\n show\n else\n if <(blockselected) = [1]> then\n if <(pick random (1) to (7)) = [1]> then\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) ((blockselected) + (20))\n else\n if <(pick random (1) to (2)) = [1]> then\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) ((blockselected) + (10))\n else\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) (blockselected)\n end\n end\n else\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) (blockselected)\n end\n end\n end\n end\n if <not <touching (shrink v)?>> then\n stamp\n end\n else\n hide\n end\n end\n else\n go to (mouse-pointer v)\n show\n if <not <touching (shrink v)?>> then\n switch costume to (rubber v)\n if <mouse down?> then\n if <not <touching (shrink v)?>> then\n set [ghost v] effect to (20)\n set [rtr v] to [0]\n repeat (length of [mode v])\n change [rtr v] by (1)\n if <<[-10] < ((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v])))> and <((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v]))) < [10]>> then\n if <<[-10] < ((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v])))> and <((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v]))) < [10]>> then\n remove platform (item (rtr) of [x v]) (item (rtr) of [y v])\n end\n end\n end\n end\n else\n set [ghost v] effect to (60)\n end\n show\n stamp\n end\n end\n end\n end\n hide\n if <(mode) = [editor]> then\n if <[mode v] contains [8]?> then\n show\n switch costume to (sign v)\n go to (mouse-pointer v)\n set [rtr v] to [0]\n set [e?true v] to [0]\n repeat (length of [mode v])\n change [rtr v] by (1)\n if <(item (rtr) of [mode v]) = [8]> then\n if <<[-10] < ((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v])))> and <((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v]))) < [10]>> then\n if <<[-10] < ((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v])))> and <((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v]))) < [10]>> then\n set [e?true v] to (rtr)\n set size to (80) %\n go to x: ((item (rtr) of [x v]) - (SCROLL X)) y: ((item (rtr) of [y v]) - (SCROLL Y))\n say (join (item (rtr) of [sign v]) [ \[press e to edit\]])\n change [ghost v] effect by (100)\n stop [this script v]\n end\n end\n end\n end\n end\n show\n set [ghost v] effect to (100)\n end\nend\nif <(item (i) of [mode v]) = [3]> then\n set [brightness v] effect to (0)\nend\n\nwhen I receive [update v]\nerase all\ndelete all of [iterate_items v]\ndelete all of [collision_ v]\nStamp (theme)\n\ndefine Cc (theme)\nif <not <(item (i) of [cs v]) = [0]>> then\n if <(item (i) of [mode v]) = [1]> then\n switch costume to (join [_1_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [mode v]) = [2]> then\n switch costume to (join [_2_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [mode v]) = [4]> then\n switch costume to (join [_4_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [mode v]) = [11]> then\n switch costume to (join [_1_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [mode v]) = [21]> then\n switch costume to (join [_1_] (letter (2) of (item (i) of [cs v])))\n end\n if <(item (i) of [mode v]) = [12]> then\n switch costume to (2w v)\n end\nend\nset [shrinked? v] to [0]\n\ndefine BlockPos Check Elem (element)\nreplace item (element) of [cs v] with [04]\nset [i v] to (element)\nset [@block_below v] to [0]\nset [e v] to [0]\nrepeat (length of [mode v])\n change [e v] by (1)\n if <not <(item (e) of [mode v]) = [6]>> then\n if <(item (e) of [y v]) = ((item (i) of [y v]) + (25))> then\n if <(item (e) of [x v]) = (item (i) of [x v])> then\n replace item (i) of [cs v] with (join [1] (join (letter (2) of (item (i) of [cs v])) (letter (3) of (item (i) of [cs v]))))\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [1] [1]))\n end\n end\n end\n if <not <(item (i) of [mode v]) = [6]>> then\n if <(item (e) of [y v]) = ((item (i) of [y v]) + (-25))> then\n if <(item (e) of [x v]) = (item (i) of [x v])> then\n set [@block_below v] to [1]\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [1] [1]))\n replace item (e) of [cs v] with (join [1] (join (letter (2) of (item (e) of [cs v])) (letter (3) of (item (e) of [cs v]))))\n end\n end\n if <(item (e) of [y v]) = (item (i) of [y v])> then\n if <(item (e) of [x v]) = ((item (i) of [x v]) + (25))> then\n if <(letter (2) of (item (e) of [cs v])) = [4]> then\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [3] (letter (3) of (item (e) of [cs v]))))\n else\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [1] (letter (3) of (item (e) of [cs v]))))\n end\n if <(letter (2) of (item (i) of [cs v])) = [4]> then\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [2] (letter (3) of (item (i) of [cs v]))))\n else\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [1] (letter (3) of (item (i) of [cs v]))))\n end\n end\n if <(item (e) of [x v]) = ((item (i) of [x v]) + (-25))> then\n if <(letter (2) of (item (e) of [cs v])) = [4]> then\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [2] (letter (3) of (item (e) of [cs v]))))\n else\n replace item (e) of [cs v] with (join (letter (1) of (item (e) of [cs v])) (join [1] (letter (3) of (item (e) of [cs v]))))\n end\n if <(letter (2) of (item (i) of [cs v])) = [4]> then\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [3] (letter (3) of (item (i) of [cs v]))))\n else\n replace item (i) of [cs v] with (join (letter (1) of (item (i) of [cs v])) (join [1] (letter (3) of (item (i) of [cs v]))))\n end\n end\n end\n end\nend\n\nwhen I receive [debug v]\nset [debugging v] to [True]\nset [debugging v] to [False]\n\ndefine remove platform (x) (y)\ndelete all of [poscheck: items to check v]\nset [o v] to [2]\nset [i v] to []\nrepeat until <(o) > (length of [mode v])>\n change [o v] by (1)\n if <<(item (o) of [x v]) = (x)> and <(item (o) of [y v]) = (y)>> then\n set [i v] to (o)\n end\n if <<([abs v] of ((item (o) of [x v]) - (x)) ) < [30]> and <([abs v] of ((item (o) of [y v]) - (y)) ) < [30]>> then\n add (o) to [poscheck: items to check v]\n end\n if <<<(item (o) of [x v]) = ((x) + (25))> or <(item (o) of [x v]) = ((x) + (-25))>> and <(item (o) of [y v]) = (y)>> then\n add (o) to [poscheck: items to check v]\n end\nend\ndelete (i) of [x v]\ndelete (i) of [y v]\ndelete (i) of [sign v]\ndelete (i) of [mode v]\ndelete (i) of [cs v]\nset [change v] to [1]\nset [aa v] to [0]\nrepeat (length of [poscheck: items to check v])\n change [aa v] by (1)\n BlockPos Check Elem (item (aa) of [poscheck: items to check v])\nend\n\nwhen I receive [hard-cscheck v]\nset [debugging v] to [True]\nBlockPos Check All\nset [debugging v] to [False]\n\ndefine BlockPos Check All\ndelete all of [cs v]\nset [a v] to [0]\nrepeat (length of [mode v])\n change [a v] by (1)\n add [10] to [cs v]\n if <<is compiled?> or <(a) < [500]>> then\n BlockPos Check Elem (a)\n end\nend\n\nwhen I receive [cscheck v]\nset [debugging v] to [True]\nif <<is compiled?> or <(length of [mode v]) < [200]>> then\n BlockPos Check All\nend\nset [debugging v] to [False]\n\ndefine joystick\ngo to x: (200) y: (-105)\nset rotation style [all around v]\npoint in direction (90)\nclear graphic effects\nswitch costume to (joystick v)\nset [ghost v] effect to (55)\nset size to (19) %\nshow\nstamp\nclear graphic effects\nset [joystick dir v] to []\nif <mouse down?> then\n if <(joystick active?) = [1]> then\n point towards (mouse-pointer v)\n set [joystick dir v] to (round (direction))\n if <(distance to [mouse-pointer v]) > [20]> then\n move (20) steps\n else\n move (distance to [mouse-pointer v]) steps\n end\n else\n if <touching (mouse-pointer v)?> then\n set [joystick active? v] to [1]\n point towards (mouse-pointer v)\n set [joystick dir v] to (round (direction))\n if <(distance to [mouse-pointer v]) > [20]> then\n move (20) steps\n else\n move (distance to [mouse-pointer v]) steps\n end\n end\n end\nelse\n go to x: (200) y: (-105)\n set [joystick active? v] to [0]\nend\npoint in direction (90)\nset size to (9.5) %\nset [ghost v] effect to (30)\nstamp\nhide\nclear graphic effects\nset rotation style [left-right v]\n\ndefine add platfom (xpos) (ypos) (id)\nif <not <(say) = []>> then\n set [o v] to [1]\n repeat until <<<(item (o) of [x v]) = (xpos)> and <(item (o) of [y v]) = (ypos)>> or <(o) > (length of [mode v])>>\n change [o v] by (1)\n end\n add (xpos) to [x v]\n add (ypos) to [y v]\n add (id) to [mode v]\n add (say) to [sign v]\n add [0] to [cs v]\n if <is compiled?> then\n BlockPos Check Elem (o)\n else\n BlockPos Check Elem (o)\n end\n set [change v] to [1]\nend\nset [say v] to [0]\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nset volume to (50) %\n\n@Shrink\n\nwhen I start as a clone\nforever\n wait until <<(\side-bar opened) = [1]> and <<(mode) = [editor]> or <(mode) = [playing]>>>\n start sound [High Whoosh v]\n set [ghost v] effect to (100)\n go to x: (90) y: (0)\n switch costume to (costume2 v)\n show\n go to [back v] layer\n go [forward v] (30) layers\n repeat (9)\n change [ghost v] effect by (-10)\n go to [back v] layer\n xb\n end\n repeat until <<not <(\side-bar opened) = [1]>> or <not <<(mode) = [editor]> or <(mode) = [playing]>>>>\n go to [back v] layer\n xb\n end\n start sound [Low Whoosh v]\n repeat (10)\n change x by (((x position) - (90)) / (-3))\n change [ghost v] effect by (10)\n set [\side-bar-x v] to (x position)\n broadcast (side-bar v)\n end\n hide\n delete this clone\nend\n\ndefine xb\nset [velocity.1 v] to (((velocity.1) * (0.65)) + (((x position) - (-5)) * (-0.2)))\nchange x by ([floor v] of (velocity.1) )\nset [\side-bar-x v] to (x position)\nbroadcast (side-bar v)\n\nwhen flag clicked\nforever\n wait until <<not <(\side-bar opened) = [1]>> or <not <<(mode) = [editor]> or <(mode) = [playing]>>>>\n set [\side-bar-x v] to [1000]\n wait until <not <<not <(\side-bar opened) = [1]>> or <not <<(mode) = [editor]> or <(mode) = [playing]>>>>>\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(mode) = [editor]> or <(mode) = [playing]>> then\n show\n go to [back v] layer\n switch costume to (mode)\n go [forward v] (2) layers\n else\n hide\n end\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@x\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [yc v] to [6]\ncreate clone of (_myself_ v)\nrepeat (14)\n change [yc v] by (1)\n set [x v] to ((x) + (((yc) - (6)) * (9)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(yc) > [5]> then\n switch costume to (0 v)\n forever\n if <<<(mode) = [playing]> or <(mode) = [editor]>> and <(\side-bar opened) = [1]>> then\n show\n set [brightness v] effect to (20)\n set [ghost v] effect to (35)\n show\n switch costume to (0 v)\n switch costume to (letter ((yc) - ((15) + ((0) - (length of (join [y ] (round (SCROLL Y))))))) of (join [y ] (round (SCROLL Y))))\n go to x: ((x) - (0)) y: (y)\n set size to (30) %\n go to [front v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nnew counter @ [140] [-124]\n\nwhen I receive [side-bar v]\nchange x by (6)\nchange x by (\side-bar-x)\n\nwhen [timer v] > (0)\nhide\n\n@y\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [yc v] to [6]\ncreate clone of (_myself_ v)\nrepeat (14)\n change [yc v] by (1)\n set [x v] to ((x) + (((yc) - (6)) * (9)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(yc) > [5]> then\n switch costume to (0 v)\n forever\n if <<<(mode) = [playing]> or <(mode) = [editor]>> and <(\side-bar opened) = [1]>> then\n show\n set [brightness v] effect to (20)\n set [ghost v] effect to (35)\n show\n switch costume to (0 v)\n switch costume to (letter ((yc) - ((15) + ((0) - (length of (join [x ] (round (SCROLL X))))))) of (join [x ] (round (SCROLL X))))\n go to x: ((x) - (0)) y: (y)\n set size to (30) %\n go to [front v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nnew counter @ [140] [-100]\n\nwhen I receive [side-bar v]\nchange x by (6)\nchange x by (\side-bar-x)\n\nwhen [timer v] > (0)\nhide\n\n@Editor&Play UI\n\nwhen flag clicked\nhide\nforever\n set [vel2 v] to [0]\n point in direction (90)\n wait until <(mode) = [editor]>\n set volume to (100) %\n set [clone-id v] to [1]\n create clone of (_myself_ v)\n point in direction (90)\n set [clone-id v] to [2]\n create clone of (_myself_ v)\n set [clone-id v] to [3]\n create clone of (_myself_ v)\n set [clone-id v] to [4]\n create clone of (_myself_ v)\n set [clone-id v] to [6]\n create clone of (_myself_ v)\n set [clone-id v] to [7]\n create clone of (_myself_ v)\n set [clone-id v] to [8]\n create clone of (_myself_ v)\n wait until <not <(mode) = [editor]>>\nend\n\nwhen I start as a clone\nset size to (100) %\nif <(mode) = [editor]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [1]> then\n go to x: (218) y: (157)\n switch costume to (... v)\n set size to (100) %\n end\n if <(clone-id) = [2]> then\n go to x: (150) y: (157)\n set size to (100) %\n switch costume to (save v)\n end\n if <(clone-id) = [3]> then\n set size to (100) %\n go to x: (75) y: (157)\n switch costume to (load v)\n show\n end\n if <(clone-id) = [4]> then\n go to x: (-25) y: (157)\n switch costume to (play v)\n set size to (100) %\n end\n if <(clone-id) = [5]> then\n if <(clone-id) = [6]> then\n go to x: (170) y: (90)\n set size to (100) %\n switch costume to (information v)\n end\n if <(clone-id) = [7]> then\n set size to (100) %\n go to x: (170) y: (25)\n switch costume to (theme v)\n end\n if <(clone-id) = [8]> then\n set size to (100) %\n go to x: (170) y: (-40)\n switch costume to (settings v)\n end\n set [ghost v] effect to (100)\n if <(clone-id) < [6]> then\n if <(clone-id) < [5]> then\n set y to (187)\n if <(mode) = [editor]> then\n repeat (10)\n change [ghost v] effect by (-8)\n if <(clone-id) < [5]> then\n change y by (((y position) - (157)) / (-5))\n end\n sb\n end\n end\n repeat until <not <(mode) = [editor]>>\n if <(clone-id) < [5]> then\n change y by (((y position) - (157)) / (-5))\n end\n if <(clone-id) = [2]> then\n show\n if <(length of [mode v]) = [1]> then\n hide\n end\n end\n sb\n click\n end\n repeat (4)\n change y by ((3) * ((-1) + (<([abs v] of (y position) ) = (y position)> * (2))))\n change [ghost v] effect by (25)\n end\n delete this clone\n end\n set [ghost v] effect to (100)\n else\n forever\n set [ghost v] effect to (100)\n repeat until <<(mode) = [editor]> and <(\side-bar opened) = [1]>>\n if <not <(mode) = [editor]>> then\n delete this clone\n end\n end\n if <<(mode) = [editor]> and <(\side-bar opened) = [1]>> then\n repeat until <not <<(mode) = [editor]> and <(\side-bar opened) = [1]>>>\n set x to (199)\n change [ghost v] effect by (-8)\n if <(theme) = [r]> then\n set [color v] effect to (150)\n end\n if <(theme) = [d]> then\n set [color v] effect to (150)\n end\n if <(theme) = [g]> then\n set [color v] effect to (0)\n end\n if <(theme) = [s]> then\n set [color v] effect to (62)\n end\n if <(clone-id) = [2]> then\n show\n if <(length of [mode v]) = [1]> then\n hide\n end\n end\n sb\n click\n end\n if <not <(mode) = [editor]>> then\n show\n delete this clone\n end\n end\n end\n end\nend\nif <(mode) = [playing]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [101]> then\n go to x: (160) y: (187)\n switch costume to (editor v)\n end\n if <(clone-id) = [102]> then\n go to x: (218) y: (187)\n switch costume to (... v)\n set size to (100) %\n end\n if <(clone-id) = [103]> then\n go to x: (-120) y: (187)\n switch costume to (pause v)\n set size to (100) %\n end\n if <(clone-id) = [104]> then\n go to x: (-30) y: (187)\n switch costume to (reset v)\n set size to (100) %\n end\nend\nrepeat (10)\n change y by (((y position) - (157)) / (-5))\n change [ghost v] effect by (-8)\nend\nrepeat until <not <(mode) = [playing]>>\n if <(clone-id) = [103]> then\n if <(paused) = [1]> then\n switch costume to (resume v)\n else\n switch costume to (pause v)\n end\n end\n change y by (((y position) - (157)) / (-5))\n sb\n click\nend\ndelete this clone\n\nwhen flag clicked\nshow list [export your level v]\n\ndefine sb\nif <(joystick active?) = [0]> then\n if <<(clone-id) = [1]> or <(clone-id) = [102]>> then\n change size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (15)))) / (-4))\n rb\n else\n change size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (15)))) / (-4))\n end\nend\n\ndefine rb\nset [vel2 v] to (((vel2) * (0.75)) + ((((90) + (<(\side-bar opened) = [1]> * (-90))) - (direction)) * (0.18)))\nturn right (round (vel2)) degrees\n\ndefine click\nchange [ghost v] effect by (-22)\nchange [ghost v] effect by (14)\nif <(joystick active?) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (75)\n repeat until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <<<[5] < (clone-id)> and <(clone-id) < [9]>> and <(\side-bar opened) = [0]>> then\n set x to (199)\n end\n end\n if <touching (mouse-pointer v)?> then\n if <(clone-id) = [1]> then\n change [\side-bar opened v] by (-1)\n set [\side-bar opened v] to ([abs v] of (\side-bar opened) )\n broadcast (side-bar v)\n end\n if <(clone-id) = [2]> then\n broadcast (getdta v) and wait\n hide\n delete all of [export your level v]\n add [Triple click on the code below and then copy \(Ctrl+C\) and past \(Ctrl+V\) it to] to [export your level v]\n add [your computer to save the level you made:] to [export your level v]\n add [] to [export your level v]\n add (output) to [export your level v]\n hide list [export your level v]\n ask [Enter the code here to confirm that you have all of it!] and wait\n repeat until <(answer) = (item (4) of [export your level v])>\n ask [You didn't copy the whole code Remember to TRIPLE click on the code and then press Ctrl key + c key to copy it and Ctrl key + V key to past it. If you need help, ask in comments.] and wait\n end\n show list [export your level v]\n show\n end\n if <(clone-id) = [3]> then\n hide\n ask [Enter your level code] and wait\n show\n set [input v] to (answer)\n broadcast (loadcode v)\n end\n if <(clone-id) = [4]> then\n set [mode v] to [playing]\n delete all of [collected_coins v]\n set [checkpoint v] to [2]\n broadcast (debug v) and wait\n hide\n set [scroll y v] to [0]\n set [scroll x v] to [1]\n set [win v] to [0]\n end\n if <(clone-id) = [6]> then\n hide\n broadcast (settings v) and wait\n show\n end\n if <(clone-id) = [7]> then\n hide\n broadcast (change_theme v) and wait\n show\n end\n if <(clone-id) = [8]> then\n hide\n ask [enter x position] and wait\n set [scroll x v] to (answer)\n ask [enter y position] and wait\n set [scroll y v] to (answer)\n show\n end\n if <(clone-id) = [101]> then\n set [paused v] to [0]\n set [mode v] to [editor]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n delete all of [collected_coins v]\n end\n if <(clone-id) = [102]> then\n change [\side-bar opened v] by (-1)\n set [\side-bar opened v] to ([abs v] of (\side-bar opened) )\n broadcast (side-bar v)\n end\n if <(clone-id) = [103]> then\n if <(paused) = [1]> then\n set [paused v] to [0]\n else\n set [paused v] to [1]\n end\n broadcast (pause v)\n end\n if <(clone-id) = [104]> then\n broadcast (restart v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(mode) = [playing]>\n set [paused v] to [0]\n wait (0.1) seconds\n set [clone-id v] to [101]\n create clone of (_myself_ v)\n set [clone-id v] to [102]\n create clone of (_myself_ v)\n set [clone-id v] to [103]\n create clone of (_myself_ v)\n set [clone-id v] to [104]\n create clone of (_myself_ v)\n wait until <not <(mode) = [playing]>>\nend\n\nwhen I receive [side-bar v]\nif <<[5] < (clone-id)> and <(clone-id) < [9]>> then\n change x by (6)\n change x by (\side-bar-x)\nend\n\nwhen I start as a clone\nforever\n wait until <touching (mouse-pointer v)?>\n if <not <<<[5] < (clone-id)> and <(clone-id) < [9]>> and <(\side-bar opened) = [0]>>> then\n start sound [Touch v]\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@Undo&Redo&Home UI\n\nwhen flag clicked\nhide\nforever\n set [vel2 v] to [0]\n point in direction (90)\n wait until <(mode) = [editor]>\n set [clone-id v] to [1]\n create clone of (_myself_ v)\n point in direction (90)\n set [clone-id v] to [2]\n create clone of (_myself_ v)\n wait until <not <(mode) = [editor]>>\nend\n\nwhen I start as a clone\nset size to (100) %\nif <<(mode) = [editor]> or <(clone-id) = [3]>> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [1]> then\n go to x: (-170) y: (187)\n switch costume to (go to ...2 v)\n set size to (100) %\n end\n if <(clone-id) = [2]> then\n go to x: (-135) y: (187)\n set size to (100) %\n switch costume to (go to ... v)\n end\n if <(clone-id) = [3]> then\n go to x: (-205) y: (187)\n set size to (100) %\n switch costume to (home v)\n end\nend\nforever\n repeat until <not <<(mode) = [editor]> or <(clone-id) = [3]>>>\n change [ghost v] effect by (-8)\n if <(theme) = [r]> then\n set [color v] effect to (150)\n end\n if <(theme) = [d]> then\n set [color v] effect to (150)\n end\n if <(theme) = [g]> then\n set [color v] effect to (0)\n end\n if <(theme) = [s]> then\n set [color v] effect to (62)\n end\n sb\n set [button_active v] to [1]\n if <(clone-id) = [1]> then\n if <(pos_in_histr) = [1]> then\n set [ghost v] effect to (90)\n set [button_active v] to [0]\n end\n end\n if <(clone-id) = [2]> then\n if <(pos_in_histr) = (length of [history v])> then\n set [ghost v] effect to (90)\n set [button_active v] to [0]\n end\n end\n if <(clone-id) = [3]> then\n change y by (((y position) - (157)) / (-5))\n if <(button_active) = [1]> then\n if <(joystick active?) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (75)\n wait until <not <mouse down?>>\n set size to (0) %\n set [ghost v] effect to (100)\n set [blockselected v] to [1]\n if <(clone-id) = [1]> then\n broadcast (p v)\n end\n if <(clone-id) = [2]> then\n broadcast (n v)\n end\n if <(clone-id) = [3]> then\n if <<(mode) = [editor]> or <(mode) = [playing]>> then\n broadcast (leave v)\n else\n broadcast (trans1 v) and wait\n set [theme v] to [d]\n broadcast (home v)\n wait (0.25) seconds\n broadcast (trans2 v)\n delete this clone\n end\n end\n end\n end\n end\n end\n delete this clone\nend\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.75)) + ((((100) + (<touching (mouse-pointer v)?> * (30))) - (size)) * (0.18)))\nchange size by (vel2)\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n wait until <(mode) = [homescreen]>\n wait until <not <(mode) = [homescreen]>>\n set [clone-id v] to [3]\n create clone of (_myself_ v)\nend\n\nwhen I receive [home v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <touching (mouse-pointer v)?>\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\nif <(joystick active?) = [0]> then\n\n@Banner\n\nwhen flag clicked\nhide\n\nwhen I receive [edit v]\nhide\n\nwhen I receive [home v]\nshow\ngo to x: (0) y: (-250)\nwait (0.1) seconds\nrepeat (40)\n change y by ((y position) / (-5))\n erase all\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nswitch costume to (banner1 v)\nwait (1) seconds\nforever\n repeat (4)\n next costume\n end\n repeat (1)\n switch costume to (banner4 v)\n end\n repeat (1)\n switch costume to (banner3 v)\n end\n repeat (1)\n switch costume to (banner2 v)\n end\n repeat (1)\n switch costume to (banner1 v)\n end\n wait (pick random (2) to (3)) seconds\nend\n\n@Homescreen UI\n\nwhen I start as a clone\nset size to (100) %\nif <(mode) = [homescreen]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [1]> then\n go to x: (0) y: (-200)\n switch costume to (1 v)\n set size to (100) %\n end\n if <(clone-id) = [2]> then\n go to x: (0) y: (-200)\n switch costume to (2 v)\n set size to (100) %\n end\n if <(clone-id) = [3]> then\n switch costume to (2 v)\n set size to (100) %\n go to x: (0) y: (-200)\n end\nend\nforever\n repeat (10)\n if <(mode) = [homescreen]> then\n change [ghost v] effect by (-7)\n go to [front v] layer\n change y by (((y position) - ((-100) - (((clone-id) - (1)) * (50)))) / (-5))\n end\n end\n repeat until <not <(mode) = [homescreen]>>\n change y by (((y position) - ((-100) - (((clone-id) - (1)) * (50)))) / (-5))\n go to [front v] layer\n go [backward v] (2) layers\n sb\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (20))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (45)\n wait until <not <mouse down?>>\n start sound [Click v]\n if <(clone-id) = [1]> then\n set [input v] to []\n broadcast (trans1 v) and wait\n set [theme v] to [g]\n broadcast (change_theme v)\n start editor\n end\n if <(clone-id) = [2]> then\n stamp\n hide\n ask [Enter your level code] and wait\n set [input v] to (answer)\n broadcast (trans1 v) and wait\n set [theme v] to [g]\n start editor\n end\n end\n end\n delete this clone\nend\n\ndefine sb\nchange size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (10)))) / (-4))\n\ndefine start editor\nset [mode v] to [editor]\nbroadcast (edit v)\nbroadcast (loadcode v)\nbroadcast (trans2 v)\n\nwhen I receive [home v]\nhide\nset [vel2 v] to [0]\npoint in direction (90)\nset [\side-bar opened v] to [0]\nwait until <(mode) = [homescreen]>\nset [clone-id v] to [1]\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [clone-id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [trans2 v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <touching (mouse-pointer v)?>\n start sound [Tap Conga v]\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@Win UI\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nwait (0.2) seconds\nset [joystick active? v] to [0]\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (-120)\nrepeat (15)\n change y by ((y position) / (-3))\n change [ghost v] effect by (-6)\nend\nwait until <not <(mode) = [playing]>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (120)\nrepeat (15)\n change y by ((y position) / (-3))\n change [ghost v] effect by (-5)\nend\nwait until <not <(mode) = [playing]>>\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\nend\ndelete this clone\n\nwhen I start as a clone\nwait (0.16) seconds\nrepeat (3)\n change size by (4)\nend\nrepeat (3)\n change size by (-4)\nend\n\nwhen [timer v] > (0)\nhide\n\n@Selected block UI\n\nwhen flag clicked\nforever\n repeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-173)) / (-3))\n go to [back v] layer\n end\n hide\n wait until <(mode) = [editor]>\n go to x: (-140) y: (-173)\n set [m v] to (blockselected)\n show\n switch costume to (ground v)\n set [ghost v] effect to (100)\n repeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\n end\n set [ghost v] effect to (25)\n repeat (9)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\n end\n repeat until <not <(mode) = [editor]>>\n show\n if <not <(m) = (blockselected)>> then\n cost\n end\n end\nend\n\ndefine cost\nset [m v] to (blockselected)\nrepeat (4)\n change [ghost v] effect by (25)\n change y by (1)\nend\nif <(blockselected) = [1000]> then\n switch costume to (eraser v)\nelse\n switch costume to (blockselected)\nend\ngo to x: (-140) y: (-173)\nrepeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\nend\nset [ghost v] effect to (25)\nrepeat (9)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0)\nerase all\nwait (0.15) seconds\nshow\nset size to (200) %\nset [ghost v] effect to (100)\nrepeat (100)\n go to [front v] layer\n go [backward v] (1) layers\n change size by (((size) - (100)) / (-3))\n change [ghost v] effect by (-10)\n change size by (((size) - (100)) / (-8))\nend\n\nchange [ghost v] effect by (-10)\n\n@Sprite1\n\nwhen flag clicked\nset [debugging v] to [False]\nforever\n if <(debugging) = [False]> then\n hide\n else\n show\n set [ghost v] effect to (5)\n go to [front v] layer\n end\nend\n\nwhen I receive [activate checkpoint v]\nset [+*checkpoint_bounce v] to [0]\nset [yvel v] to [20]\nrepeat (19)\n change [yvel v] by (-2)\n change [+*checkpoint_bounce v] by (yvel)\nend\n\nwhen [timer v] > (0)\nhide\n\n@useless particle effect\n\nwhen flag clicked\nset [last_water v] to [0]\ngo to x: (0) y: (-30000)\nhide\n\nwhen I start as a clone\nset [y v] to (pick random (20) to (30))\nshow\neff (pick random (-3) to (3))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (pick random (40) to (80))\nset [brightness v] effect to (0)\nset size to (pick random (40) to (90)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I receive [water v]\nif <((last_water) + (3)) < (@@tick)> then\n set [last_water v] to (@@tick)\n start sound [Splash v]\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\n go to x: ([x position v] of [hitbox v]) y: (-3000)\n create clone of (_myself_ v)\nend\nset [last_water v] to (@@tick)\n\nwhen flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\n\n@effect_snowflake\n\nwhen I start as a clone\nset size to (40) %\nshow\nset [ghost v] effect to (60)\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (180)\nrepeat (10)\n change y by (-3)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-3)\nend\nrepeat (10)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (snow v)\nforever\n if <<<(mode) = [playing]> or <(mode) = [editor]>> and <(theme) = [s]>> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(theme) = [s]>> then\n delete this clone\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [pause v]\nif <(paused) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nani\n\ndefine ani\nshow\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (8)\n change [ghost v] effect by (-15)\n change size by (((size) - (150)) / (-6))\nend\nrepeat (8)\n change [ghost v] effect by (15)\n change size by (((size) - (150)) / (-6))\nend\nhide\n\nwhen I receive [restart v]\nswitch costume to (costume3 v)\nani\n\nwhen [timer v] > (0)\nhide\n\n@Sprite3\n\nwhen I receive [change_theme v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [1]\n create clone of (_myself_ v)\n set [clone-id v] to [2]\n create clone of (_myself_ v)\n set [clone-id v] to [3]\n create clone of (_myself_ v)\n set [clone-id v] to [4]\n create clone of (_myself_ v)\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(mode) = [editor]>> then\n set [open v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I start as a clone\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n if <(letter (clone-id) of [gdsr]) = (theme)> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (30)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (17)\n if <mouse down?> then\n set [brightness v] effect to (10)\n set [theme v] to (letter (clone-id) of [gdsr])\n set [change v] to [1]\n if <(theme) = [g]> then\n change [☁ stats: grassland theme users v] by (1)\n end\n if <(theme) = [d]> then\n change [☁ stats: desert theme users v] by (1)\n end\n if <(theme) = [s]> then\n change [☁ stats: snow theme users v] by (1)\n end\n if <(theme) = [r]> then\n change [☁ stats: lava theme users v] by (1)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused v] to [0]\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Sprite4\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [settings v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [okay]\n show variable [jump height v]\n show variable [speed v]\n show variable [players needs all coins to win v]\n create clone of (_myself_ v)\n set [clone-id v] to [reset]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(mode) = [editor]>> then\n set [open v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [change_theme close v]\nhide variable [speed v]\nhide variable [jump height v]\nhide variable [players needs all coins to win v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\nset [open v] to [0]\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I start as a clone\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [reset]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n set [speed v] to [2.1]\n set [jump height v] to [8]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused v] to [0]\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Leave\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [leave v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [yes]\n create clone of (_myself_ v)\n set [clone-id v] to [no]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I start as a clone\nforever\n if <(clone-id) = [no]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n else\n if <(clone-id) = [yes]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (20)\n broadcast (trans1 v) and wait\n set [theme v] to [d]\n broadcast (home v)\n wait (0.25) seconds\n broadcast (trans2 v)\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused v] to [0]\n\nwhen I receive [home v]\nhide\ndelete this clone\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@walljump?\n\ndefine Off\nswitch costume to (costume1 v)\nrepeat (5)\n change [brightness v] effect by (2)\n next costume\nend\n\ndefine On\nswitch costume to (costume3 v)\nrepeat (1)\n switch costume to (4 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (3 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (2 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n switch costume to (1 v)\n change [brightness v] effect by (2)\nend\nrepeat (1)\n change [brightness v] effect by (2)\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n hide\n wait until <(mode) = [editor]>\n wait (0) seconds\n set [ghost v] effect to (100)\n if <(walljump) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n go to x: (200) y: (-194)\n show\n go to [front v] layer\n if <(mode) = [editor]> then\n repeat (10)\n change [ghost v] effect by (-9)\n change y by (((y position) - (-164)) / (-2))\n end\n end\n repeat until <not <(mode) = [editor]>>\n if <(walljump) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n set [brightness v] effect to (0)\n if <(joystick active?) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (-20)\n wait until <not <mouse down?>>\n if <(answer) = (s)> then\n start sound [Select v]\n if <(walljump) = [0]> then\n set [walljump v] to [1]\n Off\n else\n set [walljump v] to [0]\n On\n end\n end\n end\n set [s v] to (answer)\n end\n end\nend\n\nset [change v] to [1]\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nset volume to (50) %\n\n@Blockl"\n\nwhen flag clicked\nClone\n\ndefine Clone\nset size to (90) %\nshow\nset [clone id v] to [0]\nswitch costume to (1 v)\ngo to x: (-220) y: (-170)\nrepeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (28)\nend\nchange [clone id v] by (1)\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nchange x by (56)\nrepeat (2)\n change x by (28)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nchange [clone id v] by (1)\nrepeat (3)\n change x by (28)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\ngo to x: (-220) y: (-170)\nchange x by ((28) * (3))\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\nchange x by (28)\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\nset [clone id v] to [1000]\nset x to (80)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n hide\n wait until <(mode) = [editor]>\n set [ghost v] effect to (100)\n show\n if <<(mode) = [editor]> and <not <<[mode v] contains [10]?> and <(clone id) = [10]>>>> then\n repeat until <not <(mode) = [editor]>>\n change y by (((y position) - (-164)) / (-2))\n show\n point in direction (90)\n switch costume to (clone id)\n set [ghost v] effect to (70)\n if <touching (mouse-pointer v)?> then\n if <(joystick active?) = [0]> then\n set [ghost v] effect to (58)\n end\n end\n if <(clone id) = (blockselected)> then\n set [ghost v] effect to (10)\n change size by (((size) - (100)) / (-4.5))\n else\n change size by (((size) - (86)) / (-4.5))\n end\n if <(clone id) = [5]> then\n point in direction (direction of the saw)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(joystick active?) = [0]> then\n wait until <not <mouse down?>>\n set [blockselected v] to (clone id)\n end\n end\n if <(clone id) = [10]> then\n if <[mode v] contains [10]?> then\n hide\n end\n end\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@coins\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [yc v] to [6]\ncreate clone of (_myself_ v)\nrepeat (4)\n change [yc v] by (1)\n set [x v] to ((x) + (((yc) - (6)) * (9)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(yc) > [5]> then\n switch costume to (0 v)\n forever\n if <(mode) = [playing]> then\n show\n set [brightness v] effect to (20)\n set [ghost v] effect to (35)\n show\n switch costume to (0 v)\n switch costume to (letter ((yc) - ((10) + ((0) - (length of (length of [collected_coins v]))))) of (length of [collected_coins v]))\n go to x: ((x) - (0)) y: (y)\n set size to (30) %\n go to [front v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nnew counter @ [-200] [-165]\n\nwhen [timer v] > (0)\nhide\n\n@Leave2\n\ndefine sb\nset [vel2 v] to (((vel2) * (0.65)) + ((((100) + ()) - (size)) * (0.15)))\nchange size by (vel2)\n\nwhen I receive [error v]\nif <(open) = [0]> then\n stop [other scripts in sprite v]\n set [paused v] to [1]\n set [\side-bar opened v] to [0]\n set [open v] to [1]\n set [clone-id v] to [okay]\n create clone of (_myself_ v)\n set [clone-id v] to []\n go to [back v] layer\n switch costume to (costume1 v)\n effect 1\n forever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (change_theme close v) and wait\n set [open v] to [0]\n stop [this script v]\n end\n if <(open) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<(mode) = [editor]> or <(mode) = [playing]>>> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [change_theme close v]\nrepeat (10)\n change size by (((size) - (70)) / (-4.5))\n change [ghost v] effect by (15)\nend\nhide\ndelete this clone\n\ndefine effect 1\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nset size to (20) %\nrepeat (20)\n change [ghost v] effect by (-10)\n sb\nend\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (clone-id)\neffect 1\n\nwhen I start as a clone\nforever\n if <(clone-id) = [okay]> then\n if <(open) = [1]> then\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (16)\n if <mouse down?> then\n set [brightness v] effect to (30)\n wait until <not <mouse down?>>\n broadcast (change_theme close v)\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [open v] to [0]\n\nwhen I receive [trans1 v]\nset [open v] to [0]\n\nwhen I receive [change_theme close v]\nwait (0.1) seconds\nset [paused v] to [0]\n\nwhen I receive [home v]\nhide\ndelete this clone\n\nwhen I receive [change_theme close v]\nset [open v] to [0]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Encoder / Decoder\n\ndefine Encode_ (input)\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n if <not <<(letter (i) of (input)) = [\(]> or <(letter (i) of (input)) = [\)]>>> then\n switch costume to (join [=] (letter (i) of (input)))\n set [output v] to (join (output) (costume [number v]))\n end\nend\n\nwhen I receive [getdta v]\nset [author v] to [TimMcCool]\nEncode level\n\ndefine Encode level\nset [output v] to []\nEncode Blocks\nEncode_ (players needs all coins to win)\nset [output v] to (join (output) [94])\nEncode_ (theme)\nset [output v] to (join (output) [92])\nEncode_ (walljump)\nset [output v] to (join (output) [92])\nEncode_ (jump height)\nset [output v] to (join (output) [92])\nEncode_ (speed)\nset [output v] to (join (output) [92])\nEncode_ (author)\nset [output v] to (join (output) [92])\nset [raw_code v] to (output)\n\ndefine Encode Blocks\nset [o v] to [2]\nrepeat ((length of [x v]) - (2))\n change [o v] by (1)\n Encode_ ((item (o) of [x v]) / (25))\n set [output v] to (join (output) [87])\n Encode_ ((item (o) of [y v]) / (25))\n set [output v] to (join (output) [88])\n Encode_ (item (o) of [mode v])\n set [output v] to (join (output) [89])\n Encode_ (item (o) of [cs v])\n set [output v] to (join (output) [91])\n if <not <(item (o) of [sign v]) = [0]>> then\n Encode_ (item (o) of [sign v])\n set [output v] to (join (output) [90])\n end\nend\n\nwhen I receive [decode level v]\nset [debugging v] to [True]\nDecode level\nset [debugging v] to [False]\n\ndefine Decode level\nset [players needs all coins to win v] to [0]\nset [theme v] to []\nset [walljump v] to []\nset [jump height v] to []\nset [speed v] to []\nset [author v] to []\nset [u v] to [0]\nset [betw.output v] to []\nrepeat (length of (input))\n change [u v] by (<not < (input) contains [÷]?>> + (1))\n if < (input) contains [÷]?> then\n switch costume to (item # of (letter (u) of (input)) in [unicodes v])\n else\n switch costume to (join (letter ((u) - (1)) of (input)) (letter (u) of (input)))\n end\n if < (costume [name v]) contains [=]?> then\n set [betw.output v] to (join (betw.output) (letter (2) of (costume [name v])))\n else\n if <(costume [name v]) = [x_row]> then\n add ((betw.output) * (25)) to [x v]\n add [] to [y v]\n add [] to [mode v]\n add [] to [cs v]\n add [0] to [sign v]\n end\n if <(costume [name v]) = [y_row]> then\n replace item (length of [y v]) of [y v] with ((betw.output) * (25))\n end\n if <(costume [name v]) = [mode_row]> then\n replace item (length of [mode v]) of [mode v] with (betw.output)\n end\n if <(costume [name v]) = [sign_row]> then\n replace item (length of [sign v]) of [sign v] with (betw.output)\n end\n if <(costume [name v]) = [cs]> then\n replace item (length of [sign v]) of [cs v] with (betw.output)\n end\n if <(costume [name v]) = [allcoins]> then\n set [players needs all coins to win v] to (betw.output)\n end\n if <(costume [name v]) = [settings]> then\n if <(theme) = []> then\n set [theme v] to (betw.output)\n else\n if <(walljump) = []> then\n set [walljump v] to (betw.output)\n else\n if <(jump height) = []> then\n set [jump height v] to (betw.output)\n else\n if <(speed) = []> then\n set [speed v] to (betw.output)\n else\n if <(author) = []> then\n set [author v] to (betw.output)\n end\n end\n end\n end\n end\n end\n set [betw.output v] to []\n end\nend\nset [debugging v] to [False]\nset [checkpoint v] to [2]\nif <<[y v] contains []?> or <<[mode v] contains []?> or <<(theme) = []> or <<(walljump) = []> or <<(jump height) = []> or <<(speed) = []> or <<(speed) = []> or <(author) = []>>>>>>>> then\n broadcast (error v)\nend\n\nwhen I receive [error v]\nset [debugging v] to [False]\n\nwhen I receive [error v]\nset [speed v] to [2.1]\nset [jump height v] to [8]\nset [theme v] to [g]\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (2) seconds\nforever\n if <(mode) = [playing]> then\n wait (0.5) seconds\n if <(players needs all coins to win) = [1]> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n wait until <not <(mode) = [playing]>>\n end\nend\n\n@//📊 Scratch Analytics by @TimMcCool2\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n switch costume to (join [=] (letter (i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n@Bouncing icon\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nwait (0.15) seconds\nshow\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (203) y: (-144)\nchange y by (-100)\nforever\n go to [front v] layer\n change [ghost v] effect by (-10)\n set [bounce_3_vel v] to (((bounce_3_vel) * (0.6)) + (((y position) - (-144)) * (-0.2)))\n change y by (bounce_3_vel)\nend\n\nwhen [timer v] > (0)\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-5)\n end\n clear graphic effects\nend\n\nwhen [timer v] > (0)\nforever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (100)) / (-4))\n end\n wait until <not <touching (mouse-pointer v)?>>\n start sound [Boing v]\n set size to (100) %\n set [__stop_effect_size_vel v] to [20]\n repeat (17)\n change [__stop_effect_size_vel v] by (-2.5)\n change size by (__stop_effect_size_vel)\n end\nend\n\n
        ✦ BLOCKY 2.0 ✦\n  Scrolling platformer creator by @TimMcCool\n\nThis scrolling platformer creator allows creating your own platformer levels!\nIt includes: 10 block types, 4 themes, import/export, undo/redo, walljump, customizable speed / jump height and much more.\n\nTo save your level, click "Export"\n\nHow to use this:\n➜ Arrow Keys / WASD / Joystick to move in the editor\n➜ Keys (0-9, E) to select a block\n➜ Click to place a block\n➜ Once you're finished, set an end flag to mark the end of your level\n➜ Click "Export" to save your level\n➜ "m" key to go to the start block\n\nThe following blocks can be selected:\n(1) Ground\n(2) Lava (kills you)\n(3) Water (you can swim in it)\n(4) Up Spring\n(5) Down Spring\n(6) Saw (kills you)\n(7) Collectable / Coin\n(8) Sign (you can put text on it)\n(9) Checkpoint flag\n(10) End flag (can only be placed once)\n\nPlease love and fave if you like it. Follow me for more :)\nFound a bug? Report it in comments!\n\n* 4535 blocks *
Dino Land | A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Dance Celebrate v] until done\n wait (0.1) seconds\nend\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (34) y: (3)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to x: (1) y: (-33)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\n\n@dino dude\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ndefine Play\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (0.9))\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X vel) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y vel v] by (-1)\nchange y by (Y vel)\nif <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching (level v)?> then\n set [y vel v] to [13]\n end\nend\nchange y by (1)\nchange [scroll y v] by ((y position) * (-1))\nif <touching (spikes v)?> then\n go to x: (-196) y: (-61)\nend\nif <[240] < (x position)> then\n go to x: (-196) y: (-61)\n broadcast (next level v)\nend\n\nwhen flag clicked\nshow\nreset timer\ngo to [front v] layer\nswitch costume to (center v)\ngo to x: (-186) y: (-12)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n Play\nend\n\nwhen [r v] key pressed\ngo to x: (-238) y: (-98)\n\n@fireworks\n\nwhen flag clicked\nhide\n\nwhen [m v] key pressed\ngo to x: (2) y: (7)\npoint in direction (90)\nshow\nwait (1) seconds\nrepeat (3)\n go to (random position v)\n wait (1) seconds\nend\nturn left (45) degrees\nwait (1) seconds\nturn right (45) degrees\nwait (1) seconds\nturn right (45) degrees\nwait (1) seconds\nturn left (45) degrees\nwait (1) seconds\ngo to x: (2) y: (7)\nhide\n\n
OMG!! 1000+ views :D! \n\nUp arrow key - Jump\nRight arrow key - go right\nLeft arrow key - go left\nR - restart the level\nS - skip\nAvoid lava and spikes.\nPlease drop a love and a favorite!\nEnjoy!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHi :)
-Platformer 2 - _ The space war .
@Stage\n\nwhen flag clicked\nswitch backdrop to ( v)\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch backdrop to (entrer dans la cave v)\n end\n if <(Level) = [7]> then\n switch backdrop to (space v)\n end\n if <(Level) = [8]> then\n switch backdrop to (space2 v)\n end\nend\n\n@I\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@Fusééééééééééééée !!\n\nwhen flag clicked\nforever\n hide\n forever\n if <(Level) = [8]> then\n forever\n switch costume to (costume2 v)\n show\n forever\n go to x: (19) y: (100)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nforever\n go to x: (19) y: (100)\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen I receive [fusees v]\nforever\n wait (0.8) seconds\n switch costume to (costume5 v)\n wait (0.8) seconds\n switch costume to (costume4 v)\nend\n\nwhen I receive [fusees v]\nforever\n wait (2) seconds\n glide (2) secs to x: (800) y: (122)\n hide\n broadcast (Win ! v)\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nhide\n\n@Terre\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [Elektronomia - Sky High \[NCS Release\] v] until done\nend\n\n@SPACE REXOU\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 flag clicked\nreset timer\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [deaths v] to [0]\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 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 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 (terre v)?> then\n change y by (1)\n end\n if <touching (terre v)?> then\n change y by (1)\n end\n if <touching (terre v)?> then\n change y by (1)\n end\n if <touching (terre v)?> then\n change y by (1)\n end\n if <touching (terre v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<mouse down?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [14]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\n end\n change y by (Yv)\n if <touching (terre v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<key (w v) pressed?> or <mouse down?>> or <key (up arrow v) pressed?>> and <touching (terre 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 ( red spike/pics v)?> or <<touching (scie v)?> or <touching (lave v)?>>> or <(y position) < [-165]>> then\n go to x: (-200) y: (-45)\n start sound [2 v]\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (droite/right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (gauche/left v)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (accroupie/crouch v)\n wait (1) seconds\n switch costume to (droite/right v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fusééééééééééééée !! v)?> then\n hide\n broadcast (FUSEES v) and wait\n end\nend\n\ngo to x: (19) y: (-95)\n\n@ red spike/pics\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n show\n point in direction (90)\n go to x: (168) y: (-96)\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n show\n point in direction (-90)\n go to [back v] layer\n go to x: (159) y: (40)\n end\n if <(Level) = [6]> then\n go to x: (-25) y: (-55)\n show\n point in direction (-90)\n go to [back v] layer\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I start as a clone\n\n@scie\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n go to x: (57) y: (-54)\n show\n forever\n turn right (10) degrees\n go to [back v] layer\n end\n end\n if <(Level) = [3]> then\n forever\n hide\n end\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (-20) y: (-145)\n forever\n turn right (10) degrees\n end\n end\nend\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 forever\n go to [back v] layer\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nshow\nforever\n turn right (10) degrees\nend\n\ngo to x: (89) y: (-75)\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n go to [back v] layer\n go to x: (131) y: (-59)\n forever\n turn right (10) degrees\n end\n end\nend\n\n@notif\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\n\nwhen I receive [tick v]\ngo to [front v] layer\nforever\n if <(Level) = [13]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (5) to (10)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (15) to (20)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [win ! v]\nwait (1) seconds\nshow\nforever\n forever\n wait (0.9) seconds\n next costume\n end\nend\n\n
_____________.-Instruction EN-.______________\nArrow keys to move or touch W,A,D and S\n-In mobil you can just jump, I will find a solution!\n-Go to the spacecraft !\n-and have fun !\n15 likes for part 3 \nX NO PUB X\n
Pride Platformer!
@Stage\n\n@Flag\n\ndefine omega\nif <not <touching (ground v)?>> then\n switch costume to (join [ball] (<key (right arrow v) pressed?> + (<key (left arrow v) pressed?> * (-1))))\n change [xv v] by ((<key (left arrow v) pressed?> * (-3)) + (<key (right arrow v) pressed?> * (3)))\nend\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\ndetect slope: (8) (20) (13)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (ground v)?> then\n out2 <(Yv) > [0]>\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n start sound [Jump v]\n set [yv v] to [15]\nend\nif <touching (sprite4 v)?> then\n set [yv v] to [18]\nend\nchange y by (1)\nif <<touching (bad v)?> or <(y position) < [-178]>> then\n go to x: (-220) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n hide\n go to x: (-220) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (message1 v) and wait\n show\nend\n\nwhen flag clicked\nbroadcast (del v)\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nswitch costume to (gay-pride v)\nset size to (10) %\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to x: (-211) y: (0)\nforever\n omega\nend\n\ndefine out <boolean1>\nset [i v] to [0]\nif <boolean1> then\n repeat until <<not <touching (ground v)?>> or <(i) > [8]>>\n change [i v] by (1)\n change x by (-1)\n end\nelse\n if <[0] > (Xv)> then\n repeat until <<not <touching (ground v)?>> or <(i) > [8]>>\n change [i v] by (1)\n change x by (1)\n end\n end\nend\n\ndefine out2 <boolean1>\nset [i v] to [0]\nif <boolean1> then\n repeat until <<not <touching (ground v)?>> or <(i) > [24]>>\n change [i v] by (1)\n change y by (-1)\n end\n set [yv v] to [-1]\nelse\n repeat until <<not <touching (ground v)?>> or <(i) > [24]>>\n change [i v] by (1)\n change y by (1)\n end\n set [yv v] to [0]\nend\n\ndefine detect slope: (maxslope) (walljump) (jumpheight)\nset [i v] to [0]\nrepeat until <<(i) > (maxslope)> or <not <touching (ground v)?>>>\n change [i v] by (1)\n change y by (1)\nend\nset [i2 v] to (i)\nif <touching (ground v)?> then\n out <(Xv) > [0]>\n change y by ((0) - (i2))\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n start sound [Jump v]\n if <(Xv) > [0]> then\n set [xv v] to ((0) - (walljump))\n else\n set [xv v] to (walljump)\n end\n set [yv v] to (jumpheight)\n else\n set [xv v] to [0]\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Bad\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\n
Use the arrow keys to move the flag. Click the flag to change it. This is the story of how I came out to my family!
Paper Minecraft Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Minecraft Music - Calm 1 v] until done\nend\n\nwhen I receive [30% v]\nset volume to (30) %\n\nwhen I receive [100% v]\nset volume to (100) %\n\nforever\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\n@You Win Sign\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n go to [front v] layer\n switch costume to (splash-screen v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Lava\n\nwhen flag clicked\nforever\n set [lava v] to [0]\n repeat (10)\n change [lava v] by (.5)\n end\n repeat (20)\n change [lava v] by (-.5)\n end\n repeat (10)\n change [lava v] by (.5)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Lava)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Minecraft Fire Burning Sound HD v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n if <<key (left arrow v) pressed?> and <key (z v) pressed?>> then\n change [x vel v] by (-1)\n switch costume to (left v)\n else\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-0.5)\n switch costume to (left v)\n end\n end\n if <<key (right arrow v) pressed?> and <key (z v) pressed?>> then\n change [x vel v] by (1)\n switch costume to (right v)\n else\n if <key (right arrow v) pressed?> then\n change [x vel v] by (0.5)\n switch costume to (right v)\n end\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n set [x vel v] to [0]\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [10]\n start sound [Minecraft Sound Effects Walking and Running on Grass Sound Effect v]\n end\n change y by (1)\n if <(x position) > [238]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spikes v)?> then\n Red Screen\n broadcast (restart v)\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [21]\n end\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-0.5)\n switch costume to (left v)\nend\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n set [player x v] to (x vel)\n set [player y v] to (y vel)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (right up v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (left up v)\n end\n if <touching (lava v)?> then\n Red Screen\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\nend\n\ndefine Red Screen\nbroadcast (Redscreen v)\n\n\n\nstart sound [Minecraft Sound Effects Walking and Running on Grass Sound Effect v]\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n start sound [mixkit-unlock-new-item-game-notification-254 v]\n broadcast (30% v)\n else\n set volume to (100) %\n broadcast (100% v)\n end\nend\n\nwhen [5 v] key pressed\nshow variable [costume v]\nshow variable [id v]\nshow variable [level v]\nshow variable [lineexplosion v]\nshow variable [player x v]\nshow variable [player y v]\nshow variable [size v]\nshow variable [speed v]\nshow variable [star v]\nshow variable [water v]\nshow variable [x vel v]\nshow variable [y vel v]\nforever\n say (join (x vel) (y vel))\nend\n\nwhen flag clicked\nhide variable [costume v]\nhide variable [id v]\nhide variable [level v]\nhide variable [lineexplosion v]\nhide variable [player x v]\nhide variable [player y v]\nhide variable [size v]\nhide variable [speed v]\nhide variable [star v]\nhide variable [water v]\nhide variable [x vel v]\nhide variable [y vel v]\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Static Effect\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [start project v]\nshow\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nnext costume\n\n@Tiles\n\n@Back layer parelax\n\nwhen flag clicked\nforever\n go to [back v] layer\n set x to (((Player X) / (10)) - (50))\n set y to (((Player Y) / (10)) - (50))\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Scroller\n\nwhen flag clicked\ngo to x: (233) y: (167)\nforever\n if <mouse down?> then\n repeat until <not <mouse down?>>\n set y to (mouse y)\n end\n end\nend\n\nforever\n set x to (233)\n set drag mode [not draggable v]\n repeat until <not <mouse down?>>\n if <mouse down?> then\n set x to (233)\n set y to (mouse y)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [forward v] (50) layers\n\nwhen I receive [controlls! v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [c v] key pressed\nhide\n\n@text\n\nwhen flag clicked\ngo to x: (46) y: (-167)\nforever\n set y to (([y position v] of [scroller v]) * (-1))\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to [front v] layer\ngo to x: (46) y: (0)\nforever\n set y to (([y position v] of [scroller v]) * (-1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [controlls! v]\nshow\n\nwhen [c v] key pressed\nhide\n\n@54d00e79d5473b6199bcab62c49739f4\n\n@Sprite1\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Message Board\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [controlls! v]\nhide\n\nwhen [c v] key pressed\nshow\n\n@Base\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nhide\n\nwhen flag clicked\n\nwhen I receive [controlls! v]\nshow\n\nforever\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [controlls! v]\ngo to [front v] layer\ngo to [front v] layer\n\nwhen [c v] key pressed\nhide\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (Controlls! v)\nhide\n\nwhen flag clicked\ngo to x: (200) y: (145)\nshow\n\nwhen [c v] key pressed\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [redscreen v]\nRedscreen\n\ndefine Redscreen\nshow\nstart sound [Minecraft Hit - Sound Effect \(HD\) v]\nwait (.2) seconds\nhide\n\n@Water\n\nwhen flag clicked\nforever\n set [water v] to [0]\n repeat (10)\n change [water v] by (.5)\n end\n repeat (20)\n change [water v] by (-.5)\n end\n repeat (10)\n change [water v] by (.5)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Water)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\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 <touching (player v)?> then\n end\nend\n\nstart sound [Water SplashFishing Sound \(Minecraft Sound\) - Sound Effect for editing v]\n\n
⛏ Paper Minecraft Platformer ⛏\n\n✰ Can You Go To The End Of The World And See What's There, Can There Be A Monster??? \n\n✦ "IMPORTANT" Controls: Left Key: Left , Left Key + Z = Left Speed, Right = Right, Right + Z = Right Speed, Up Key: Jump!, C To Close Controlls!\n\nPlease NOTE: THERE IS "NO" MINING\n\nUpdate 1.0: Release\nUpdate 1.1 Control Panel Revamp + Ending\nUpdate 1.2 "C" will close things with the "C" key also show every variable used. Bug fixed Thanks to my friend ( @francybello )
A Platformer¦¦Easy! [Mobile Friendly]
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\nrepeat until <(coins) = [15]>\n set [time v] to (timer)\nend\n\nwhen flag clicked\nforever\n if <(coins) = [15]> then\n broadcast (Win! v)\n end\nend\n\nwhen I receive [win! v]\nhide variable [coins v]\n\nwhen flag clicked\nhide variable [time v]\nshow variable [coins v]\n\n@player\n\nwhen I receive [oyun v]\n\nwhen flag clicked\ngo to x: (-199) y: (-107)\n\nwhen I receive [go back v]\ngo to x: (-199) y: (-107)\n\nwhen I receive [win! v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n play sound [disfigure-blank-ncs-release v] until done\nend\n\nwhen flag clicked\nset size to (80) %\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (up2 v)\n end\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <key (4 v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (right v)\n point in direction (-90)\n change [xv v] by (-1)\n end\n if <<<key (6 v) pressed?> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n point in direction (90)\n change [xv v] by (1)\n end\n if <(y position) < [-162]> then\n go to x: (-209) y: (-42)\n end\n if <(x position) > [236]> then\n go to x: (-209) y: (-42)\n next backdrop\n end\n if <touching color (#ff0000)?> then\n play sound [Crunch v] until done\n if <(coins) > [0]> then\n change [coins v] by (0)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n wait (0.3) seconds\n clear graphic effects\n go to x: (-219) y: (-80)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#5ad800)?> then\n change y by (1)\n if <touching color (#5ad800)?> then\n change y by (1)\n if <touching color (#5ad800)?> then\n change y by (1)\n if <touching color (#5ad800)?> then\n change y by (1)\n if <touching color (#5ad800)?> then\n change y by (1)\n if <touching color (#5ad800)?> then\n change y by (1)\n if <touching color (#5ad800)?> then\n change x by ((Xv) * (-1))\n change y by (-6)\n if <<<key (space v) pressed?> or <<key (8 v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n if <(Xv) > [0]> then\n switch costume to (up v)\n change [xv v] by (-5)\n else\n change [xv v] by (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 end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#5ad800)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#5ad800)?> then\n if <<<key (space v) pressed?> or <<key (8 v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n switch costume to (up v)\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\n@Coin\n\nwhen flag clicked\nshow\n\nwhen I receive [win! v]\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Level 1]> then\n show\n go to x: (140) y: (-94)\n create clone of (_myself_ v)\n go to x: (-48) y: (-10)\n wait until <not <(backdrop [name v]) = [Level 1]>>\n end\n if <(backdrop [name v]) = [Level 2]> then\n show\n go to x: (74) y: (-86)\n create clone of (_myself_ v)\n go to x: (128) y: (-28)\n wait until <not <(backdrop [name v]) = [Level 2]>>\n end\n if <(backdrop [name v]) = [Level 3]> then\n show\n go to x: (-140) y: (-53)\n create clone of (_myself_ v)\n go to x: (46) y: (-39)\n wait until <not <(backdrop [name v]) = [Level 3]>>\n end\n if <(backdrop [name v]) = [Level 4]> then\n show\n go to x: (-140) y: (-53)\n create clone of (_myself_ v)\n go to x: (128) y: (-28)\n wait until <not <(backdrop [name v]) = [Level 4]>>\n end\n if <(backdrop [name v]) = [Level 5]> then\n show\n go to x: (122) y: (94)\n create clone of (_myself_ v)\n go to x: (-168) y: (80)\n create clone of (_myself_ v)\n go to x: (96) y: (-15)\n wait until <not <(backdrop [name v]) = [Level 5]>>\n end\n if <(backdrop [name v]) = [Level 6]> then\n show\n go to x: (-36) y: (-19)\n create clone of (_myself_ v)\n go to x: (77) y: (44)\n create clone of (_myself_ v)\n go to x: (144) y: (-21)\n wait until <not <(backdrop [name v]) = [Level 6]>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [coins v] to ((coins) + (1))\n hide\n play sound [Collect v] until done\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n hide\n play sound [Collect v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [Level 1]> then\n wait until <not <(backdrop [name v]) = [Level 1]>>\n delete this clone\n end\n if <(backdrop [name v]) = [Level 2]> then\n wait until <not <(backdrop [name v]) = [Level 2]>>\n delete this clone\n end\n if <(backdrop [name v]) = [Level 3]> then\n wait until <not <(backdrop [name v]) = [Level 3]>>\n delete this clone\n end\n if <(backdrop [name v]) = [Level 4]> then\n wait until <not <(backdrop [name v]) = [Level 4]>>\n delete this clone\n end\n if <(backdrop [name v]) = [Level 5]> then\n wait until <not <(backdrop [name v]) = [Level 5]>>\n delete this clone\n end\n if <(backdrop [name v]) = [Level 6]> then\n wait until <not <(backdrop [name v]) = [Level 6]>>\n delete this clone\n end\nend\n\nwhen flag clicked\nrepeat (5)\n delete this clone\nend\n\n@Coin2\n\nwhen flag clicked\nshow\n\nwhen I receive [win! v]\nhide\n\nwhen flag clicked\nset [coins v] to [0]\n\n@Win\n\nwhen flag clicked\nhide\n\nwhen I receive [win! v]\ngo to [front v] layer\nshow\nshow variable [time v]\n\nwhen I receive [win! v]\n\n@Finish\n\nwhen flag clicked\nhide\n\nwhen I receive [finish v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Win! v)\n end\nend\n\n@Thumbail\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide variable [coins v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Oyun WASD tuşlarıyla ve parmakla oynanır. \nMobil desteklidir.\n4 saat uğraşılmıştır. \n6 bölümden oluşur. \nBug yoktur. (hiç bir bölümde) \nKatkıla lütfen.\nBeğen lütfen. \nYıldız at lütfen. \nBeni ve @FURKAN_TR yi takip et. \nYardımcı Olan kişi @EmirProdurULEY\nProjenin asıl sahibi @FurkanAltinova\nİyi oyunlar dilerim...
Scrolling+Walljump+Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (dekor 1 v)\nforever\n play sound [Müzikkkk v] until done\nend\n\nwhen I receive [bilgi v]\n\nswitch backdrop to (boş v)\n\n@Level\n\nwhen I receive [başla v]\nshow\nswitch costume to (boş v)\nset size to (400) %\nswitch costume to (level 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nwait (1) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [50]> then\n if <touching color (#2bf4ff)?> then\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Bitti v)\n end\nend\n\n@Karakter\n\nwhen flag clicked\nadd (username) to [oynayanlar v]\n\nwhen I receive [restart v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> 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 (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\nif <<([y position v] of [level v]) > [700]> or <touching color (#ff0000)?>> then\n set [scrollx v] to [810]\n set [scrolly v] to [400]\nend\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching color (#2affff)?> then\n broadcast (Next Level v) and wait\nend\nif <touching color (#ffe300)?> then\n set [yv v] to [16]\nend\n\nwhen I receive [tick v]\nTick\n\n\n\npoint in direction (-90)\n\nwhen I receive [başla v]\nshow\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (tick v)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nif <[2] > (Yv)> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n wait until <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nforever\n \nend\n\nwhen flag clicked\nhide\n\nwhen I receive [bitti v]\nhide\n\n@.....\n\nwhen flag clicked\nturn video (off v)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to x: (-22) y: (-354)\nshow\nglide (0.5) secs to x: (-1) y: (24)\n\n@Cool stuff\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (20)\nset [ghost v] effect to (20)\ngo to [back v] layer\nset [color v] effect to (pick random (-10) to (5))\nset size to (pick random (20) to (60)) %\ngo to x: (pick random (-220) to (220)) y: (-230)\nset [stuffspeed v] to (pick random (5) to (12))\nrepeat (30)\n change [ghost v] effect by (3)\n change [brightness v] effect by (-0.3)\n change y by (stuffspeed)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n hide\n create clone of (_myself_ v)\n wait () seconds\nend\n\nwhen I receive [başla v]\n\nshow\n\n@(Arkaplan\n\nwhen flag clicked\nhide\nforever\n go to x: (1) y: (-204)\n glide (2) secs to x: (1) y: (221)\n go to x: (1) y: (-204)\nend\n\nshow\n\nglide (1) secs to x: (-11) y: (221)\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\nwhen I receive [başla v]\nhide\n\nwhen I receive [intro bitti başla v]\nshow\n\nwhen I receive [bilgi v]\n\ngo to [back v] layer\ngo [backward v] (999999999999999999999) layers\n\nwhen I receive [bitti v]\nshow\n\n@Başla Butonu\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (.2 v)\n else\n switch costume to (. v)\n end\nend\n\nshow\n\nwhen this sprite clicked\nbroadcast (Başla v)\nhide\n\ngo [forward v] (1) layers\n\nhide\n\nwhen I receive [intro bitti başla v]\nshow\n\nwhen I receive [bilgi v]\nhide\n\nwhen I receive [ana meni v]\nshow\n\n@Yazı\n\nwhen flag clicked\nhide\nset size to (110) %\n\nforever\nend\n\nchange size by (5)\nwait (0.5) seconds\nchange size by (-5)\nwait (0.5) seconds\n\nwhen I receive [intro bitti başla v]\nshow\n\nwhen I receive [başla v]\nhide\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\nwait (0.2) seconds\npoint in direction (92)\nwait (0.2) seconds\n\nset size to (110) %\n\nwhen I receive [bilgi v]\nhide\n\nwhen I receive [ana meni v]\nshow\n\n@Başlangıç\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (40)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (intro bitti başla v)\n\nforever\n\n@Müzik Ses\n\nwhen flag clicked\nhide variable [ses düzeyi v]\nforever\n play sound [Müzik v] until done\n play sound [Müzik Keyfi Devam v] until done\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nset [s v] to [0]\nset [ses düzeyi v] to [100]\nforever\n set volume to (Ses Düzeyi) %\n if <key (e v) pressed?> then\n if <(S) = [0]> then\n set [s v] to [1]\n else\n set [s v] to [0]\n end\n wait until <not <key (e v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(S) = [0]> then\n hide variable [ses düzeyi v]\n end\n if <(S) = [1]> then\n show variable [ses düzeyi v]\n end\nend\n\n@Nasıl Oynanır \n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (.2 v)\n else\n switch costume to (. v)\n end\nend\n\nshow\n\nwhen this sprite clicked\nbroadcast (Bilgi v)\nhide\n\ngo [forward v] (1) layers\n\nhide\n\nwhen I receive [intro bitti başla v]\nshow\n\nwhen I receive [ana meni v]\nshow\n\nwhen I receive [başla v]\nhide\n\n@Nasıl Oynanır\n\nwhen flag clicked\nhide\n\nwhen I receive [bilgi v]\nshow\n\nwhen I receive [ana meni v]\nhide\n\n@Geri\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (.2 v)\n else\n switch costume to (. v)\n end\nend\n\nshow\n\nwhen this sprite clicked\nbroadcast (Ana meni v)\nhide\n\ngo [forward v] (1) layers\n\nhide\n\nwhen I receive [bilgi v]\nshow\n\n@Kukla 1\n\nwhen flag clicked\nhide\n\nwhen I receive [bitti v]\nshow\n\n
\n\n#All#Games\nEN\nTHE EXPECTED DAY HAS COME\n100% PASSABLE\n\nSCROLL + WALLJUMP+MOBILE PLATFORM\nMOBILE+PC\nAnd I Will Be Really Happy If You Become My Favorite Thrower\n\nI Couldn't See an Error, But If There Is, Tell Me ;)\n\nPrevious Level Appears While Passing Next Level I can't fix this problem Sorry ;)\n
Gray (Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Kaled v] until done\nend\n\n@Guy\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [vy v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (0)\nset [touching tunnels? v] to [0]\nset [tunnels2 :p v] to [0]\nset [tunnelpoints v] to [0]\nforever\n change y by (3)\n change x by (<(vx) > [0]> * (-1))\n change [vx v] by (<key (right arrow v) pressed?> * (1.5))\n change [vx v] by (<key (left arrow v) pressed?> * (-1.5))\n if <not <touching (level v)?>> then\n change x by (vx)\n end\n set [vx v] to ((vx) * (0.8))\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 (-3)\n end\n end\n end\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-3)\n z\n change y by (10)\n if <not <touching (bounce v)?>> then\n if <<<<key (up arrow v) pressed?> and <<not <((round ((vx) * (0.1))) / (0.1)) = [0]>> or <not <(vx-old) = [0]>>>> and <(walljump-timer) > [5]>> and <(jump-timer) > [10]>> then\n change y by (-35)\n if <<not <touching (level v)?>> or <[-150] > (y position)>> then\n change y by (35)\n set [vy v] to [0]\n broadcast (message0 v)\n else\n change y by (35)\n end\n end\n end\n change y by (-10)\n end\n end\n end\n end\n change [vy v] by (-1)\n change y by (vy)\n if <touching (level v)?> then\n change y by ((vy) * (-1))\n if <(vy) > [0]> then\n set [vy v] to [0]\n else\n set [i v] to [0]\n set [vy v] to [0]\n end\n end\n if <key (up arrow v) pressed?> then\n if <not <touching (bounce v)?>> then\n if <[5] > (i)> then\n set [jump-timer v] to [0]\n set [vy v] to [12]\n end\n end\n end\n if <<(x position) > [240]> or <<touching (tunnel v)?> and <(x position) > [210]>>> then\n change [level v] by (1)\n set [vy v] to [0]\n set [vx v] to [0]\n if <not <(level) = [13]>> then\n go to x: (-180) y: (0)\n else\n go to x: (-180) y: (-135)\n end\n end\n if <<[-180] > (y position)> or <touching (spike v)?>> then\n set [i v] to [99]\n set [vy v] to [0]\n set [vx v] to [0]\n if <not <(level) = [13]>> then\n go to x: (-180) y: (0)\n else\n go to x: (-180) y: (-135)\n end\n end\n if <touching (bounce v)?> then\n set [i v] to [5]\n if <key (up arrow v) pressed?> then\n set [vy v] to [20]\n end\n end\n change y by (-3)\n change x by <(vx) > [0]>\n change [jump-timer v] by (1)\n change [walljump-timer v] by (1)\n change [i v] by (1)\nend\n\ndefine z\nrepeat until <not <touching (level v)?>>\n change x by ((vx) * (-0.1))\n if <<(vx) > [-0.001]> and <[0.001] > (vx)>> then\n set [vx v] to ((vx) * (2))\n end\nend\n\nwhen I receive [message1 v]\nchange x by (3)\nset [vy v] to [10]\nset [walljump-timer v] to [0]\nrepeat (10)\n set [vx v] to [10]\nend\n\nwhen I receive [message2 v]\nchange x by (-3)\nset [vy v] to [10]\nset [walljump-timer v] to [0]\nrepeat (10)\n set [vx v] to [-10]\nend\n\nwhen I receive [message0 v]\nset [vx-old v] to ((vx) * (8))\nrepeat until <<<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <(jump-timer) > [10]>> and <not <(vy) = [0]>>> and <<[-5] > (vx-old)> or <(vx-old) > [5]>>>\n d\nend\nif <(vx-old) > [5]> then\n repeat until <<<key (left arrow v) pressed?> and <(jump-timer) > [10]>> and <not <(vy) = [0]>>>\n d\n end\nelse\n if <[-5] > (vx-old)> then\n repeat until <<<key (right arrow v) pressed?> and <(jump-timer) > [10]>> and <not <(vy) = [0]>>>\n d\n end\n end\nend\nif <<key (right arrow v) pressed?> and <[-5] > (vx-old)>> then\n broadcast (message1 v)\nend\nif <<key (left arrow v) pressed?> and <(vx-old) > [5]>> then\n broadcast (message2 v)\nend\nset [vx-old v] to [0]\n\ndefine d\nchange x by (3)\nif <not <touching (level v)?>> then\n change x by (-6)\n if <not <touching (level v)?>> then\n change x by (3)\n set [vx-old v] to [0]\n stop [this script v]\n else\n change x by (3)\n end\nelse\n change x by (-3)\nend\n\n@Level\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\n@Spike\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (95)\nshow\ngo to [front v] layer\nswitch costume to (h2 v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (60)\ngo to [back v] layer\nswitch costume to (z v)\ncreate clone of (_myself_ v)\nhide\n\n@Tunnel\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0.1)\nforever\n switch costume to (level)\nend\n\nset [ghost v] effect to (0.1)\n\n@Falling light\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nhide\nrepeat (4)\n Randomize\n create clone of (_myself_ v)\nend\nforever\n wait (5) seconds\n Randomize\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [move v] to (pick random (-1.) to (1.))\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (30)\n repeat (10)\n turn left ((move) / (10)) degrees\n change x by (move)\n end\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Randomize\ngo to x: (pick random (-200) to (200)) y: (0)\nswitch costume to (pick random (1) to (3))\n\n@Bounce\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nset [brightness v] effect to (-30)\n\nset [color v] effect to (50)\n\n@ImageSprite1Bouncies\n\nwhen flag clicked\nhide\n\n
This is a short little precision platformer!\nHave fun!
-Season- A scroll platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [nagagutsudeodekake v] until done\nend\n\n@Player\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n if <not <(costume [number v]) = [2]>> then\n change [xの力 v] by (1)\n point in direction (90)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n if <not <(costume [number v]) = [2]>> then\n change [xの力 v] by (-1)\n point in direction (-90)\n end\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(春) v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ(春) v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ(春) 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(春) v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n if <not <(costume [number v]) = [2]>> then\n set [yの力 v] to [15]\n end\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\nif <touching (スプライト4 v)?> then\n if <(costume [number v]) = [1]> then\n if <(コスチューム) = [0]> then\n switch costume to (コスチューム1 v)\n broadcast (ドッカ―ン v)\n go to [back v] layer\n end\n end\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(春) 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(春) 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(春) 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(春) v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [コスチューム v] to [0]\nswitch costume to (コスチューム2 v)\nset [季節 v] to [1]\nshow\npoint in direction (90)\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\nwhen flag clicked\nshow\nforever\n if <(季節) = [2]> then\n change [pixelate v] effect by (0.1)\n else\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [どんぐり v]\n初期位置\n\nwait until <(costume [number v]) = [1]>\n\nwhen I receive [どかどかどっか~ん! v]\ngo to x: (1) y: (0)\nset [コスチューム v] to [1]\ngo to [back v] layer\nswitch costume to (コスチューム2 v)\npoint in direction (90)\nrepeat (50)\n set [xの力 v] to [50]\n set [yの力 v] to [10]\nend\ngo to [front v] layer\nset [コスチューム v] to [0]\n\nwhen [timer v] > (0)\nhide\n\n@ステージ(春)\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\nforever\n wait (30) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n wait (90) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [860] [250] [3]\nステージ配置 [300] [250] [4]\nステージ配置 [100] [250] [4]\nステージ配置 [-200] [385] [1]\nステージ配置 [-600] [385] [5]\nステージ配置 [-900] [385] [5]\nステージ配置 [-1000] [700] [4]\nステージ配置 [-1000] [900] [4]\nステージ配置 [-1000] [1100] [4]\nステージ配置 [-1000] [1300] [4]\nステージ配置 [-400] [1650] [6]\nステージ配置 [-1000] [1500] [4]\nステージ配置 [1300] [2000] [1]\nステージ配置 [1780] [2000] [7]\nステージ配置 [2260] [2000] [1]\nステージ配置 [2260] [2250] [1]\nステージ配置 [2740] [2000] [8]\nステージ配置 [2740] [1000] [9]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@ステージ(夏)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\nステージ配置 [2260] [2000] [1]\nステージ配置 [2260] [2250] [1]\nステージ配置 [1780] [2000] [7]\nステージ配置 [1300] [2000] [1]\nステージ配置 [-400] [1650] [6]\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [860] [250] [3]\nステージ配置 [300] [250] [4]\nステージ配置 [100] [250] [4]\nステージ配置 [-200] [385] [1]\nステージ配置 [-600] [385] [5]\nステージ配置 [-900] [385] [5]\nステージ配置 [-1000] [700] [4]\nステージ配置 [-1000] [900] [4]\nステージ配置 [-1000] [1100] [4]\nステージ配置 [-1000] [1300] [4]\nステージ配置 [-1000] [1500] [4]\nステージ配置 [2740] [2000] [8]\nステージ配置 [2740] [1000] [9]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (100)\n wait (30) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (30) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n wait (60) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n if <(季節) = [2]> then\n change [pixelate v] effect by (0.1)\n else\n set [pixelate v] effect to (0)\n end\nend\n\n@ステージ(秋)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\nステージ配置 [2740] [1000] [9]\nステージ配置 [2740] [2000] [8]\nステージ配置 [2260] [2000] [1]\nステージ配置 [2260] [2250] [1]\nステージ配置 [1780] [2000] [7]\nステージ配置 [1300] [2000] [1]\nステージ配置 [-400] [1650] [6]\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [860] [250] [3]\nステージ配置 [300] [250] [4]\nステージ配置 [100] [250] [4]\nステージ配置 [-200] [385] [1]\nステージ配置 [-600] [385] [5]\nステージ配置 [-900] [385] [5]\nステージ配置 [-1000] [700] [4]\nステージ配置 [-1000] [900] [4]\nステージ配置 [-1000] [1100] [4]\nステージ配置 [-1000] [1300] [4]\nステージ配置 [-1000] [1500] [4]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (100)\n wait (60) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (30) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n wait (30) seconds\nend\n\n@ステージ(冬)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\nステージ配置 [2740] [1000] [9]\nステージ配置 [2740] [2000] [8]\nステージ配置 [1300] [2000] [1]\nステージ配置 [-400] [1650] [6]\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [860] [250] [3]\nステージ配置 [300] [250] [4]\nステージ配置 [2740] [1500] [9]\nステージ配置 [100] [250] [4]\nステージ配置 [-200] [385] [1]\nステージ配置 [-600] [385] [5]\nステージ配置 [-900] [385] [5]\nステージ配置 [-1000] [700] [4]\nステージ配置 [-1000] [900] [4]\nステージ配置 [-1000] [1100] [4]\nステージ配置 [2260] [2000] [1]\nステージ配置 [2260] [2250] [1]\nステージ配置 [-1000] [1300] [4]\nステージ配置 [1780] [2000] [7]\nステージ配置 [-1000] [1500] [4]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (100)\n wait (90) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (30) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\nend\n\n@障害物\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\ngo to [back v] layer\nhide\nステージ配置 [480] [0] [1]\nステージ配置 [-200] [385] [2]\nステージ配置 [-400] [1650] [3]\nステージ配置 [1780] [2000] [4]\nステージ配置 [2260] [2000] [5]\nswitch costume to (none v)\n\nwhen I start as a clone\nshow\nforever\n if <(季節) = [2]> then\n change [pixelate v] effect by (0.1)\n else\n set [pixelate v] effect to (0)\n end\nend\n\n@ステージ(背面)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号) (大きさ)\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 size to (大きさ) %\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\nforever\n set [ghost v] effect to (0)\n wait (29.8) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n if <(My_n) < [5]> then\n change [my_n v] by (1)\n else\n set [my_n v] to [2]\n end\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen flag clicked\nset [季節 v] to [1]\nwait () seconds\ngo to [back v] layer\nhide\nステージ配置 [0] [0] [1] [100]\nステージ配置 [277] [0] [1] [80]\nステージ配置 [490] [0] [1] [120]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nshow\nforever\n if <(季節) = [2]> then\n change [pixelate v] effect by (0.1)\n else\n set [pixelate v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (0)\n wait (30) seconds\n if <(季節) < [4]> then\n change [季節 v] by (1)\n else\n set [季節 v] to [1]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nset [どんぐり v] to [0]\nhide\ngo to [back v] layer\nset y to (152)\nforever\n if <(季節) = [1]> then\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n wait (0.4) seconds\n end\n if <(季節) = [3]> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n wait (0.7) seconds\n end\n if <(季節) = [4]> then\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset x to (pick random (-200) to (200))\nset y to (152)\nforever\n if <(季節) = [1]> then\n repeat until <<touching (_edge_ v)?> or <touching (ステージ(春) v)?>>\n change x by (-5)\n change y by (-10)\n end\n end\n if <(季節) = [3]> then\n repeat until <<touching (_edge_ v)?> or <touching (ステージ(秋) v)?>>\n change x by (-6)\n change y by (-12)\n end\n end\n if <(季節) = [4]> then\n repeat until <<touching (_edge_ v)?> or <touching (ステージ(冬) v)?>>\n change x by (-4)\n change y by (-8)\n end\n end\n point in direction (105)\n if <<<touching (_edge_ v)?> or <touching (ステージ(春) v)?>> or <<touching (ステージ(秋) v)?> or <touching (ステージ(冬) v)?>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(季節) = [3]> then\n hide\n change [どんぐり v] by (1)\n if <(どんぐり) = [3]> then\n set [どんぐり v] to [0]\n broadcast (どんぐり v)\n end\n delete this clone\n end\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to [front v] layer\nforever\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n if <(季節) = [4]> then\n change [ghost v] effect by (-0.1)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nswitch costume to (コスチューム2 v)\n\n@スプライト4\n\nwhen I start as a clone\nshow\nswitch costume to (大砲 v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号) (大きさ)\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1 v)\nset size to (大きさ) %\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait () seconds\ngo to [back v] layer\nhide\nステージ配置 [-200] [1600] [1] [70]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\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 [ドッカ―ン v]\nswitch costume to (大砲 v)\nrepeat (5)\n wait (0.1) seconds\n change [my_n v] by (1)\nend\nrepeat (7)\n change [my_n v] by (1)\nend\nbroadcast (どかどかどっか~ん! v)\nset [my_n v] to [2]\n\nwhen I start as a clone\nshow\nforever\n if <(季節) = [2]> then\n change [pixelate v] effect by (0.1)\n else\n set [pixelate v] effect to (0)\n end\nend\n\n
矢印キーまたは、タップで操作!(当たり前)\nマグマやとげに当たったら4ぬよ!\nあと、秋に降ってくるどんぐりに3回当たったら4ぬよ!しかもほぼ不可避w(どんぐりの攻撃力やばすぎ)\n夏は熱中症で視界がめっちゃきもくなるよ!\n冬は視界がどんどん曇っていくよ!\nチェックポイントは…無い!
✎ᴘʟᴀᴛꜰᴏʀᴍᴇʀ┋ The sweety platformer [collab] #platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (cool-text-386347375434152 v)\nwait (0.01) seconds\nswitch backdrop to (start v)\n\nwhen [space v] key pressed\nchange [ghost v] effect by (25)\nwait (0.01) seconds\nclear graphic effects\nswitch backdrop to (arrière-plan1 v)\nbroadcast (start v)\n\n@PLayer\n\nwhen I receive [start v]\nshow\nset volume to (100) %\nchange volume by (-85)\nswitch backdrop to (arrière-plan1 v)\nswitch costume to (right v)\nshow\nclear graphic effects\ngo to x: (-220) y: (0)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n switch costume to (right v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n switch costume to (leftbutton3-a2 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#512c60)?> or <touching (miuum v)?>> then\n change y by (1)\n if <<touching color (#512c60)?> or <touching (miuum v)?>> then\n change y by (1)\n if <<touching color (#512c60)?> or <touching (miuum v)?>> then\n change y by (1)\n if <<touching color (#512c60)?> or <touching (miuum v)?>> then\n change y by (1)\n end\n if <<touching color (#512c60)?> or <touching (miuum v)?>> then\n change y by (1)\n end\n end\n end\n end\n if <<touching color (#512c60)?> or <touching (miuum v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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 (#512c60)?> or <touching (miuum v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#512c60)?> or <touching (miuum v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<<touching color (#8f4848)?> or <touching color (#3f0021)?>> 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 broadcast (Nextlevel v)\n go to x: (-220) y: (-30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nplay sound [One Last Time v] until done\n\n@Miuum\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Full Screen Detector\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait (1) seconds\n broadcast (Full Screen v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@fav\n\nwhen I receive [fav v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n@love\n\nwhen I receive [love v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Love Detector\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait (1) seconds\n broadcast (Love v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@fav2\n\nwhen I receive [full screen v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n
ɴᴏᴛᴇ : ᴛʜɪs ᴘʟᴀᴛғᴏʀᴍᴇʀ ɪs ᴀ ᴄᴏʟʟᴀʙ ʙᴇᴛᴡᴇᴇɴ \n@Korea-fan ᴀɴᴅ @-Yes007-.\nʟɪᴋᴇ + fave @-Yes007- 's ᴘʀᴏᴊᴇᴄᴛ ᴛᴏᴏ : -ʟɪɴᴋ-\nhttps://scratch.mit.edu/projects/546755781\n❰FULSCREEN IS RECOMMENDED !❱\n‣ Use ← ↑ → or WAS to move.\n⨉ not mobile friendly ⨉\n❤ + ★\n1000 + views and #3 trending ! \nQualityQ liked, faved and commented!\nTags :\n#all #game #platform #platformer #generic #fun #collab #cute #sweety #amazing #-Yes007- #Korea-fan #art #everything #icecream #cake #idk #like #fave #follow #vector #scratch #1 #best #music #ArianaGrande #OneLastTime\n\nCrédits :\nAriana Grande for the song One Last Time
Mario: A platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [01-birabuto-king v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (scene #1 v)\n\n@Blank\n\n@Sprite33\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (movement speed) Friction (friction) Slope (slope)\nchange [gravity y v] by (gravity)\nchange y by (GRAVITY Y)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (GRAVITY Y) ) / (GRAVITY Y)) * (-1))\n end\n set [gravity y v] to (<<key (up arrow v) pressed?> and <(([abs v] of (GRAVITY Y) ) / (GRAVITY Y)) = [-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)\nif <touching (level v)?> then\n change y by (SLOPE)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (GRAVITY X) ) / (GRAVITY X)) * (-1))\n end\nend\nset [slope v] to [0]\nrepeat until <<(SLOPE) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\n\nwhen flag clicked\nshow\nforever\n Platform Gravity [-1] Jump Height [13] Side Movement Speed [0.7] Friction [0.9] Slope [8]\n if <touching (flag v)?> then\n next backdrop\n go to x: (-171) y: (-111)\n end\nend\n\nwhen flag clicked\ngo to x: (-171) y: (-111)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n wait (0) seconds\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n wait (0) seconds\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (mario_walk\[1\]3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bug fix v)?> then\n go to x: (-171) y: (-111)\n Platform Gravity [-1] Jump Height [13] Side Movement Speed [0.7] Friction [0.9] Slope [8]\n end\nend\n\nwhen backdrop switches to [victory v]\nhide\n\nwhen flag clicked\nforever\n if <touching (goomba v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (goomba 2 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (goomba 3 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (goomba 4 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (goomba 5 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (rocket v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (goomba 6 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (goomba 7 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (bomb man v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (shy guy v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (shy guy 2 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (flying shy guy v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (smb3goomba 9 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (goomba 10 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba2 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba3 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba4 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba5 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba6 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba7 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba8 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba9 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (underworld goomba10 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (chompa v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (chompa v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (sprite2 v)?> then\n go to x: (-77) y: (-114)\n end\n if <touching (lava v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (spike v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (spike2 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (spike3 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (grey goomba v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (grey goomba 2 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (grey goomba 3 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (grey goomba 4 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (grey goomba 6 v)?> then\n go to x: (-171) y: (-111)\n end\n if <touching (grey goomba 7 v)?> then\n go to x: (-171) y: (-111)\n end\nend\n\nwhen backdrop switches to [scene #6 v]\ngo to x: (-171) y: (-109)\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\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 [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 [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 [scene #16 v]\nswitch costume to (costume16 v)\n\nwhen backdrop switches to [scene #17 v]\nswitch costume to (costume17 v)\n\nwhen backdrop switches to [scene #18 v]\nswitch costume to (costume18 v)\n\nwhen backdrop switches to [scene #19 v]\nswitch costume to (costume19 v)\n\nwhen backdrop switches to [scene #20 v]\nswitch costume to (costume20 v)\n\nwhen backdrop switches to [scene #21 v]\nswitch costume to (costume21 v)\n\nwhen backdrop switches to [scene #22 v]\nswitch costume to (costume22 v)\n\nwhen backdrop switches to [scene #23 v]\nswitch costume to (costume23 v)\n\nwhen backdrop switches to [victory v]\nhide\n\n@flag\n\nwhen flag clicked\nset size to (140) %\nswitch costume to (costume1 v)\nshow\ngo to x: (218) y: (-127)\n\nwhen backdrop switches to [scene #5 v]\ngo to x: (229) y: (-71)\n\nwhen backdrop switches to [scene #6 v]\ngo to x: (223) y: (9)\n\nwhen backdrop switches to [scene #7 v]\ngo to x: (-108) y: (86)\n\nwhen backdrop switches to [scene #8 v]\nhide\ngo to x: (218) y: (-127)\nwait (14) seconds\nshow\n\nwhen backdrop switches to [scene #9 v]\ngo to x: (228) y: (13)\n\nwhen backdrop switches to [scene #10 v]\nshow\nset size to (70) %\ngo to x: (198) y: (-105)\nswitch costume to (tube1 v)\n\nwhen backdrop switches to [scene #11 v]\nset size to (140) %\nswitch costume to (costume2 v)\ngo to x: (206) y: (50)\n\nwhen backdrop switches to [scene #12 v]\ngo to x: (-208) y: (121)\n\nwhen backdrop switches to [scene #13 v]\ngo to x: (227) y: (24)\n\nwhen backdrop switches to [scene #14 v]\nset size to (50) %\ngo to x: (222) y: (-105)\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [scene #15 v]\nset size to (140) %\nswitch costume to (costume1 v)\ngo to x: (229) y: (7)\n\nwhen backdrop switches to [scene #16 v]\nset size to (70) %\ngo to x: (198) y: (-105)\nswitch costume to (tube1 v)\n\nwhen backdrop switches to [scene #17 v]\nswitch costume to (costume4 v)\nset size to (140) %\ngo to x: (210) y: (106)\n\nwhen backdrop switches to [scene #18 v]\ngo to x: (-188) y: (112)\n\nwhen backdrop switches to [scene #19 v]\ngo to x: (224) y: (-82)\n\nwhen backdrop switches to [scene #20 v]\ngo to x: (225) y: (-127)\n\nwhen backdrop switches to [scene #21 v]\ngo to x: (225) y: (10)\n\nwhen backdrop switches to [scene #22 v]\ngo to x: (213) y: (-130)\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [scene #23 v]\nswitch costume to (costume1 v)\ngo to x: (224) y: (-124)\n\nwhen backdrop switches to [victory v]\nhide\n\n@Goomba\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #2 v]\nshow\ngo to x: (142) y: (-111)\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 (0.3) seconds\nend\n\nwhen backdrop switches to [scene #3 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (93) y: (22)\n\nwhen backdrop switches to [scene #2 v]\nhide\n\n@Goomba 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #3 v]\nshow\ngo to x: (142) y: (-111)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #4 v]\nhide\n\n@Goomba 3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #3 v]\nshow\ngo to x: (12) y: (-35)\n\nwhen backdrop switches to [scene #4 v]\nhide\n\n@Goomba 4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #3 v]\nshow\ngo to x: (12) y: (-35)\n\nwhen backdrop switches to [scene #4 v]\n\nwhen backdrop switches to [scene #4 v]\nshow\ngo to x: (49) y: (-113)\nforever\n if <touching (level v)?> then\n repeat (10)\n change y by (3)\n end\n end\n if <(y position) = [-83]> then\n repeat (10)\n change y by (-3)\n end\n end\nend\n\nwhen backdrop switches to [scene #5 v]\nhide\n\n@Goomba 5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #4 v]\nshow\ngo to x: (91) y: (-114)\nforever\n if <touching (level v)?> then\n repeat (10)\n change y by (5)\n end\n end\n if <(y position) = [-64]> then\n repeat (10)\n change y by (-5)\n end\n end\nend\n\nwhen backdrop switches to [scene #5 v]\nhide\n\n@Rocket\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #5 v]\nshow\ngo to x: (165) y: (-79)\nforever\n change x by (-1)\n if <(x position) = [-25]> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #6 v]\nhide\n\n@goomba 6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #6 v]\nshow\ngo to x: (159) y: (-115)\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@Goomba 7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #6 v]\nshow\ngo to x: (101) y: (-113)\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@Bomb man\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #6 v]\nshow\ngo to x: (115) y: (24)\nswitch costume to (costume17 v)\nwait (2) seconds\nswitch costume to (costume18 v)\nwait (0.05) seconds\nswitch costume to (costume19 v)\nwait (0.05) seconds\nswitch costume to (costume20 v)\nwait (0.05) seconds\nswitch costume to (costume21 v)\nwait (0.05) seconds\nswitch costume to (costume22 v)\nwait (0.05) seconds\nswitch costume to (costume23 v)\nwait (0.05) seconds\nswitch costume to (costume24 v)\nwait (0.05) seconds\nhide\n\nwhen backdrop switches to [scene #7 v]\nhide\n\n@Shy guy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #7 v]\nshow\ngo to x: (199) y: (-102)\nforever\n change x by (-4)\n if <touching (_edge_ v)?> then\n go to x: (199) y: (-102)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.04) seconds\nend\n\nwhen backdrop switches to [scene #8 v]\nhide\n\n@Shy Guy 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #7 v]\nshow\ngo to x: (217) y: (-103)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n go to x: (217) y: (-103)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.04) seconds\nend\n\nwhen backdrop switches to [scene #8 v]\nhide\n\n@Flying Shy Guy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #7 v]\nshow\ngo to x: (35) y: (102)\nforever\n if <touching (level v)?> then\n repeat (120)\n change y by (.5)\n end\n end\n if <(y position) = [162]> then\n repeat (120)\n change y by (-.5)\n end\n end\nend\n\nset y to (162)\n\nwhen backdrop switches to [scene #7 v]\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen backdrop switches to [scene #8 v]\nhide\n\n@Yoshi\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #8 v]\nshow\nSay [uh hey Mario!] with duration [0.05] in between\nwait (1) seconds\nSay [You um headin somewhere?] with duration [0.05] in between\nwait (1) seconds\nSay [Well if you are, make sure to get me a cookie] with duration [0.05] in between\nwait (1) seconds\nSay [haven't had one in a while.] with duration [0.05] in between\nwait (1) seconds\nSay [good luck] with duration [0.05] in between\n\ndefine Say (text) with duration (duration) in between\nset [number v] to [0]\nset [text v] to []\nrepeat (length of (text))\n change [number v] by (1)\n say (join (text) (letter (number) of (text)))\n set [text v] to (join (text) (letter (number) of (text)))\n start sound [intro v]\n wait (duration) seconds\nend\nsay []\n\nwhen backdrop switches to [scene #9 v]\nhide\n\n@bug fix\n\nwhen flag clicked\nshow\ngo to x: (72) y: (-444)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [scene #11 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [scene #15 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [scene #17 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [scene #23 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [victory v]\nhide\n\n@SMB3Goomba 9\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #9 v]\nshow\ngo to x: (-72) y: (-109)\nforever\n if <(x position) = [-72]> then\n repeat (10)\n change x by (4)\n end\n end\n if <(x position) = [-32]> then\n repeat (10)\n change x by (-4)\n end\n end\nend\n\nwhen backdrop switches to [scene #10 v]\nhide\n\n@Goomba 10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #9 v]\nshow\ngo to x: (33) y: (-111)\nforever\n if <(x position) = [63]> then\n repeat (10)\n change x by (-3)\n end\n end\n if <(x position) = [33]> then\n repeat (10)\n change x by (3)\n end\n end\nend\n\nwhen backdrop switches to [scene #10 v]\nhide\n\n@Underworld Goomba\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #10 v]\nhide\n\nwhen backdrop switches to [scene #11 v]\nshow\ngo to x: (212) y: (-114)\nforever\n change x by (-4)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Underworld Goomba2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #10 v]\nhide\n\nwhen backdrop switches to [scene #11 v]\nshow\ngo to x: (129) y: (-115)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Underworld Goomba3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #10 v]\nhide\n\nwhen backdrop switches to [scene #11 v]\nshow\ngo to x: (-23) y: (-116)\nforever\n change x by (-2)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Underworld Goomba4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #10 v]\nhide\n\nwhen backdrop switches to [scene #11 v]\nshow\ngo to x: (215) y: (-113)\nforever\n change x by (-1)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Underworld Goomba5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #10 v]\nhide\n\nwhen backdrop switches to [scene #11 v]\nshow\ngo to x: (34) y: (-30)\n\nwhen backdrop switches to [scene #12 v]\nhide\n\n@Underworld Goomba6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #12 v]\nshow\ngo to x: (87) y: (-24)\n\nwhen backdrop switches to [scene #13 v]\nhide\n\n@Underworld Goomba7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #12 v]\nshow\ngo to x: (41) y: (94)\n\nwhen backdrop switches to [scene #13 v]\nhide\n\nwhen backdrop switches to [scene #13 v]\nhide\n\n@Underworld Goomba8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #12 v]\nshow\ngo to x: (195) y: (-115)\nforever\n change x by (-4)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\n@Underworld Goomba9\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #13 v]\nshow\ngo to x: (56) y: (-115)\nforever\n if <(x position) = [56]> then\n repeat (15)\n change x by (2)\n end\n end\n if <(x position) = [86]> then\n repeat (15)\n change x by (-2)\n end\n end\nend\n\nif <(x position) = [-33]> then\n repeat (20)\n change x by (-2)\n end\nend\n\nwhen backdrop switches to [scene #14 v]\nhide\n\n@Underworld Goomba10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #13 v]\nshow\ngo to x: (-73) y: (-116)\nforever\n if <(x position) = [-73]> then\n repeat (20)\n change x by (2)\n end\n end\n if <(x position) = [-33]> then\n repeat (20)\n change x by (-2)\n end\n end\nend\n\nwhen backdrop switches to [scene #14 v]\nhide\n\n@CHOMPA\n\nwhen flag clicked\nforever\n if <(y position) = [-104]> then\n next costume\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #15 v]\nshow\ngo to [back v] layer\ngo to x: (-117) y: (-149)\nforever\n if <(y position) = [-149]> then\n wait (2) seconds\n repeat (15)\n change y by (3)\n end\n end\n if <(y position) = [-104]> then\n wait (1) seconds\n repeat (15)\n change y by (-3)\n end\n end\nend\n\nwait (1) seconds\nchange y by (-5)\n\nwhen backdrop switches to [scene #16 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #15 v]\nshow\ngo to x: (213) y: (-92)\nforever\n if <(x position) = [213]> then\n repeat (10)\n change x by (-5)\n end\n end\n if <(x position) = [163]> then\n glide (1) secs to x: (-69) y: (158)\n end\n if <(y position) = [158]> then\n repeat (50)\n change y by (-5)\n end\n end\n if <(x position) = [-69]> then\n repeat (30)\n change x by (-5)\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen backdrop switches to [scene #16 v]\nhide\n\n@Luigi\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #23 v]\nshow\nSay [Well done, brother] with duration [0.05] in between\n\ndefine Say (text) with duration (duration) in between\nset [number v] to [0]\nset [text v] to []\nrepeat (length of (text))\n change [number v] by (1)\n say (join (text) (letter (number) of (text)))\n set [text v] to (join (text) (letter (number) of (text)))\n start sound [intro v]\n wait (duration) seconds\nend\nsay []\n\nwhen backdrop switches to [scene #9 v]\nhide\n\nwhen backdrop switches to [victory v]\nhide\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #17 v]\nshow\ngo to x: (154) y: (-124)\n\nwhen backdrop switches to [scene #18 v]\ngo to x: (89) y: (-124)\n\nwhen backdrop switches to [scene #20 v]\nhide\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #18 v]\nshow\ngo to x: (174) y: (-90)\n\nwhen backdrop switches to [scene #19 v]\nhide\n\n@Spike2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #18 v]\nshow\ngo to x: (154) y: (4)\n\nwhen backdrop switches to [scene #19 v]\nhide\n\n@Spike3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [scene #18 v]\nshow\ngo to x: (144) y: (96)\n\nwhen backdrop switches to [scene #19 v]\nhide\n\n@Grey Goomba\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #20 v]\nshow\ngo to x: (153) y: (-114)\nforever\n change x by (-5)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #21 v]\nhide\n\n@Grey Goomba 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #20 v]\nshow\ngo to x: (-73) y: (-115)\nforever\n if <(y position) = [-115]> then\n repeat (10)\n change y by (6)\n end\n end\n if <(y position) = [-55]> then\n repeat (10)\n change y by (-6)\n end\n end\nend\n\nwhen backdrop switches to [scene #21 v]\nhide\n\n@Grey Goomba 3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #20 v]\nshow\ngo to x: (51) y: (-112)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [scene #21 v]\nhide\n\n@Grey goomba 4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #20 v]\nshow\ngo to x: (98) y: (-110)\nforever\n if <(y position) = [-110]> then\n repeat (10)\n change y by (6)\n end\n end\n if <(y position) = [-50]> then\n repeat (10)\n change y by (-6)\n end\n end\nend\n\nwhen backdrop switches to [scene #21 v]\nhide\n\n@Grey goomba 6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #21 v]\nshow\ngo to x: (-73) y: (-115)\nforever\n if <(x position) = [-73]> then\n repeat (14)\n change x by (3)\n end\n end\n if <(x position) = [-31]> then\n repeat (14)\n change x by (-3)\n end\n end\nend\n\nwhen backdrop switches to [scene #22 v]\nhide\n\n@Grey Goomba 7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [scene #21 v]\nshow\ngo to x: (52) y: (-115)\nforever\n if <(x position) = [52]> then\n repeat (14)\n change x by (3)\n end\n end\n if <(x position) = [94]> then\n repeat (14)\n change x by (-3)\n end\n end\nend\n\nwhen backdrop switches to [scene #22 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n
----------------------------Instructions--------------------------\n-Arrow keys to move\n-Avoid enemies (you cannot stomp them)\n-Touch the flag to proceed to the next level\n---------------------------------------------------------------------\nMIssion: win without dying
Geometry dash online platformer v1
@Stage\n\nwhen flag clicked\nswitch backdrop to (oh hi :\) v)\nclear graphic effects\nswitch backdrop to (\(: v)\nclear graphic effects\nbroadcast (Start v)\nbroadcast (init v) and wait\n\nwhen [m v] key pressed\nset [mouse v] to (join ((CAM X) + (mouse x)) (join [:] ((CAM Y) + (mouse y))))\n\nwhen flag clicked\nforever\n play sound (pick random (2) to (14)) until done\nend\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR_____)\nif <(Player X) > [800]> then\n set [color_____ v] to [50]\nelse\n if <(Player X) > [600]> then\n set [color_____ v] to [100]\n else\n if <(Player X) > [211]> then\n set [color_____ v] to [180]\n else\n set [color_____ v] to [130]\n end\n end\nend\n\nwhen I receive [tick v]\nset [volume v] to (Volume)\nset volume to (Volume) %\n\n@Player\n\ndefine Player x collisions (sx)\nchange [player x v] by (sx)\nPosition\nif <<<touching (floor2 v)?> or <touching (background2 v)?>> or <<touching (level v)?> or <touching (background3 v)?>>> then\n repeat (24)\n change [player y v] by (1)\n Position\n if <not <<<touching (floor2 v)?> or <touching (background2 v)?>> or <<touching (level v)?> or <touching (background3 v)?>>>> then\n stop [this script v]\n end\n end\n change [player y v] by (-24)\n repeat until <not <<<touching (floor2 v)?> or <touching (background2 v)?>> or <<touching (level v)?> or <touching (background3 v)?>>>>\n point in direction ((round ((direction) / (90))) * (09))\n set [right or left v] to [0]\n if <(sx) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n Position\n set [::sx v] to [0]\n end\nend\n\ndefine Player y collisions (sy)\nchange [player y v] by (sy)\nchange [::in air v] by (1)\nPosition\nif <(mode) = [1]> then\n if <(left and right for ship) > [0]> then\n if <(gravity) > [0]> then\n switch costume to (ship3 v)\n else\n switch costume to (ship2 v)\n end\n else\n if <(gravity) > [0]> then\n switch costume to (ship4 v)\n else\n switch costume to (ship01 v)\n end\n end\nend\nif <(mode) = [0]> then\n turn right ((((8.03) * ((0) - (gravity))) * (([abs v] of (right or left) ) / (right or left))) * (Backwards)) degrees\nelse\n if <(mode) = [1]> then\n if <(([abs v] of (left and right for ship) ) / (left and right for ship)) > [0]> then\n point in direction (((::sy) * (-4)) + (90))\n else\n point in direction (((::sy) * (4)) + (90))\n end\n end\nend\nif <<<touching (level v)?> or <touching (background3 v)?>> or <<touching (floor2 v)?> or <touching (background2 v)?>>> then\n if <(mode) = [0]> then\n point in direction ((round ((direction) / (90))) * (09))\n end\n if <(mode) = [1]> then\n point in direction (90)\n end\n if <(mode) = [2]> then\n switch costume to (icon \(5\)2 v)\n change [:::sd v] by (((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (3)) * (Backwards))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n change [ball gravity v] by (1)\n if <((ball gravity) mod (2)) = [0]> then\n set [gravity v] to [1]\n else\n set [gravity v] to [-1]\n end\n end\n end\n repeat until <not <<<touching (level v)?> or <touching (background3 v)?>> or <<touching (floor2 v)?> or <touching (background2 v)?>>>>\n if <(sy) > [0]> then\n change [player y v] by (-1)\n if <(gravity) > [0]> then\n set [::in air v] to [0]\n end\n else\n change [player y v] by (1)\n if <(gravity) < [0]> then\n set [::in air v] to [0]\n end\n end\n Position\n set [::sy v] to [0]\n end\n if <(mode) = [2]> then\n switch costume to (icon \(5\) v)\n end\nend\n\ndefine Position\ngo to x: ((Player X) - (CAM X)) y: ((Player Y) - (CAM Y))\n\ndefine Reset\nset [player x v] to [-200]\nset [player y v] to [0]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [gravity v] to [-1]\nset [speed v] to [1.5]\nset [right or left v] to [0]\nset [exit v] to [ ]\nset [jumping? v] to [0]\nset [jump v] to [9]\nset [health bar v] to [100]\nset [left and right for ship v] to [1]\nset [backwards v] to [1]\nset [mode v] to [0]\nset [:::sd v] to [0]\nset [ball gravity v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (cat v)\nset [color v] effect to (0)\nshow\n\ndefine Player physics || speed (speed) Gravity (gravity) (jump height)\nchange [::sx v] by ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>) * (speed))\nchange [right or left v] by ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>) * (1))\nset [::sx v] to ((::sx) * (0.8))\nPlayer x collisions ((::sx) * (Backwards))\nif <(mode) = [0]> then\n change [::sy v] by (gravity)\nelse\n change [::sy v] by ((gravity) / (2))\nend\nPlayer y collisions (::sy)\nset [:::sd v] to ((:::sd) * (0.8))\nturn right (:::sd) degrees\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [50]>>>> then\n if <(mode) = [0]> then\n if <(::in air) < [4]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [right or left v] by ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>) * (1))\n else\n set [right or left v] to [0]\n end\n if <(gravity) < [0]> then\n set [::sy v] to (jump height)\n else\n set [::sy v] to ((jump height) * (-1))\n end\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (space v) pressed?> or <mouse down?>>> then\n if <(mode) = [1]> then\n if <(gravity) < [0]> then\n change [::sy v] by (1.2)\n else\n change [::sy v] by (-1.2)\n end\n end\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [jumping? v] by (1)\nelse\n set [jumping? v] to [0]\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <touching (orbs v)?> then\n if <(jUMPING?) < [4]> then\n set [::sy v] to (((12) * (gravity)) * (-1))\n change [jumping? v] by (1)\n end\n end\nend\nchange [cam x v] by (round (((Player X) - (CAM X)) / (5)))\nif <(CAM X) < [-35]> then\n set [cam x v] to [-35]\nend\nchange [cam y v] by (round (((Player Y) - (CAM Y)) / (5)))\nif <(CAM Y) < [0]> then\n set [cam y v] to [0]\nend\nif <[152] < (CAM Y)> then\n set [cam y v] to [152]\nend\ngo to [front v] layer\nif <touching (yellow pad v)?> then\n set [::sy v] to (((17) * (gravity)) * (-1))\nend\nif <touching (spikes v)?> then\n set [exit v] to [die]\nend\nif <(Health bar) < [1]> then\n set [exit v] to [die]\nend\nchange [health bar v] by ((0.1) * <(Health bar) < [100]>)\nif <touching (gravity portal ↑ v)?> then\n set [gravity v] to [1]\nend\nif <touching (gravity portal ↓ v)?> then\n set [gravity v] to [-1]\nend\nif <touching (ship portal v)?> then\n set [mode v] to [1]\nend\nif <touching (cube portal v)?> then\n set [mode v] to [0]\nend\nif <touching (mirror portal 1 2 v)?> then\n set [backwards v] to [1]\nend\nif <touching (cube portal2 v)?> then\n set [mode v] to [2]\nend\nPosition\n\nset [health bar v] to [0]\n\nwhen I receive [start v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n set [_clone v] to [0]\n set [clones v] to [0]\n repeat until <(Exit) > [ ]>\n broadcast (update v)\n set [shake x v] to (CAM X)\n set [shake y v] to (CAM Y)\n end\n broadcast (shake v)\n broadcast (Die v) and wait\n Reset\n show\nend\n\nwhen I receive [tick v]\nif <not <(join [▶] (Chat)) = [▶]>> then\n say (join [▶] (Chat))\nelse\n say []\nend\n\nwhen I receive [die v]\nhide\nrepeat (20)\n change [shake x v] by (pick random (-15) to (15))\n change [shake y v] by (pick random (-15) to (15))\n change [cam x v] by (((Shake X) - (CAM X)) / (3))\n change [cam y v] by (((Shake Y) - (CAM Y)) / (3))\n if <(CAM Y) < [0]> then\n set [cam y v] to [0]\n end\n broadcast (Tick v) and wait\nend\n\nwhen I receive [tick v]\nif <(Backwards) = [1]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [left and right for ship v] to [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 set [left and right for ship v] to [-1]\n end\nelse\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [left and right for ship v] to [-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 set [left and right for ship v] to [1]\n end\nend\n\nwhen I receive [tick v]\nif <(mode) = [0]> then\n switch costume to (cat v)\nend\nif <(mode) = [2]> then\n switch costume to (icon \(5\) v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [update v]\nif <(_clone) = [0]> then\n change [~tick v] by (1)\n if <(~Tick) > [999]> then\n set [~tick v] to [0]\n end\n Player physics || speed (speed) Gravity (gravity) (jump)\n broadcast (Tick v) and wait\nend\n\nset [_clone v] to [0]\n\n@Online Multiplayer Engine 2.0 by XShrunk\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ Cloud1)) to [clouddata v]\nadd (join [=] (☁ Cloud2)) to [clouddata v]\nadd (join [=] (☁ Cloud3)) to [clouddata v]\nadd (join [=] (☁ Cloud4)) to [clouddata v]\nadd (join [=] (☁ Cloud5)) to [clouddata v]\nadd (join [=] (☁ Cloud6)) to [clouddata v]\nadd (join [=] (☁ Cloud7)) to [clouddata v]\nadd (join [=] (☁ Cloud8)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n set [~i v] to (item # of [] in [@players v])\n if <(~i) = [0]> then\n New Player\n else\n replace item (~i) of [@players v] with (item (2) of [decoded v])\n replace item (~i) of [@ids v] with (item (5) of [decoded v])\n end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n change [~j v] by (1)\nend\n\ndefine Read Cloud\nProcess Cloud [1] (join [=] (☁ Cloud1))\nProcess Cloud [2] (join [=] (☁ Cloud2))\nProcess Cloud [3] (join [=] (☁ Cloud3))\nProcess Cloud [4] (join [=] (☁ Cloud4))\nProcess Cloud [5] (join [=] (☁ Cloud5))\nProcess Cloud [6] (join [=] (☁ Cloud6))\nProcess Cloud [7] (join [=] (☁ Cloud7))\nProcess Cloud [8] (join [=] (☁ Cloud8))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n if <(costume [number v]) = [1]> then\n add (~temp) to [decoded v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (costume [name v]))\n end\n change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n set [~j v] to [1]\n repeat (length of (item (~i) of [#playerlist v]))\n switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n if <(costume [number v]) < [10]> then\n set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n else\n set [~temp v] to (join (~temp) (costume [number v]))\n end\n change [~j v] by (1)\n end\n set [~temp v] to (join (~temp) [01])\n change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n if <(playerid) < [3]> then\n if <(playerid) = [1]> then\n set [☁ cloud1 v] to (~temp)\n else\n set [☁ cloud2 v] to (~temp)\n end\n else\n if <(playerid) = [3]> then\n set [☁ cloud3 v] to (~temp)\n else\n if <(playerid) = [4]> then\n set [☁ cloud4 v] to (~temp)\n else\n set [☁ cloud5 v] to (~temp)\n end\n end\n end\nelse\n if <(playerid) < [8]> then\n if <(playerid) = [6]> then\n set [☁ cloud6 v] to (~temp)\n else\n set [☁ cloud7 v] to (~temp)\n end\n else\n if <(playerid) = [8]> then\n set [☁ cloud8 v] to (~temp)\n end\n end\nend\n\nwhen I receive [update v]\nUpdatePlayersList [1]\nRead Cloud\nSaveToCloud (pick random (1) to (length of [clouddata v]))\nCountPlayers\nUpdatePlayersList [0]\n\ndefine CountPlayers\nset [#playersonline v] to [1]\nset [~i v] to [1]\nrepeat (length of [@players v])\n if <(item (~i) of [#checkactive v]) = [1]> then\n change [#playersonline v] by (1)\n end\n change [~i v] by (1)\nend\nif <(#PlayersOnline) > [1]> then\n hide\nelse\n if <(username) = []> then\n switch costume to (log in v)\n else\n if <(☁ Online) = [0]> then\n switch costume to (new v)\n else\n switch costume to (alone v)\n end\n end\n show\nend\ngo to [front v] layer\nif <(☁ Online) < [0]> then\n switch costume to (offline v)\n show\n stop [all v]\nend\nif <<not <(Version) = (☁ Online)>> and <(☁ Online) > [0]>> then\n switch costume to (update v)\n show\n stop [all v]\nend\n\nwhen I receive [init v]\nInit\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n end\n replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n end\n change [~c v] by (1)\n end\nelse\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [99]>> then\n if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n replace item ((~c) + (1)) of [#checkactive v] with [0]\n replace item ((~c) + (1)) of [@players v] with []\n replace item ((~c) + (1)) of [@ids v] with []\n else\n replace item ((~c) + (1)) of [#checkactive v] with [1]\n end\n replace item ((~c) + (1)) of [@playeroffset v] with [0]\n end\n end\n change [~c v] by (1)\n end\nend\n\ndefine EmptyCloud\nset [☁ cloud1 v] to []\nwait (0.1) seconds\nset [☁ cloud2 v] to []\nwait (0.1) seconds\nset [☁ cloud3 v] to []\nwait (0.1) seconds\nset [☁ cloud4 v] to []\nwait (0.1) seconds\nset [☁ cloud5 v] to []\nwait (0.1) seconds\nset [☁ cloud6 v] to []\nwait (0.1) seconds\nset [☁ cloud7 v] to []\nwait (0.1) seconds\nset [☁ cloud8 v] to []\n\nwhen flag clicked\nhide\nset [last v] to [1]\nset [version v] to [1]\nif <(username) = [darkstar52]> then\n wait (0.1) seconds\n set [☁ online v] to (Version)\nend\nif <(#PlayersOnline) > [0]> then\n replace item (5) of [#playerlist v] with [X]\n repeat (10)\n SaveToCloud (pick random (1) to (length of [clouddata v]))\n end\nend\nset [#playersonline v] to [0]\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd ((round ((Player X) * (10))) / (10)) to [#playerlist v]\nadd ((round ((Player Y) * (10))) / (10)) to [#playerlist v]\nadd (@ID) to [#playerlist v]\nadd (Chat) to [#playerlist v]\nadd ([direction v] of [player v]) to [#playerlist v]\nadd (Health bar) to [#playerlist v]\nadd ([costume # v] of [player v]) to [#playerlist v]\nset [&maxelements v] to [9]\n\nset [☁ online v] to [0]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n add [0] to [#cloudlist v]\nend\ncreate clone of (others v)\n\ndefine Find Player (name) (id)\nset [~i v] to [0]\nrepeat (length of [@players v])\n change [~i v] by (1)\n if <<(item (~i) of [@players v]) = (name)> and <(item (~i) of [@ids v]) = (id)>> then\n stop [this script v]\n end\nend\nset [~i v] to [0]\n\n@level\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\npoint in direction (90)\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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [clone# v] to [0]\nswitch costume to (level 1 1 v)\nCreate clone [260] [0]\nCreate clone [420] [0]\nCreate clone [420] [0]\n\ndefine Create clone (x) (y)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nset [x2 v] to (x)\nset [hidden door v] to [0]\nnext costume\n\nset rotation style [left-right v]\n\nwhen I start as a clone\npoint in direction (-90)\n\nset [backwards v] to [-1]\n\ngo to x: (x) y: (y)\n\nset [backwards v] to [-1]\n\n@others\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nset [color v] effect to (0)\nchange [clones v] by (1)\nset [_clone v] to (clones)\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\n say []\nend\n\ndefine Chat (username) (chat)\nif <(chat) = []> then\n say (username)\nelse\n say (join [▶] (chat))\nend\n\ndefine Pen bar (x) (y) (hp)\nerase all\npen up\nset pen color to (#b6b6b6)\nset [x v] to (x)\nset [y v] to (y)\ngo to x: ((x) - (25)) y: ((y) + (25))\nset pen size to (10)\nrepeat (50)\n change x by (1)\n pen down\nend\ngo to x: ((x) - (25)) y: ((y) + (25))\npen up\nset pen (color v) to ((hp) / (3))\nset pen (saturation v) to (100)\nset pen (brightness v) to (100)\nrepeat ((hp) / (2))\n change x by (1)\n pen down\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [update v]\nif <(item (_clone) of [#checkactive v]) = [1]> then\n set [x v] to (item ((((_clone) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v])\n set [y v] to (item ((((_clone) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v])\n Position ((x) - (CAM X)) ((y) - (CAM Y))\n Chat (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v]) (item ((((_clone) - (1)) * (&MaxElements)) + (6)) of [#cloudlist v])\n point in direction ((item ((((_clone) - (1)) * (&MaxElements)) + (7)) of [#cloudlist v]) * (Backwards))\n switch costume to (item ((((_clone) - (1)) * (&MaxElements)) + (9)) of [#cloudlist v])\n show\n go to [front v] layer\nelse\n hide\nend\n\n@Background\n\nwhen I receive [tick v]\nPosition ((((CAM X) * (-0.5)) mod (480)) - (240)) [0]\ngo to [back v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\n\n@Chat\n\nwhen I receive [start v]\ngo to x: (-184) y: (6)\nset [chatted v] to [0]\nset [chat v] to []\nhide\nforever\n if <key (t v) pressed?> then\n broadcast (chat v) and wait\n wait until <not <key (t v) pressed?>>\n end\n if <key (space v) pressed?> then\n hide\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [chat v]\nrepeat until <(chatted) = [1]>\n show\n if <key (space v) pressed?> then\n set [chatted v] to [1]\n end\n if <key (1 v) pressed?> then\n set [chat v] to (item (1) of [chat v])\n set [chatted v] to [1]\n wait (2) seconds\n set [chat v] to []\n end\n if <key (2 v) pressed?> then\n set [chat v] to (item (2) of [chat v])\n set [chatted v] to [1]\n wait (2) seconds\n set [chat v] to []\n end\n if <key (3 v) pressed?> then\n set [chat v] to (item (3) of [chat v])\n set [chatted v] to [1]\n wait (2) seconds\n set [chat v] to []\n end\n if <key (4 v) pressed?> then\n set [chat v] to (item (4) of [chat v])\n set [chatted v] to [1]\n wait (2) seconds\n set [chat v] to []\n end\n if <key (5 v) pressed?> then\n set [chat v] to (item (5) of [chat v])\n set [chatted v] to [1]\n wait (2) seconds\n set [chat v] to []\n end\n if <key (6 v) pressed?> then\n set [chat v] to (item (6) of [chat v])\n set [chatted v] to [1]\n wait (2) seconds\n set [chat v] to []\n end\n if <key (7 v) pressed?> then\n set [chat v] to (item (7) of [chat v])\n set [chatted v] to [1]\n wait (2) seconds\n set [chat v] to []\n end\nend\nhide\nset [chatted v] to [0]\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@floor\n\nwhen I receive [tick v]\nPosition ((((CAM X) * (-1)) mod (480)) - (240)) ((y) - (CAM Y))\ngo to [front v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [-155]\n\n@Background3\n\nwhen I receive [tick v]\nPosition [0] ((y) - (CAM Y))\nset [color v] effect to (COLOR_____)\ngo [forward v] (1) layers\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [-153]\n\nwhen flag clicked\nset [color v] effect to (COLOR_____)\n\n@No solid tiles\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nCreate clone [280] [0]\nCreate clone [320] [0]\nCreate clone [520] [0]\n\ndefine Create clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@spikes\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\ngo to [back v] layer\npoint in direction (90)\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\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 [0]\nswitch costume to (level 1 1 v)\nCreate clone [260] [0]\n\ndefine Create clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@effect1\n\nwhen I receive [die v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (50) %\nsetup clones\nrepeat (20)\n go to (player v)\n change size by (15)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\npoint in direction (pick random (-180) to (180))\nset size to (pick random (25) to (100)) %\ndelete all of [clone item v]\nadd (pick random (5) to (10)) to [clone item v]\nadd (pick random (2) to (7)) to [clone item v]\nadd (pick random (7) to (10)) to [clone item v]\nrepeat (item (1) of [clone item v])\n move (item (2) of [clone item v]) steps\n change [ghost v] effect by (item (3) of [clone item v])\nend\ndelete this clone\n\ndefine setup clones\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nrepeat (20)\n change [cam x v] by (pick random (-35) to (35))\n change [cam y v] by (pick random (-35) to (35))\nend\n\nwhen I receive [orb touch v]\nset size to (50) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nrepeat (7)\n change size by (25)\n change [ghost v] effect by (10)\n go to x: ((ORB TOUCH X) - (CAM X)) y: ((ORB TOUCH Y) - (CAM Y))\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [orb touch2 v]\nset size to (50) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume3 v)\nrepeat (7)\n change size by (25)\n change [ghost v] effect by (10)\n go to x: ((ORB TOUCH X) - (CAM X)) y: ((ORB TOUCH Y) - (CAM Y))\nend\nhide\n\n@fake spikes\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\ngo to [back v] layer\npoint in direction (90)\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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\n\ndefine Create clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nCreate clone [0] [0]\n\n@Orbs\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nif <(costume [number v]) = [2]> then\n set size to (((loudness) / (1)) + (50)) %\n if <<touching (player v)?> and <([jumping? v] of [player v]) < [4]>> then\n set [orb touch x v] to ((x position) + (CAM X))\n set [orb touch y v] to ((y position) + (CAM Y))\n broadcast (Orb touch v) and wait\n end\nelse\n set size to (((loudness) / (1.7)) + (100)) %\nend\npoint in direction (90)\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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nCreate clone [281] [42]\nCreate clone [281] [100]\n\ndefine Create clone (x) (y)\nswitch costume to (level 1 1 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (level 1 2 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Pen bar\n\ndefine Pen bar (x) (y) (hp)\npen up\nset pen color to (#b6b6b6)\nset [x v] to (x)\nset [y v] to (y)\ngo to x: ((x) - (25)) y: ((y) + (25))\nset pen size to (10)\nrepeat (50)\n change x by (1)\n pen down\nend\ngo to x: ((x) - (25)) y: ((y) + (25))\npen up\nset pen (color v) to ((hp) / (3))\nset pen (saturation v) to (100)\nset pen (brightness v) to (100)\nrepeat ((hp) / (2))\n change x by (1)\n pen down\nend\n\nwhen I receive [tick v]\nerase all\n\nPen bar ([x position v] of [player v]) ([y position v] of [player v]) (Health bar)\n\n@Yellow pad\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nset size to (100) %\nset [touching? v] to [0]\nif <<touching (player v)?> and <(touching?) = [0]>> then\n set [orb touch x v] to ((x position) + (CAM X))\n set [orb touch y v] to ((y position) + (CAM Y))\n broadcast (Orb touch v)\n set [touching? v] to [1]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nCreate clone [540] [0]\n\ndefine Create clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Gravity portal ↑\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nset size to (100) %\nset [touching? v] to [0]\nset rotation style [left-right v]\nif <<touching (player v)?> and <(touching?) = [0]>> then\n set [orb touch x v] to ((x position) + (CAM X))\n set [orb touch y v] to ((y position) + (CAM Y))\n broadcast (Orb touch v)\n set [touching? v] to [1]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (4515024_200x130 v)\npoint in direction (-90)\nCreate clone [140] [175]\npoint in direction (90)\nCreate clone [672] [130]\n\ndefine Create clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Gravity portal ↓\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nset size to (100) %\nset [touching? v] to [0]\nif <<touching (player v)?> and <(touching?) = [0]>> then\n set [orb touch x v] to ((x position) + (CAM X))\n set [orb touch y v] to ((y position) + (CAM Y))\n broadcast (orb touch2 v)\n set [touching? v] to [1]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\npoint in direction (-90)\nCreate clone [31] [175]\npoint in direction (90)\nCreate clone [799] [130]\n\ndefine Create clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Ship portal\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nset size to (100) %\nset [touching? v] to [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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\npoint in direction (90)\nCreate clone [600] [130]\n\ndefine Create clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nif <<touching (player v)?> and <(touching?) = [0]>> then\n set [orb touch x v] to ((x position) + (CAM X))\n set [orb touch y v] to ((y position) + (CAM Y))\n broadcast (orb touch2 v)\n set [touching? v] to [1]\nend\n\n@cube portal\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nset size to (100) %\nset [touching? v] to [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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nCreate clone [476] [75]\nCreate clone [1000] [-50]\n\ndefine Create clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nif <<touching (player v)?> and <(touching?) = [0]>> then\n set [orb touch x v] to ((x position) + (CAM X))\n set [orb touch y v] to ((y position) + (CAM Y))\n broadcast (orb touch2 v)\n set [touching? v] to [1]\nend\n\n@floor2\n\nwhen I receive [tick v]\nif <([mode v] of [player v]) = [0]> then\n hide\nelse\n show\n Position ((((CAM X) * (-1)) mod (480)) - (240)) ((y) - (CAM Y))\n go to [front v] layer\nend\n\ngo to [front v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [270]\n\n@Background2\n\nwhen I receive [tick v]\nif <([mode v] of [player v]) = [0]> then\n hide\nelse\n show\n Position [0] ((y) - (CAM Y))\n set [color v] effect to (COLOR_____)\n go [forward v] (1) layers\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [268]\n\nwhen flag clicked\nset [color v] effect to (COLOR_____)\n\n@mirror portal 1 \n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nset size to (100) %\nif <touching (player v)?> then\n set [backwards v] to [-1]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nCreate clone [900] [-55]\n\ndefine Create clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nif <<touching (player v)?> and <(touching?) = [0]>> then\n set [orb touch x v] to ((x position) + (CAM X))\n set [orb touch y v] to ((y position) + (CAM Y))\n broadcast (orb touch2 v)\n set [touching? v] to [1]\nend\n\n@mirror portal 1 2\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nset size to (100) %\nset [color v] effect to (75)\nset [touching? v] to [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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nCreate clone [1400] [-55]\n\ndefine Create clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@cube portal2\n\nwhen I receive [tick v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\nset size to (100) %\nset [touching? v] to [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [color v] effect to (140)\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\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nCreate clone [800] [130]\n\ndefine Create clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nif <<touching (player v)?> and <(touching?) = [0]>> then\n set [orb touch x v] to ((x position) + (CAM X))\n set [orb touch y v] to ((y position) + (CAM Y))\n broadcast (orb touch2 v)\n set [touching? v] to [1]\nend\n\n@grenade\n\nwhen flag clicked\nset [pressed v] to [1]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n change [pressed v] by (1)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to x: (((Player X) + (20)) - (CAM X)) y: ((Player Y) - (CAM Y))\nif <((pressed) mod (2)) = [0]> then\n show\nelse\n hide\nend\n\n
WASD OR ARROW KEYS TO MOVE\noops sorry for CAPS\nEnjoy!!!\nEARLY ALPHA V2.0!!!!!:\nhttps://scratch.mit.edu/projects/726280405/\ncreate new levels
MEADOWS-A Platformer |Part 1 |#games
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\nforever\n if <<(Level) = [6]> or <<(Level) = [7]> or <(Level) = [8]>>> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [16]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Blank\n\n@Start Screen draw\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (29) y: (-4)\n\nwhen I receive [intro over v]\nshow\n\n@START\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n broadcast (PLAY v)\n start sound [Magic Spell v]\n hide\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro over v]\nshow\ngo to [front v] layer\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (0) y: (-8)\nforever\n switch costume to (Level)\n show\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\nhide\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n if <(x position) > [236]> then\n Reset Level\n change [level v] by (1)\n end\nend\n\ndefine Reset Level\nclear graphic effects\ngo to x: (-200) y: (0)\nswitch costume to (player v)\nset [x v] to [0]\nset [y v] to [0]\nshow\n\ndefine Die\nstart sound [y2mate v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nReset Level\n\nwhen I receive [play v]\nset [level v] to [1]\nReset Level\nforever\n if then\n change [x v] by (.9)\n end\n if then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if 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 [13]\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 (-0.8)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n Die\n end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen flag clicked\nset size to (325) %\nforever\n create clone of (_myself_ v)\n wait (0.004) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [skip v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <touching color (#5f0909)?> then\n change [level v] by (1)\n end\nend\n\nwhen I receive [intro over v]\nforever\n play sound [y2mate2 v] until done\nend\n\nwhen I receive [play v]\nif <(Level) = [16]> then\n stop all sounds\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Sun\n\nwhen flag clicked\nhide\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [play v]\nhide\ngo to [back v] layer\nshow\ngo to x: (217) y: (202)\nset size to (100) %\nreset timer\nforever\n repeat (50)\n change size by (((140) - (size)) / (18))\n end\n repeat (50)\n change size by (((size) - (100)) / (-18))\n end\nend\n\nbroadcast (PLAY v)\n\nwhen I receive [play v]\nforever\n if <<(Level) = [6]> or <<(Level) = [7]> or <(Level) = [8]>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Skip\n\nwhen flag clicked\nhide\nforever\n change [color v] effect by (25)\n wait (0.1) seconds\nend\n\nwhen this sprite clicked\nbroadcast (SKIP v)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (0.5) seconds\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Love fave\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n show\n go to x: (7) y: (37)\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ready v] to [0]\nwait (0.3) seconds\nshow\nclear graphic effects\npoint in direction (90)\nset [switch v] to [0]\nset [counter v] to [0]\ngo to x: (0) y: (180)\nset size to (0) %\nswitch costume to (2a v)\nrepeat (16)\n change y by (-11.25)\n change [switch v] by (1)\n change size by (((size) / (30)) * (10))\n if <(Switch) = [16]> then\n switch costume to (2b v)\n end\nend\nwait (0.4) seconds\ngo to x: (0) y: (0)\npoint in direction (45)\nrepeat (3)\n Clone Squares\n repeat (16)\n Clone Squares\nend\nset [ready v] to [1]\nwait (1.3) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nshow\nrepeat (3)\n go to [front v] layer\nend\nclear graphic effects\npoint in direction (90)\nset [switch v] to [0]\ngo to x: (0) y: (-180)\nset size to (0) %\nswitch costume to (1a v)\nrepeat (16)\n change y by (11.25)\n change [switch v] by (1)\n change size by (((size) / (30)) * (10))\n if <(Switch) = [16]> then\n switch costume to (1b v)\n end\nend\nset [clone id v] to [5]\nset [y position v] to [150]\nrepeat (6)\n create clone of (_myself_ v)\n change [y position v] by (-50)\n wait (0.05) seconds\nend\ncreate clone of (_myself_ v)\nwait (0.456) seconds\nset size to (100) %\nswitch costume to (logo v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (0) %\nswitch costume to (logo v)\nshow\nset [1 v] to [0]\nset [2 v] to [0]\nrepeat (40)\n set [1 v] to (((1) * (0.8)) + (((80) - (size)) / (5)))\n change size by (1)\n point in direction ((([tan v] of (2) ) * (10)) + (90))\n change [2 v] by (5)\nend\nset [1 v] to [3]\nrepeat (13)\n change [1 v] by (([abs v] of (1) ) / (4))\n change size by ((join [-] (1)) / (4))\n change x by (1)\n point in direction ((([tan v] of (2) ) * (10)) + (90))\n change [2 v] by (5)\nend\ngo to x: (-5000) y: (0)\nrepeat (20)\n change x by (((0) - (x position)) / (4))\n change size by (((80) - (size)) / (4))\n point in direction ((([tan v] of (2) ) * (10)) + (90))\n change [2 v] by (5)\nend\nset [clone id v] to [6]\ncreate clone of (_myself_ v)\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\nrepeat (25)\n point in direction ((([tan v] of (2) ) * (10)) + (90))\n change [2 v] by (5)\nend\nhide\nwait (0.07) seconds\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nbroadcast (Intro Over v)\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\n\ndefine Size: (size) Costume #: (costume #)\nrepeat (16)\n if <(size) > [100]> then\n switch costume to (blank v)\n end\n change size by (((size) - (size)) / (4))\n switch costume to (costume #)\nend\n\ndefine Clone Squares\nif <(Ready) = [0]> then\n set [clone id v] to [0]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change [counter v] by (10)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n point in direction (90)\n switch costume to (black v)\n set size to (545) %\n wait (0.6) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n point in direction (90)\n clear graphic effects\n set size to (0) %\n Size Thing\n if <(Counter) = [50]> then\n set [y velocity v] to [0]\n repeat until <(y position) > [38]>\n change [y velocity v] by (2.45746567)\n set [y velocity v] to ((Y Velocity) * (0.98))\n change y by (Y Velocity)\n turn right (((Y Velocity) * (0.97896789)) / (7.67867)) degrees\n end\n wait (0.05) seconds\n set [y velocity v] to [0]\n repeat until <(y position) < [-179]>\n change [y velocity v] by (-2.457656757)\n set [y velocity v] to ((Y Velocity) * (0.98))\n change y by (Y Velocity)\n turn left (((Y Velocity) * (0.97896789)) / (7.67867)) degrees\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n clear graphic effects\n set size to (0) %\n Size: [150] Costume #: [8]\n Size: [300] Costume #: [8]\n Size: [600] Costume #: [8]\n Size: [1200] Costume #: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n clear graphic effects\n set size to (0) %\n Size: [100] Costume #: [7]\n Size: [200] Costume #: [7]\n Size: [400] Costume #: [7]\n Size: [800] Costume #: [7]\n delete this clone\nend\n\ndefine Size Thing\nif <(Counter) = [50]> then\n repeat (15)\nelse\n repeat (10)\nend\nrepeat (16)\n if <(size) > [100]> then\n switch costume to (blank v)\n end\n change size by (((160) - (size)) / (4))\n switch costume to (username v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n set size to (0) %\n switch costume to (tile v)\n set [ghost v] effect to (100)\n repeat (50)\n set [bounce v] to (((Bounce) * (0.8)) + (((y position) - (y position)) / (5)))\n change size by (((100) - (size)) / (15))\n change [ghost v] effect by (-10)\n change y by (Bounce)\n end\n wait (2.22) seconds\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [1]\nset volume to (100) %\nplay sound [Intro Music v] until done\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n show\n switch costume to (2 v)\n set size to (100) %\n go to [front v] layer\n point in direction (90)\n go to x: (220) y: (0)\n set [x velocity v] to [0]\n repeat until <(x position) < [15]>\n change [x velocity v] by (-2.42)\n change x by (X Velocity)\n end\n wait (0.6) seconds\n repeat until <(x position) > [205]>\n change x by (((x position) + (140)) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n go to [front v] layer\n show\n switch costume to (1 v)\n set size to (100) %\n point in direction (90)\n go to x: (-220) y: (0)\n set [x velocity v] to [0]\n repeat until <(x position) > [-15]>\n change [x velocity v] by (2.42)\n change x by (X Velocity)\n end\n wait (0.6) seconds\n repeat until <(x position) < [-205]>\n change x by (((x position) - (140)) / (3))\n end\n delete this clone\nend\n\nwhen I receive [intro over v]\nhide\ndelete this clone\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (34)\nforever\n go to x: (-26) y: (19)\n glide (7) secs to x: (-300) y: (13)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nforever\n if <<(Level) = [6]> or <<(Level) = [7]> or <(Level) = [8]>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\n@wORDS\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (0) y: (-278)\ngo to [front v] layer\nforever\n show\n switch costume to (Level)\nend\n\n@Gate\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n set [level v] to [16]\n end\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <(Level) = [15]> then\n wait (0.5) seconds\n show\n else\n hide\n end\nend\n\n@Start Screen \n\nwhen flag clicked\nhide\nforever\n turn left (1) degrees\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [intro over v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
#9th on TRENDING on GAMES on 17th July!!! OMG!!!\nWELCOME TO PHOENIX'S ADVENTURE\nRules-\n1- Arrow keys to move\n2- Be careful of spikes and lava.\n___________________________________________\nPlease Heart and Fav the project for PART-2 . I hope you like it , I have worked hard for it. \n___________________________________________\nFor PT-2 \nLIKE TARGET- 50\nFAV TARGET- 50\nREMIX TARGET- 3\n\n___________________________________________\nAlso join this studio and add your followers in it.\nhttps://scratch.mit.edu/studios/29986495\n__________________________________________\n\nLet us make this series popular!!!!\n-----------------------------------------------------------------------\n\n
Shipwreck | A Scrolling Platformer | #games #fun #all #platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Monody.mp3 v] until done\nend\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@TB\n\nwhen flag clicked\nhide\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@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 (12) %\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
Shipwreck \nA Scrolling Platformer (Mobile Friendly too)\n\nWelcome to my (NEW) platformer!\nEnjoy! :D\nOH...? TRENDING TIS' HERE!\n\nLike and fav! Follow for more content!!!\n\nINSTRUCTIONS:\n\nWAD or arrow key to move\nDon't die\nFind the hammer\nEnjoy! ;D
3D Platformer Game
@Stage\n\nwhen flag clicked\nforever\n play sound [The face of innocence v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (4))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [150]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Level\n Reset\n end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [End]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [1] [2] [Platform]\n Level design [0] [1] [3] [Platform]\n Level design [0] [1] [4] [Lava]\n Level design [0] [1] [5] [Platform]\n Level design [0] [1] [6] [Lava]\n Level design [1] [1] [7] [Platform]\n Level design [0] [1] [8] [Lava]\n Level design [1] [1] [9] [Platform]\n Level design [0] [0] [10] [End]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [0] [0] [4] [Lava]\n Level design [0] [0] [5] [Platform]\n Level design [0] [1] [6] [Platform]\n Level design [0] [1] [7] [Platform]\n Level design [0] [1] [8] [Platform]\n Level design [0] [1] [9] [Platform]\n Level design [0] [ 0] [10] [Platform]\n Level design [0] [ 0] [11] [Lava]\n Level design [0] [ 0] [12] [Platform]\n Level design [0] [ 0] [13] [Platform]\n Level design [0] [ 0] [15] [Platform]\n Level design [0] [ 0] [17] [Platform]\n Level design [0] [ 0] [19] [Platform]\n Level design [0] [ 0] [20] [Platform]\n Level design [0] [ 0] [21] [End]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Lava]\n Level design [0] [1] [4] [Platform]\n Level design [0] [1] [7] [Platform]\n Level design [0] [2] [8] [Platform]\n Level design [1] [2] [9] [Platform]\n Level design [1] [2] [10] [Platform]\n Level design [1] [2] [11] [Platform]\n Level design [1] [2] [12] [Lava]\n Level design [1] [2] [13] [End]\n Level design [1] [2] [14] [End]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [-1] [0] [2] [Platform]\n Level design [-1] [0] [3] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [1] [0] [3] [Platform]\n Level design [1] [0] [4] [Platform]\n Level design [1] [0] [5] [Platform]\n Level design [1] [0] [6] [Platform]\n Level design [1] [0] [7] [lava]\n Level design [1] [0] [8] [Platform]\n Level design [1] [1] [9] [Platform]\n Level design [2] [1] [9] [Platform]\n Level design [2] [1] [10] [Platform]\n Level design [2] [1] [11] [Platform]\n Level design [2] [1] [12] [Platform]\n Level design [3] [1] [12] [Platform]\n Level design [3] [2] [13] [Platform]\n Level design [3] [2] [14] [Trampoline]\n Level design [3] [2] [15] [Lava]\n Level design [3] [2] [17] [Platform]\n Level design [3] [2] [18] [Platform]\n Level design [3] [2] [19] [End]\n else\n if <(Level) = [6]> then\n broadcast (WIN v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen I receive [nxt v]\nchange [level v] by (1)\nLevel\nReset\n\n@nxt\n\nwhen this sprite clicked\nbroadcast (nxt v)\n\n@outro\n\ndefine Outro\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (checkerboard pattern v)\ncreate clone of (_myself_ v)\nset [i1 v] to [-200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [0]\nswitch costume to (blank v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (oc v)\ncreate clone of (_myself_ v)\nswitch costume to (heart v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n play sound [Alan Walker, AuRa, Tomine Harket - Darkside v] until done\n end\nelse\n if <(costume [number v]) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n point in direction ((90) + (i1))\n switch costume to (blank v)\n set size to ((130) + (([sin v] of ((i1) * (5)) ) * (10))) %\n switch costume to (checkerboard pattern v)\n change [i1 v] by (0.5)\n end\n else\n if <(costume [number v]) = [4]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + ((((100) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: (0) y: ((120) + (([sin v] of (i2) ) * (10)))\n point in direction ((90) + (([cos v] of (i2) ) * (3)))\n change [i2 v] by (5)\n end\n else\n if <(costume [number v]) = [5]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + (((((100) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: (80) y: ((([sin v] of (i2) ) * (10)) - (30))\n point in direction ((90) + ((([sin v] of (i2) ) * (3)) + (([tan v] of ((i2) * (0.2)) ) * (5))))\n change [i2 v] by (5)\n end\n else\n if <(costume [number v]) = [6]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + (((((200) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: ((([sin v] of (i2) ) * (10)) - (100)) y: ((([tan v] of (i2) ) * (5)) - (30))\n point in direction ((90) + (([sin v] of (i2) ) * (3)))\n set [ghost v] effect to (([abs v] of ((y position) - (-30)) ) / (1.5))\n change [i2 v] by (5)\n if <(y position) > [20]> then\n switch costume to (pick random (6) to (8))\n end\n end\n else\n if <(costume [number v]) = [9]> then\n go to x: (i1) y: (-130)\n forever\n if <(x position) < [0]> then\n point in direction ((135) + (([sin v] of (i1) ) * (10)))\n change [i1 v] by (10)\n else\n point in direction ((45) + (([sin v] of (i1) ) * (10)))\n change [i1 v] by (10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [win v]\nOutro\n\n@tb\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (1000)\n\n
Hey all I have been working on this game and today its finally done! I used @k0stya 's engine so most credits to him\nWASD keys to move, Arrow keys to look around\nSpace bar to jump\n5 levels\nYou can remix this and add new new levels:)\nGive @k0stya credit if you are remixing
Japanese Valley || multiplayer platformer #games #korea-fan
@Stage\n\nwhen I receive [start! v]\nforever\n Broadcast\nend\n\nwhen flag clicked\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch backdrop to (backdrop1 v)\nelse\n switch backdrop to (blur v)\nend\nif <(username) = [stratfordjames]> then\n show variable [fps v]\n set [coins v] to [500]\nelse\n hide variable [fps v]\n set [coins v] to [0]\nend\nhide variable [@player v]\nhide variable [☁ cloud4 v]\nhide variable [☁ cloud5 v]\nhide variable [☁ cloud6 v]\nhide variable [☁ cloud7 v]\nhide variable [☁ cloud8 v]\nhide variable [☁ cloud9 v]\nhide variable [☁ cloud10 v]\nshow list [usernames v]\nhide variable [☁ cloud1 v]\nhide variable [☁ cloud2 v]\nshow list [cloud list v]\nhide variable [☁ cloud3 v]\nshow list [active check v]\nforever\n if <<(username) = [stratfordjames]> or <<(username) = [stratfordjames_test]> or <(username) = [icedsnow]>>> then\n wait until <key (v v) pressed?>\n hide list [usernames v]\n show variable [☁ cloud1 v]\n show variable [☁ cloud2 v]\n show variable [☁ cloud3 v]\n show variable [@player v]\n show variable [☁ cloud4 v]\n show variable [☁ cloud5 v]\n show variable [☁ cloud6 v]\n show variable [☁ cloud7 v]\n show variable [☁ cloud8 v]\n show variable [☁ cloud9 v]\n show variable [☁ cloud10 v]\n hide list [cloud list v]\n hide list [active check v]\n wait until <not <key (v v) pressed?>>\n wait until <key (v v) pressed?>\n hide variable [☁ cloud1 v]\n hide variable [☁ cloud2 v]\n show list [usernames v]\n show list [cloud list v]\n hide variable [@player v]\n hide variable [☁ cloud3 v]\n show list [active check v]\n hide variable [☁ cloud5 v]\n hide variable [☁ cloud6 v]\n hide variable [☁ cloud7 v]\n hide variable [☁ cloud4 v]\n hide variable [☁ cloud8 v]\n hide variable [☁ cloud9 v]\n hide variable [☁ cloud10 v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))) mod (50))\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\nwhen I receive [online start v]\nforever\n broadcast (online_tick v)\nend\n\ndefine Broadcast\nbroadcast (Tick v)\nbroadcast (Tick_Water v)\n\n@Blank\n\n@Game_player\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\nset [time v] to [0]\nbroadcast (green flag v)\nbroadcast (Setup v)\nbroadcast (restart v)\nwait (0.01) seconds\nbroadcast (start! v)\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-174]\nset [scroll y v] to [-80]\nset [offset x v] to [-180]\nset [offset y v] to [-80]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nchange player x by (round ((XV) / (1.8)))\nif <<<(click2) = [false]> and <<(mouse x) > ((x position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [8]> then\n change [xv v] by (2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-10))> and <<mouse down?> and <<(click2) = [false]> and <[0] = (clickShop)>>>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [8]> then\n change [xv v] by (-2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\nend\nif <<<<(mouse y) > ((y position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>> and <(click2) = [false]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n if <(water) > [5]> then\n set [yv v] to [10]\n end\n else\n if <(in air) < [4]> then\n if <(jumpBOOST?) = [1]> then\n set [yv v] to [14.5]\n else\n set [yv v] to [12.4]\n end\n end\n end\nend\nswitch costume to (water v)\nif <touching (game_level_liquid v)?> then\n change [yv v] by (2)\nend\nswitch costume to (hitbox v)\nif <touching (game_level_liquid v)?> then\nSlope\nchange player y by (YV)\nPosition\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (5)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\nposition\nset [xv v] to ((XV) * (0.7))\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (game_level_hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (game_level_hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (game_level_hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\nwhen I receive [tick v]\nif <(pause) = [0]> then\n Tick\nend\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by ((sy) * (1))\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (game_level_hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <<not <touching (game_level_jumpthrough v)?>> and <not <touching (game_level_movingplatform_graphics v)?>>>\n switch costume to (hitboxjumpth v)\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <touching (game_level_liquid v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\nelse\n set [water v] to [0]\nend\nif <(Offset X) < [-223]> then\n set [offset x v] to [-223]\nend\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\nif <(YV) < [-9]> then\n set [yv v] to [-9]\nend\n\nwhen I receive [start! v]\nrepeat (3)\n reset\nend\n\nwhen I receive [reset v]\nrepeat (3)\n reset\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (left v)\nif <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [8]\nelse\n switch costume to (right v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [8]\n else\n switch costume to (left2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n end\nend\nSet Costume\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen [o v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [3430]\n set [scroll y v] to [0]\n set [offset x v] to [3430]\n set [offset y v] to [0]\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [1481]\n set [scroll y v] to [540]\n set [offset x v] to [1481]\n set [offset y v] to [530]\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (game_level_danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open caht v] to ((1) - (open caht))\nif <(open caht) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nwait (1.5) seconds\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen [timer v] > (1.2)\nif <(exit) = [reg]> then\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch costume to (day v)\n else\n switch costume to (night1 v)\n end\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Game_Level_Art\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [0]\nset [@offset_y v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [280]\n switch costume to (1l v)\n Clone [-660] [100]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1s v)\n Clone [0] [360]\n switch costume to (1t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Game_Level_MovingPlatform_GRAPHICS\n\ndefine Clone @ (x) (y) (x change) (y change) (type)\nswitch costume to (join [Type] (type))\nset [@offsetx\(local\) v] to (x)\nset [@offsety\(local\) v] to (y)\nset [x change \(l\) v] to (x change)\nset [y change \(l\) v] to (y change)\nset [movex v] to [0]\nset [movey v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\ngoto (((moveX) + (@offsetx\(local\))) - (SCROLL X)) ((((moveY) + (@offsety\(local\))) - (SCROLL Y)) + (Y_SHAKE))\n\ndefine goto (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick_water v]\nif <(timer) > [25]> then\n set [movex v] to ((((((100) - ((timer) * (2))) * ((x change \(l\)) / (50))) - (moveX)) / (5)) + (moveX))\n set [movey v] to ((((((100) - ((timer) * (2))) * ((y change \(l\)) / (50))) - (moveY)) / (5)) + (moveY))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (-1.35)\n end\n end\nelse\n if <(timer) < [26]> then\n set [movex v] to ((moveX) + (((((timer) * (2)) * ((x change \(l\)) / (50))) - (moveX)) / (5)))\n set [movey v] to ((moveY) + (((((timer) * (2)) * ((y change \(l\)) / (50))) - (moveY)) / (5)))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (1.35)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nClone @ [1245] [490] [162] [0] [A]\nswitch costume to (blank v)\n\n@AlertsUI\n\nwhen I receive [afk v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [turbo v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (turbo v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [@id v] to [null]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (50)\nchange y by (3)\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(costume [name v]) = [1a]> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n forever\n run\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n wait (2) seconds\n repeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine run\nif <<mouse down?> and <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>>> then\n broadcast (hide v)\nelse\n if <<mouse down?> and <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>>> then\n switch costume to (continue01 v)\n broadcast (localfade v)\n stop [this script v]\n end\nend\ngo to [front v] layer\nif <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue10 v)\nelse\n if <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue01 v)\n else\n switch costume to (continue00 v)\n end\nend\ngo to [front v] layer\n\nwhen I receive [localfade v]\nif <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n repeat (10)\n change [ghost v] effect by (10)\n reset timer\n end\n forever\n reset timer\n end\nend\n\nwhen flag clicked\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (150) %\n set [pause v] to [1]\n repeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (restart v)\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Game_Collectable\n\nwhen I receive [restart v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nclone\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nif <(@layer) = [front]> then\n go to [front v] layer\n go [backward v] (115) layers\nelse\n go to [back v] layer\nend\nforever\n if <touching (game_player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n repeat until <(size) > [250]>\n change size by (((251) - (size)) / (6))\n change [ghost v] effect by (5)\n end\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nwait (2) seconds\nset [lootxy v] to [none]\nforever\n if <not <(LOOTXY) = [none]>> then\n set [@layer v] to [front]\n set [offsetx v] to ((join (join (letter (1) of (LOOTXY)) (letter (2) of (LOOTXY))) (join (letter (3) of (LOOTXY)) (letter (4) of (LOOTXY)))) - (5000))\n set [offsety v] to ((join (join (letter (5) of (LOOTXY)) (letter (6) of (LOOTXY))) (join (letter (7) of (LOOTXY)) (letter (8) of (LOOTXY)))) - (5000))\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [35]\n Clone [0] [35]\n switch costume to (blank v)\n wait (0.1) seconds\n set [lootxy v] to [none]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [0]\nset [offsety v] to [0]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n set [@layer v] to [back]\n switch costume to (heart v)\n set [offsetx v] to [1653]\n set [offsety v] to [798]\n Clone [0] [60]\n set [@layer v] to [front]\n switch costume to (coin v)\n set [offsetx v] to [0]\n set [offsety v] to [0]\n Clone [35] [-142]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [239]\n set [offsety v] to [-88]\n Clone [0] [0]\n Clone [0] [35]\n set [offsetx v] to [311]\n set [offsety v] to [-449]\n Clone [0] [35]\n Clone [0] [35]\n Clone [0] [35]\n Clone [35] [-70]\n Clone [0] [35]\n Clone [0] [35]\n set [offsetx v] to [1070]\n set [offsety v] to [-218]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [73] [45]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [1490]\n set [offsety v] to [-317]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1665]\n set [offsety v] to [-284]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1875]\n set [offsety v] to [-313]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2062]\n set [offsety v] to [-249]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2580]\n set [offsety v] to [-215]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [back]\n set [offsetx v] to [3191]\n set [offsety v] to [314]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [2913]\n set [offsety v] to [414]\n Clone [0] [-30]\n Clone [35] [0]\n set [offsetx v] to [2225]\n set [offsety v] to [405]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [front]\n set [offsetx v] to [1779]\n set [offsety v] to [610]\n Clone [0] [-28]\n Clone [-30] [-17]\n Clone [-30] [-17]\n Clone [-30] [-17]\n set [@layer v] to [back]\n set [offsetx v] to [1639]\n set [offsety v] to [810]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [1539]\n set [offsety v] to [777]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [593]\n set [offsety v] to [-160]\n Clone [0] [0]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [3114]\n set [offsety v] to [-120]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [70] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [890]\n set [offsety v] to [674]\n Clone [0] [-22]\n Clone [-35] [0]\n Clone [-35] [0]\n Clone [-35] [0]\n set [offsetx v] to [230]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [195]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n switch costume to (star v)\n set [@layer v] to [back]\n set [offsetx v] to [905]\n set [offsety v] to [1130]\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\n@Game_Level_Parralax\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [level-hitbox: x v] to (pick random (-3000) to (-5000))\nset [level-hitbox: y v] to [0]\nhide\nrepeat (10)\n switch costume to (join [Hills] (pick random (2) to (1)))\n Clone ((pick random (550) to (650)) / (0.2)) [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to ((round ((Level-Hitbox: x) + ((0) - (SCROLL X)))) * (0.2)) (Y_SHAKE)\n\ndefine Clone (x) (y)\nchange [level-hitbox: x v] by (x)\nchange [level-hitbox: y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n set [brightness v] effect to (0)\nelse\n set [brightness v] effect to (-30)\nend\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(openmenu?) = [0]> then\n show\n switch costume to (button v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-35]>\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n hide\n set [move_layering v] to [1]\n switch costume to (s000 v)\n set [ypos_menu v] to [-225]\n show\n repeat until <(ypos_menu) > [-1]>\n if <(ypos_menu) > [-60]> then\n change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n else\n change [ypos_menu v] by (13)\n end\n end\n set [openmenu? v] to [1]\n wait until <not <mouse down?>>\n end\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <(openmenu?) = [1]> then\n switch costume to (s000 v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-225]>\n if <(y position) < [-50]> then\n change [ypos_menu v] by (-14)\n else\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n end\n hide\n set [move_layering v] to [0]\n switch costume to (button v)\n set [ypos_menu v] to [-36]\n show\n repeat until <(ypos_menu) > [-0.2]>\n change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n end\n set [openmenu? v] to [0]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n RenderCoin_Value\n end\n end\nend\n\nwhen I receive [tick v]\nlayering/movement\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n change [coins v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n if <(coins) > [39]> then\n set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n change [coins v] by (-40)\n set [emojichat? v] to [1]\n check\n set [@clone v] to [f3]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n if <(coins) > [19]> then\n set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n change [coins v] by (-20)\n change [lives v] by (1)\n check\n wait until <not <mouse down?>>\n end\n end\n end\n if <(openmenu?) = [1]> then\n set [clickshop v] to [1]\n else\n if <touching (mouse-pointer v)?> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [bought v] to [000]\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\nset [move_layering v] to [0]\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n if <(coins) > [29]> then\n set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n change [coins v] by (-30)\n set [jumpboost? v] to [1]\n check\n set [@clone v] to [f2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n switch costume to (zcheck v)\n go to (mouse-pointer v)\n set [ghost v] effect to (100)\n show\n set size to (10) %\n repeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\n end\n repeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\n end\n repeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [f]> then\n switch costume to (join [front] (letter (2) of (@clone)))\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\n\ndefine RenderCoin_Value\nif <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n change [ghost v] effect by (-10)\nelse\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\nend\n\ndefine layering/movement\nif <(costume [name v]) = [heart]> then\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n go to [front v] layer\n go [backward v] (15) layers\nelse\n if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (costume [name v])) = [S]> then\n go to [front v] layer\n go [backward v] (9) layers\n else\n if <(letter (1) of (costume [name v])) = [f]> then\n go to [front v] layer\n go [backward v] (4) layers\n else\n go to [front v] layer\n end\n end\n end\nend\nif <(letter (1) of (costume [name v])) = [S]> then\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n switch costume to (s100 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n switch costume to (s010 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n switch costume to (s001 v)\n else\n switch costume to (s000 v)\n end\n end\n end\nend\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n goto\nend\nif <(costume [name v]) = [button]> then\n goto\nend\n\n@Game_Level_JUMPTHROUGH\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [3630]\nset [@offset_y v] to [205]\nhide\nrepeat (1)\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [240]\n switch costume to (1l v)\n Clone [-660] [140]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n set [@offset_x v] to [530]\n set [@offset_y v] to [945]\n switch costume to (1s v)\n Clone [0] [0]\n switch costume to (t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + ())\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nset [ghost v] effect to (100)\n\n@Game_Level_liquid\n\nwhen I receive [setup v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [1480]\nset [offsety v] to [-350]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n switch costume to (1a v)\n Clone [165] [0]\n switch costume to (1b v)\n Clone [620] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (30) layers\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Multiplayer v1.2\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nEncode (username) [20]\nset [username_encoded v] to (output)\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (1) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_4) of [active check v]) = [0]> then\n set [@player v] to (c_4)\n replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n stop [this script v]\n else\n change [c_4 v] by (1)\n end\nend\nset [@player v] to [full]\nstop [this script v]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n set [save v] to [0000000099991036565656565656565656565656565656565656565]\n set [☁ cloud1 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud2 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud3 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud4 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud5 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud6 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud7 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud8 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud9 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud10 v] to (Save)\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n if <(letter (c_1) of (input)) = []> then\n switch costume to ( v)\n else\n if < [1234567890] contains (letter (c_1) of (input))?> then\n switch costume to (join (letter (c_1) of (input)) [s])\n else\n switch costume to (letter (c_1) of (input))\n end\n end\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c_2 v] by (2)\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Pulse\n wait (1.5) seconds\n Kick AFK (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n determine players\n end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n set [☁ cloud1 v] to (value)\nelse\n if <(@player) = [2]> then\n set [☁ cloud2 v] to (value)\n else\n if <(@player) = [3]> then\n set [☁ cloud3 v] to (value)\n else\n if <(@player) = [4]> then\n set [☁ cloud4 v] to (value)\n else\n if <(@player) = [5]> then\n set [☁ cloud5 v] to (value)\n else\n if <(@player) = [6]> then\n set [☁ cloud6 v] to (value)\n else\n if <(@player) = [7]> then\n set [☁ cloud7 v] to (value)\n else\n if <(@player) = [8]> then\n set [☁ cloud8 v] to (value)\n else\n if <(@player) = [9]> then\n set [☁ cloud9 v] to (value)\n else\n if <(@player) = [10]> then\n set [☁ cloud10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import Cloud_Data (input)\nset [cloudstring v] to []\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nset [c_7 v] to [1]\nrepeat ((length of (input)) / (55))\n repeat (2)\n Import string to letter [4] of input from (input)\n end\n Import string to letter [4] of input from (input)\n Import string to letter [2] of input from (input)\n Import string to letter [1] of input from (input)\n Import string to letter [40] of input from (input)\n change [c_7 v] by (1)\nend\nreplace item (((@Player) * (6)) - (5)) of [cloud list v] with ((round ((SCROLL X) + ([x position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (4)) of [cloud list v] with ((round ((SCROLL Y) + ([y position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (3)) of [cloud list v] with (pulse)\nreplace item (((@Player) * (6)) - (2)) of [cloud list v] with ((chat item) + (10))\nreplace item (((@Player) * (6)) - (1)) of [cloud list v] with (localcostume)\nset [c_8 v] to (((@Player) * (6)) - (5))\nrepeat (5)\n set [cloudstring v] to (join (CloudString) (item (c_8) of [cloud list v]))\n change [c_8 v] by (1)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n change [tick v] by (1)\n if <(timer) > [1]> then\n set [fps v] to ((tick) / (timer))\n reset timer\n set [tick v] to [0]\n end\nend\n\nwhen I receive [online start v]\nif <<(IsAClone?) = [0]> and <not <(username) = [stratfordjames]>>> then\n if <(@Player) = [full]> then\nend\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n wait until <not <(@Player) = [null]>>\n wait (1.5) seconds\n if <not <(@Player) = [error]>> then\n if <(@Player) = [full]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Cloud_Data (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n Postition @Player (@Player) set to (join (CloudString) (username_encoded))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n if <(@Player) = [full]> then\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n set [@player v] to [full]\n stop [this script v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\ndefine SETUP\nset [pulse v] to [9999]\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n add [] to [usernames v]\n add [null] to [active check v]\n add [1] to [pulse v]\n repeat (6)\n add [] to [cloud list v]\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\nset [@player v] to [null]\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n Decode (item ((c_9) * (6)) of [cloud list v])\n replace item (c_9) of [usernames v] with (output)\n change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active check v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n if <(item (c_c) of [active check v]) = [1]> then\n change [active check v] by (1)\n end\n change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n set [var v] to [46]\n replace item (c_3) of [pulse v] with []\n repeat (4)\n replace item (c_3) of [pulse v] with (join (item (c_3) of [pulse v]) (letter (((c_3) * (55)) - (var)) of (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))))\n change [var v] by (-1)\n end\n change [c_3 v] by (1)\nend\n\ndefine Kick AFK (input)\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_3) of [pulse v]) = (join (join (letter (((c_3) * (55)) - (46)) of (input)) (letter (((c_3) * (55)) - (45)) of (input))) (join (letter (((c_3) * (55)) - (44)) of (input)) (letter (((c_3) * (55)) - (43)) of (input))))> then\n replace item (c_3) of [active check v] with [0]\n else\n replace item (c_3) of [active check v] with [1]\n end\n change [c_3 v] by (1)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n set [pulse v] to (pick random (1111) to (9999))\n wait (0.0001) seconds\n end\nend\n\nwhen flag clicked\nset [count v] to [0]\nforever\n wait (1) seconds\n change [count v] by (1)\nend\n\nwhen I receive [tick v]\nif <<mouse down?> or <key (any v) pressed?>> then\n set [count v] to [0]\nend\n\n@Game_Level_DANGER\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [1490]\nset [@offset_y v] to [585]\nhide\nrepeat (1)\n switch costume to (1p v)\n Clone [0] [0]\n set [@offset_x v] to [2619]\n set [@offset_y v] to [-310]\n switch costume to (1e v)\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [x_offset\(mp\) v] to [0]\n\n@@Cloud_Players\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nset size to (84) %\nsay []\nshow\nset [ghost v] effect to (100)\nset rotation style [don't rotate v]\n\nwhen flag clicked\nhide\nset [names v] to [0]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556))\nswitch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\nif <(item (@player) of [active check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]> or <(item (((@player) * (6)) - (2)) of [cloud list v]) = [10]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (@player) of [usernames v])\n else\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n say (item (@player) of [usernames v])\n else\n say []\n end\n end\n else\n say (item ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)) of [chat list v])\n end\nelse\n change [ghost v] effect by (20)\n say []\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_EMOJI\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat ((length of [active check v]) + (1))\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nsay []\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nif <(@ID) = [11]> then\n go to (game_player v)\n change y by (35)\n switch costume to (join [emoji] ((item (((@Player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <<(item (((@Player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@Player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\nelse\n change x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556)))\n switch costume to (join [emoji] ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <(item (@player) of [active check v]) = [1]> then\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n else\n change [ghost v] effect by (20)\n end\nend\nshow\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_Arrow\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (15) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (93) %\nset rotation style [all around v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nswitch costume to (arrow v)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (4))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (4))\nif <(names) = [1]> then\n change [ghost v] effect by (20)\nelse\n if <(item (@player) of [active check v]) = [1]> then\n if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (20)\n end\n else\n change [ghost v] effect by (20)\n end\nend\npoint towards (blank v)\nturn right (180) degrees\nswitch costume to (arrow2 v)\nmove (-20) steps\nrepeat until <touching (_edge_ v)?>\n move (2) steps\nend\nmove (-10) steps\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@Game_Moving\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\nif <(timer) > [25]> then\n set [@change_offset v] to ((((((100) - ((timer) * (2))) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)) + (@Change_OFFSET))\n point in direction (-90)\nend\nif <(timer) < [26]> then\n set [@change_offset v] to ((@Change_OFFSET) + (((((timer) * (2)) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)))\n point in direction (90)\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (6)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [lootxy v] to (join (round (((@offsetx) + (@Change_OFFSET)) + (5000))) (round ((@offsety) + (5000))))\n delete this clone\n else\n broadcast (die v)\n end\n wait (4) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (125) layers\nif <(costume [name v]) = [red1]> then\n forever\n if <<([abs v] of ((y position) - ([y position v] of [game_player v])) ) < [200]> and <<(([x position v] of [game_player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [game_player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [restart v]\nrepeat (1)\n delete this clone\nend\nCLONE @ [351] [6] [red1] [140]\nCLONE @ [260] [-474] [red1] [90]\nCLONE @ [935] [-437] [bot1] [70]\nCLONE @ [3435] [-220] [bot1] [100]\nCLONE @ [3306] [37] [bot1] [100]\nCLONE @ [2583] [409] [red1] [100]\nCLONE @ [3155] [-219] [red1] [150]\nswitch costume to (blank v)\n\n@Chat\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [open caht v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open caht v] to [0]\nforever\n set [ghost v] effect to (ghost)\n if <(open caht) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n go to x: (-150) y: (0)\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (15) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open caht) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open caht v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open caht v] to ((1) - (open caht))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [tick v]\nset [click2 v] to <<mouse down?> and <<(ghost) < [30]> and <touching (mouse-pointer v)?>>>\n\nwhen I receive [mobile v]\nreset\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (10)\n broadcast (alert v)\n stop [this script v]\n else\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n@Game_Level_Hitbox\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offsetx v] to [0]\nset [@offsety v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n set [@offsetx v] to [1950]\n set [@offsety v] to [145]\n switch costume to (1m v)\n Clone [20] [240]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1t v)\n Clone [400] [360]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (99)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nset [ghost v] effect to (100)\n\n
      ✿ Japanese Vᴀʟʟᴇʏ ✿\n    ✿ Multiplayer Scrolling Platformer ✿\n ✿ WAD and Arrows to move ✿\n ✿ Mobile Friendly ✿\n ✔ Please ❤️+⭐ to support \n HOW TO PLAY\n➜Collect coins to buy stuff from the shop. \n➜Make sure to watch out for dangerous robots ! \n➜Reach safe ground to complete your journey.\nTxs for 9000 views !!!\nThank you for #2 on trending all and #1 in games!\n21 remixes!\n⚠️ Defeat dangerous robots by jumping on them ⚠️\n➜ "T" to chat, "#" to choose phrase\n➜ TAP on player to chat (only mobile)\n➜ "N" to toggle names\n@QualityQ liked faved and commented! \nA big thanks to @StratfordJames for the game ! \nI just recolored (: but i think you'll still enjoy !\n\n#Korea-fan #StradfordJames #games #art #multiplayer #trending #scrolling #platformer #like #fave #remix #all #contest #1 #coding #scratch
EARTH A PLATFORMER 3D
@Stage\n\nwhen flag clicked\nset volume to (20) %\nset [soundcontroller v] to []\nforever\n set [soundcontroller v] to [more xDD]\n switch backdrop to (Lvl)\nend\n\nif <(Lvl) = [1]> then\n set [soundcontroller v] to [more xDD]\nend\nif <not <(soundController) = (controllerData)>> then\n stop all sounds\n wait until <(soundController) = (controllerData)>\nend\n\ndefine Play sound ( lvl type )\nstop all sounds\nplay sound ( lvl type ) until done\n\nwhen I receive [crosscheck data v]\nset [controllerdata v] to (soundController)\n\nwhen I receive [setup v]\n\n Play sound (soundController)\nend\n\nwhen I receive [game v]\n\n broadcast (crosscheck data v)\nend\n\nset [soundcontroller v] to [overworldNSMB2]\n\nset [soundcontroller v] to [JJD - Adventure \[NCS Release\]]\n\n@player\n\nwhen flag clicked\nbroadcast (Setup v)\nbroadcast (GameSetup v)\n\nwhen I receive [gamesetup v]\nset [keycontrol v] to [1]\nset [playercanmove v] to [1]\nforever\n Setup\n broadcast (deleteAllClones v)\n broadcast (Game v)\n repeat until <key (r v) pressed?>\n set [yp v] to ((<(globalSize) = [0]> * (YP)) + ((((1.055) * (globalSize)) - (74.5)) * <not <(globalSize) = [0]>>))\n set size to ((75) + ((globalSize) * (0.8))) %\n set [xp v] to ((((-74) + (globalSize)) * <not <(globalSize) = [0]>>) + ((XP) * <(globalSize) = [0]>))\n if <(Yv) < [-16]> then\n set [yv v] to [-16]\n end\n set [scrolllocky v] to ((((SCY) * <not <(YP) < ((SCY) - (70))>>) + (((YP) + (70)) * )) + (0))\n set [scrolllockx v] to [0]\n set [scx v] to (SCX)\n Platform Collision min SY (ScrollLockY) max SY ((((((330) * <(Lvl) = [1]>) + (<(Lvl) = [2]> * (500))) + ((250) * <(Lvl) = [3]>)) + ((300) * <(Lvl) = [4]>)) + ((300) * <(Lvl) = [5]>)) min SX (ScrollLockX) max SX (((((230) * <(Lvl) = [1]>) + ((155) * <(Lvl) = [2]>)) + (<(Lvl) = [3]> * (400))) + ((600) * <(Lvl) = [4]>)) Second Area SCY min SY [-300] max SY [-170] controls <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<[-50] > (mouse x)> and <mouse down?>>> <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > [50]> and <mouse down?>>>\n Position Sprites\n broadcast (Refresh v)\n end\nend\n\ndefine Platform Collision min SY (misy) max SY (masy) min SX (misx) max SX (masx) Second Area SCY min SY (misy2) max SY (masy2) controls < left > < up > < right >\nif <(playerCanMove) = [1]> then\n switch costume to ((<not < left >> + (([abs v] of (< right > - < left >) ) * (2))) + (0))\n set [xv v] to ((1) * (((Xv) + (((< left > * (-2.5)) + (< right > * (2.5))) * (keyControl))) * (1)))\n Change Player X by (Xv)\n set [xv v] to ((Xv) * (0.7))\n set [yv v] to (((13) * << up > and <(Airtime) < [4]>>) + ((Yv) * <not << up > and <(Airtime) < [4]>>>))\n change [yv v] by (-1)\n Change Player Y by (Yv)\n Position Sprites\n set [camdelay v] to ((0) + (((XP) - (SCX)) / (5)))\n change [scx v] by (CamDelay)\n set [scx v] to ((((misx) * <(SCX) < (misx)>) + ((masx) * <(masx) < (SCX)>)) + ((SCX) * <not <<(SCX) < (misx)> or <(masx) < (SCX)>>>))\n broadcast (correct SCY v)\n if <((SCY) + (80)) < (YP)> then\n set [scy v] to ((YP) - (80))\n else\n if <<(YP) < ((SCY) - (70))> and <not <<(SCY) < [10]> and <not <touching (scrollzones v)?>>>>> then\n set [scy v] to ((YP) + (70))\n else\n if <<(YP) < ((SCY) - (70))> and <<touching (scrollzones v)?> and <(ScrollLockY) < [10]>>> then\n set [scy v] to ((YP) + (70))\n end\n end\n end\n set [scy v] to (((((misy) * <(SCY) < (misy)>) + ((misy2) * <<not <(SCY) < (misy)>> and <(SCY) < (misy2)>>)) + ((masy) * <(masy) < (SCY)>)) + ((SCY) * <not <<<(SCY) < (misy)> or <(SCY) < (misy2)>> or <(masy) < (SCY)>>>))\n if <(YP) < [-175]> then\n if <not <touching (scrollzones v)?>> then\n broadcast (GameSetup v)\n end\n end\n Position Sprites\n if <(keyControl) < [1]> then\n change [keycontrol v] by (0.05)\n end\n if <[1] < (keyControl)> then\n set [keycontrol v] to [1]\n end\n set [playerxglobal v] to (x position)\n set [playeryglobal v] to (y position)\nend\n\ndefine Change Player Y by ( y )\nchange [yp v] by ( y )\nchange [airtime v] by (1)\nPosition Sprites\nrepeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( y ) > [0]> then\n change [yp v] by (-1)\n else\n change [yp v] by (1)\n set [airtime v] to [0]\n end\n Position Sprites\n set [yv v] to [0]\nend\n\ndefine Position Sprites\ngo to x: ((XP) - (SCX)) y: ((YP) - (SCY))\n\ndefine Setup\nbroadcast (dump clones v)\nClone [10]\nset [xp v] to [-65]\nset [yp v] to [-63]\nset [xv v] to [0]\nset [yv v] to [0]\nset [scx v] to [0]\nset [scy v] to [0]\nset [airtime v] to [0]\nset [scrolllocky v] to [0]\npoint in direction (90)\n\ndefine Change Player X by ( x )\nset [sliding? v] to [0]\nchange [xp v] by (round ( x ))\nPosition Sprites\nif <<touching (ghitbox v)?> or <touching (solidobjs v)?>> then\n repeat (12)\n change [yp v] by (1)\n Position Sprites\n if <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>> then\n stop [this script v]\n end\n end\n change [yp v] by (-12)\n repeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( x ) > [0]> then\n change [xp v] by (-1)\n else\n change [xp v] by (1)\n end\n Position Sprites\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (plain v)\nforever\n set [xp v] to ((playerXGlobal) + (SCX))\n set [yp v] to ((playerYGlobal) + (SCY))\n Position Sprites\n set x to (round (((playerXGlobal) * (((150) + ((zPos) * (-1))) / (150))) * (1)))\n set y to (round (((playerYGlobal) * (((200) + ((zPos) * (-1.5))) / (200))) * (1)))\nend\n\ndefine Clone ( amnt )\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-1)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\nclear graphic effects\nset [brightness v] effect to (0)\n\nwhen I receive [dump clones v]\ndelete this clone\n\n\n broadcast (GameSetup v)\nend\n\nwhen I start as a clone\nif <<(username) = [BirdNani]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@ground\n\ndefine Position (CHECK) (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 [setup v]\nif <<(username) = [ArjunCodeMaster]> and <key (2 v) pressed?>> then\n set [lvl v] to [2]\nelse\n if <<(username) = [ArjunCodeMaster]> and <key (3 v) pressed?>> then\n set [lvl v] to [3]\n else\n if <<(username) = [ArjunCodeMaster]> and <key (4 v) pressed?>> then\n set [lvl v] to [4]\n else\n if <<(username) = [ArjunCodeMaster]> and <key (5 v) pressed?>> then\n set [lvl v] to [5]\n else\n set [lvl v] to [1]\n end\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Clone ( amnt )\nhide\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-15)\nswitch costume to (Lvl)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (1.5)\n change [brightness v] effect by (0.5)\nend\nset [brightness v] effect to (0)\nhide\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] ((zPos) / (1.5)) layers\nAdjust to large size ((zPos) + (150))\nshow\nforever\n Position (CHECK) (round (((SCX) * (((150) + (zPos)) / (150))) * (-1))) (round (((SCY) * (((150) + (zPos)) / (150))) * (-1)))\n if <(zPos) > [33.75]> then\n go to [front v] layer\n end\n switch costume to (Lvl)\nend\n\nwhen I receive [game v]\nClone [45]\n\nwhen I start as a clone\nif <<(username) = [ArjunCodeMaster]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@gHitbox\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\n switch costume to (Lvl)\nend\n\n@coins\n\ndefine Particles ( xpos ) ( ypos ) class ( id )\nset [subclass v] to [0]\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\nrepeat (((pick random (10) to (20)) * <( id ) = [2]>) + ((pick random (5) to (10)) * <( id ) = [1]>))\n set [subclass v] to [1]\n set [entitytype v] to [1]\n create clone of (_myself_ v)\nend\nset [subclass v] to [0]\n\ndefine Coin at ( xpos ) ( ypos ) type coin/starcoin ( type )\nset [subclass v] to [0]\nif <( type ) = [coin]> then\n set [entitytype v] to [2]\nelse\n if <( type ) = [starcoin]> then\n set [entitytype v] to [3]\n end\nend\nhide\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [game v]\nif <(Lvl) = [1]> then\n Coin at [65] [5] type coin/starcoin [coin]\n Coin at [92] [20] type coin/starcoin [coin]\n Coin at [119] [5] type coin/starcoin [coin]\n Coin at [-65] [405] type coin/starcoin [coin]\n Coin at [-38] [420] type coin/starcoin [coin]\n Coin at [-11] [405] type coin/starcoin [coin]\n Coin at [306] [275] type coin/starcoin [coin]\n Coin at [336] [275] type coin/starcoin [coin]\n Coin at [336] [305] type coin/starcoin [coin]\n Coin at [306] [305] type coin/starcoin [coin]\n Coin at [44] [235] type coin/starcoin [starcoin]\n Coin at [280] [-70] type coin/starcoin [starcoin]\nelse\n if <(Lvl) = [2]> then\n Coin at [90] [-20] type coin/starcoin [starcoin]\n Coin at [-91] [250] type coin/starcoin [starcoin]\n Coin at [240] [200] type coin/starcoin [coin]\n Coin at [270] [215] type coin/starcoin [coin]\n Coin at [300] [200] type coin/starcoin [coin]\n Coin at [200] [450] type coin/starcoin [coin]\n Coin at [230] [450] type coin/starcoin [coin]\n Coin at [200] [480] type coin/starcoin [coin]\n Coin at [230] [480] type coin/starcoin [coin]\n Coin at [-60] [620] type coin/starcoin [starcoin]\n else\n if <(Lvl) = [3]> then\n Coin at [-50] [350] type coin/starcoin [starcoin]\n Coin at [290] [-210] type coin/starcoin [starcoin]\n else\n if <(Lvl) = [4]> then\n Coin at [35] [375] type coin/starcoin [starcoin]\n Coin at [440] [-20] type coin/starcoin [starcoin]\n else\n if <(Lvl) = [5]> then\n Coin at [60] [80] type coin/starcoin [starcoin]\n Coin at [0] [120] type coin/starcoin [starcoin]\n Coin at [-60] [80] type coin/starcoin [starcoin]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(subClass) = [0]> then\n if <(entityTYPE) = [2]> then\n clear graphic effects\n set size to (65) %\n switch costume to (coin v)\n set [collected? v] to [0]\n broadcast (check v)\n forever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (10))) + (round (((SCY) * (1.15)) * (-1))))\n end\n else\n if <(entityTYPE) = [3]> then\n clear graphic effects\n set size to (150) %\n switch costume to (starcoin v)\n set [collected? v] to [0]\n broadcast (check v)\n forever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (10))) + (round (((SCY) * (1.15)) * (-1))))\n end\n end\n end\nelse\n if <(subClass) = [1]> then\n if <(entityTYPE) = [1]> then\n show\n clear graphic effects\n switch costume to (dust v)\n set size to (65) %\n set [xv v] to (pick random (-3.000) to (3.000))\n set [yv v] to (pick random (3.000) to (6.000))\n \n change [xpos v] by (xv)\n change [ypos v] by (yv)\n change [yv v] by (-0.5)\n change [ghost v] effect by (5)\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (round ((yPos) + (((SCY) * (1.15)) * (-1))))\n end\n end\n end\nend\n\ndefine Position (CHECK) (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 [check v]\nforever\n if <(subClass) = [0]> then\n if <touching (player v)?> then\n set [collected? v] to [1]\n start sound ((entityTYPE) - (1))\n Particles (xPos) (yPos) class [1]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nif <<(username) = [ArjunCodeMaster]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Goal\n\nwhen I receive [game v]\nif <(Lvl) = [1]> then\n Goal at [-120] [400]\nelse\n if <(Lvl) = [2]> then\n Goal at [-60] [440]\n else\n if <(Lvl) = [3]> then\n Goal at [530] [270]\n else\n if <(Lvl) = [4]> then\n Goal at [870] [30]\n end\n end\n end\nend\n\ndefine Goal at ( xpos ) ( ypos )\nhide\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\ncreate clone of (_myself_ v)\nhide\n\ndefine Position (CHECK) (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 start as a clone\npoint in direction (90)\nswitch costume to (goalred v)\nclear graphic effects\nforever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (5))) + (round (((SCY) * (1.15)) * (-1))))\n set size to ((150) + (([sin v] of ((timer) * (200)) ) * (15))) %\n set [color v] effect to ((-100) + (([sin v] of ((timer) * (100)) ) * (15)))\n turn right (2) degrees\n if <touching (player v)?> then\n if <not <(Lvl) = [5]>> then\n change [lvl v] by (1)\n broadcast (deleteAllClones v)\n broadcast (GameSetup v)\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nif <<(username) = [ArjunCodeMaster]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@solidOBJS\n\ndefine OBJ at ( xpos ) ( ypos ) type ( type )\nhide\nchange [set v] by (1)\nclear graphic effects\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\nset [type v] to ( type )\nset [zpos v] to [0]\nset [brightness v] effect to (0)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nclear graphic effects\nhide\n\nwhen I receive [game v]\nset [set v] to [0]\nif <(Lvl) = [1]> then\n\nOBJ at [80] [0] type [box2]\n\nwhen I start as a clone\nset [color v] effect to (<(type) = [ball]> * (((1) + (set)) * (10)))\nset [brightness v] effect to (-10)\nshow\nswitch costume to (type)\nforever\n Tick Entities\n set [xpos v] to (xPos)\n set [ypos v] to (yPos)\n Position (CHECK) (round ((xPos) - ((SCX) * (1.15)))) (round ((yPos) - (SCY)))\nend\n\ndefine Change Y by ( y )\nchange [ypos v] by ( y )\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nrepeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( y ) > [0]> then\n change [ypos v] by (-1)\n else\n change [ypos v] by (1)\n end\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n set [yv v] to [0]\nend\n\ndefine Change X by ( x )\nchange [xpos v] by (round ( x ))\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nif <<touching (ghitbox v)?> or <touching (solidobjs v)?>> then\n repeat (12)\n change [ypos v] by (1)\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n if <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>> then\n stop [this script v]\n end\n end\n change [ypos v] by (-12)\n repeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <<( x ) > [0]> or <([xv v] of [player v]) > [0]>> then\n change [xpos v] by (-2)\n else\n change [xpos v] by (2)\n end\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n set [xv v] to [0]\n end\nend\n\nif <not <(round ( x )) = [0]>> then\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (round (x position))> and <(y) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine Tick Entities\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nset [xv v] to (((xv) + ((<<(distance to [player v]) < [55]> and <not >> * ([xv v] of [player v])) * (0.6))) * (0.6))\nchange [yv v] by (-1)\nChange Y by (yv)\nChange X by ((xv) * (0.7))\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n\nOBJ at [0] [0] type [box2]\nOBJ at [-100] [-50] type [box1]\nOBJ at [0] [0] type [box3]\nOBJ at [80] [0] type [box2]\nOBJ at [50] [50] type [box2]\nOBJ at [0] [-50] type [box1]\nOBJ at [25] [0] type [box2]\nOBJ at [60] [60] type [box2]\n\nset [brightness v] effect to (-1)\nrepeat (10)\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nOBJ at [20] [0] type [box3]\n\n@scrollZones\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\n switch costume to (Lvl)\nend\n\n@BG Elements\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (0)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1)) * (-1))) (round (((SCY) * (1)) * (-1)))\n switch costume to (Lvl)\n go to [back v] layer\nend\n\nwhen I start as a clone\nif <<(username) = [ArjunCodeMaster]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n
Hi everybody,\nWelcome to Earth a platformer 3d. It is laptop and mobile friendly. You can use arrow keys, WASD or tap on left and right of screen. Use r if you are stuck. Please fav and love. Please follow me and @ArjunCodeMaster and @ArjunCodeMaster_Test.
Pixel || A Platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Vexento - Pixel Party v] until done\n wait (5) seconds\nend\n\nwhen I receive [game over v]\nstop all sounds\nplay sound [Lose v] until done\nset volume to (0) %\n\n@Player\n\nwhen flag clicked\nshow\nset [lives v] to [3]\npoint in direction (90)\nset [level: v] to [1]\ngo to x: (-180) y: (50)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n change x by (Speed X)\n if <touching (level v)?> then\n change x by ((Speed X) * (-1))\n set [speed x v] to [0]\n else\n set [speed x v] to ((Speed X) * (0.8))\n end\n change y by (Speed Y)\n if <touching (level v)?> then\n change y by ((Speed Y) * (-1))\n set [speed y v] to [0]\n if <(Lock) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n start sound [Mario_Jump_-_Gaming_Sound_Effect v]\n set [speed y v] to [11]\n set [lock v] to [1]\n end\n end\n else\n change [speed y v] by (-1)\n set [lock v] to [0]\n end\n if <touching (spikes v)?> then\n broadcast (Damage v)\n change [lives v] by (-1)\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n wait (0.5) seconds\n point in direction (90)\n go to x: (-180) y: (50)\n set [ghost v] effect to (0)\n end\n if <touching (flag v)?> then\n set [level: v] to (([costume # v] of [level v]) + (1))\n start sound [Ding Sound Effect v]\n go to x: (-180) y: (50)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-100)\n\nwhen I receive [game over v]\nhide\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n switch costume to (Level:)\nend\n\n@Clouds\n\nwhen flag clicked\nforever\n go to x: (268) y: (130)\n glide (pick random (3) to (4)) secs to x: (-268) y: (130)\nend\n\n@Cover\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\n@Spikes\n\nwhen flag clicked\nhide\nforever\n if <(Level:) = [2]> then\n show\n switch costume to (1 v)\n end\n if <(Level:) = [3]> then\n hide\n end\n if <(Level:) = [4]> then\n show\n switch costume to (2 v)\n end\n if <(Level:) = [5]> then\n switch costume to (3 v)\n end\n if <(Level:) = [6]> then\n switch costume to (4 v)\n end\n if <(Level:) = [7]> then\n switch costume to (5 v)\n end\n if <(Level:) = [8]> then\n hide\n end\nend\n\nswitch costume to (5 v)\n\n@Live 1\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nforever\n if <(LIVES) = [0]> then\n switch costume to (kostüm2 v)\n broadcast (Game Over v)\n wait (99999999999999999999999999999999999999999999) seconds\n end\nend\n\n@Live 2\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nforever\n if <(LIVES) = [1]> then\n switch costume to (kostüm2 v)\n end\nend\n\n@Live 3\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nforever\n if <(LIVES) = [2]> then\n switch costume to (kostüm2 v)\n end\nend\n\n@Damage\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [damage v]\nif <(LIVES) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nswitch costume to (game over text v)\nshow\n\n@Flag\n\nwhen flag clicked\nshow\nforever\n if <(Level:) = [9]> then\n hide\n end\nend\n\n
Move with arrow keys / w a d / jump with space\n\n9 Levels!\n\n\nThanks for 88 ❤️ and 64 ⭐️!\n\n7/20/2021 #28 German Games Trending!
Licky cat platformer
@Stage\n\n@Player\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yVelocity)\nif <touching (level v)?> then\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)\n\nwhen flag clicked\nshow\nset size to (20) %\ngo to x: (-192) y: (-100)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nforever\n switch costume to (hitbox v)\n Right/Left Movement [18] [-1]\n Up/Down Movement [10] [0.6]\n switch costume to (66459574_60x60 v)\nend\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (hitbox v)\n\nchange x by (xVelocity)\nif <touching (level v)?> then\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\nwhen flag clicked\nswitch costume to (66459574_60x60 v)\n\nwhen flag clicked\ngo to [back v] layer\nforever\n play sound [Xylo3 v] until done\nend\n\nwhen flag clicked\nif <touching color (#79d8ff)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\n@Hitbox\n\nwhen flag clicked\nswitch costume to (66459574_60x60 v)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen flag clicked\nshow\nset size to (20) %\nset [spawnx v] to [-206]\nset [spawny v] to [-100]\ngo to x: (SpawnX) y: (SpawnY)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (MakePlayerFollowHitbox v)\n Up/Down Movement [18] [-1]\n Right/Left Movement [10] [0.6]\n CheckNextLevel\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 <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>\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?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [xvelocity v] to (move speed)\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\ndefine CheckNextLevel\nif <(x position) > [230]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine CheckTouchingLava\nif <touching color (#79d8ff)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\nUp/Down Movement [18] [-1]\n\nwhen flag clicked\nforever\n if <mouse down?> then\n point towards (mouse-pointer v)\n move ((distance to [mouse-pointer v]) / (4)) steps\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nif <touching color (#79d8ff)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\nwhen flag clicked\nif <color (#000000) is touching (#79d8ff)?> 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)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\n@382149602_480x360\n\nwhen flag clicked\ngo to x: (1) y: (-2)\nshow\nwait (1) seconds\nglide (1) secs to x: (5) y: (344)\nhide\n\n
Avoid water and arrow keys to move.
Sunset | A scrolling platformer
@Stage\n\nwhen I receive [start v]\nforever\n play sound [Sunlight v] until done\nend\n\n@Player\n\nchange [x v] by (8)\n\nchange [y v] by (1)\n\nset [scroll x v] to (X)\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\nset [y velocity v] to [0]\nset [game state v] to [Playing]\nset [y velocity v] to [0]\n\nwhen I receive [play game v]\nshow\nset [level v] to [1]\nRestart\nforever\n repeat until <not <(Game State) = [Playing]>>\n Update\n Position\n end\n Fail\nend\n\ndefine Update\nif <key (left arrow v) pressed?> then\n X: [-8]\nend\nif <key (right arrow v) pressed?> then\n X: [8]\nend\nif <key (up arrow v) pressed?> then\n if <(Air Time) < [4]> then\n set [y velocity v] to [15]\n end\nend\nchange [y velocity v] by (-2)\nY: (Y velocity)\nchange [scroll x v] by (((X) - (Scroll X)) / (10))\nchange [scroll y v] by (((Y) - (Scroll Y)) / (10))\nif <(Y) < [-180]> then\n set [game state v] to [Death]\nend\nif <<touching (lava v)?> or <touching (spikes v)?>> then\n set [game state v] to [Death]\nend\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\ndefine Y: (y velocity)\nchange [air time v] by (1)\nchange [y v] by (y velocity)\nPosition\nrepeat until <not <touching (ground v)?>>\n if <(y velocity) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [air time v] to [0]\n end\n Position\n set [y velocity v] to [0]\nend\n\ndefine X: (x velocity)\nchange [x v] by (x velocity)\nPosition\nif <touching (ground v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (ground v)?>>\n if <(x velocity) > [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 Fail\nstop [other scripts in sprite v]\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (.1) seconds\nend\nbroadcast (play Game v)\n\nwhen I receive [start v]\nshow\ngo to x: (-124) y: (-126)\nbroadcast (play Game v)\n\nwhen flag clicked\nhide\n\n@Ground\n\ndefine Platform: (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 start as a clone\nshow\nforever\n Platform: ((X) - (Scroll X)) ((Y) - (Scroll Y))\nend\n\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\nwhen I receive [you won v]\nhide\n\ngo to x: (163) y: (0)\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nswitch costume to (level 1 v)\ncreate clone of (_myself_ v)\nset [x v] to [480]\nset [y v] to [0]\nswitch costume to (level 2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 3 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 4 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 6 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 7 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 8 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 9 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 10 v)\ncreate clone of (_myself_ v)\n\n@Ground2\n\ndefine Platform: (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 start as a clone\nshow\nforever\n Platform: ((X) - (Scroll X)) ((Y) - (Scroll Y))\nend\n\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\nwhen I receive [you won v]\nhide\n\ngo to x: (163) y: (0)\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nswitch costume to (level 1 v)\ncreate clone of (_myself_ v)\nset [x v] to [480]\nset [y v] to [0]\nswitch costume to (level 2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 3 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 4 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 6 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 7 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 8 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 9 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 10 v)\ncreate clone of (_myself_ v)\n\n@Lava\n\ndefine Platform: (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 start as a clone\ngo to [back v] layer\nshow\nforever\n Platform: ((X) - (Scroll X)) ((Y) - (Scroll Y))\nend\n\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nswitch costume to (level 1 v)\ncreate clone of (_myself_ v)\nset [x v] to [480]\nset [y v] to [0]\nswitch costume to (level 2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 3 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 4 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 6 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 7 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 8 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 9 v)\ncreate clone of (_myself_ v)\n\n@Spikes\n\ndefine Platform: (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 start as a clone\ngo to [back v] layer\nshow\nforever\n Platform: ((X) - (Scroll X)) ((Y) - (Scroll Y))\nend\n\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nswitch costume to (level 1 v)\ncreate clone of (_myself_ v)\nset [x v] to [480]\nset [y v] to [0]\nswitch costume to (level 2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 3 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 4 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 6 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 7 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 8 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 9 v)\ncreate clone of (_myself_ v)\n\n@My Intro\n\nwhen I start as a clone\nshow\nif <(ID) = [Particle]> then\n switch costume to (bg v)\n set size to (pick random (10) to (75)) %\n go to [front v] layer\n go to x: (pick random (-400) to (240)) y: (-300)\n point in direction (60)\n if <(timer) > [5]> then\n show\n else\n hide\n end\n set [ghost v] effect to (50)\n if <(size) < [40]> then\n go [backward v] (1) layers\n end\n set [i v] to (pick random (3) to (7))\n set [id v] to (pick random (2) to (6))\n repeat until <<(x position) > [399]> or <<(x position) < [-399]> or <<(y position) > [399]> or <(y position) < [-399]>>>>\n switch costume to (movehack v)\n move (i) steps\n change y by (ID)\n change [id v] by (.01)\n switch costume to (particle v)\n if <(timer) > [5]> then\n show\n if <(timer) > [8.7]> then\n hide\n end\n end\n end\n delete this clone\nend\nif <(ID) = [Line]> then\n point in direction (135)\n switch costume to (blank v)\n set size to (100) %\n if <(timer) > [1.5]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n switch costume to (movehack v)\n go to x: (-325) y: (200)\n go to [back v] layer\n go [forward v] (5) layers\n repeat until <(x position) > [300]>\n switch costume to (movehack v)\n if <(timer) > [1.5]> then\n if <(timer) > [7.5]> then\n delete this clone\n else\n change x by (5)\n change y by (-5)\n change [ghost v] effect by (-10)\n end\n else\n change x by (10)\n change y by (-10)\n end\n switch costume to (linething v)\n end\n delete this clone\nend\nif <(ID) = [BG]> then\n switch costume to (bg v)\n set size to (1) %\n go to [front v] layer\n go [backward v] (2) layers\n repeat (5)\n change size by (((10) - (size)) / (8))\n end\n repeat (50)\n switch costume to (blank v)\n change size by (((700) - (size)) / (12))\n switch costume to (bg v)\n end\n wait until <(timer) > [8.7]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(ID) = [CE]> then\n switch costume to (ce v)\n set size to (1) %\n go to [back v] layer\n go [forward v] (1) layers\n set [i v] to [1]\n repeat (15)\n change [i v] by ((i) / (8))\n change size by (i)\n end\n repeat (7)\n change size by (((100) - (size)) / (12))\n end\n repeat (14)\n change size by (((100) - (size)) / (12))\n change size by (2)\n next costume\n end\n delete this clone\nend\nif <(ID) = [BG2]> then\n switch costume to (bg2 v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to [back v] layer\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <(timer) > [8]>\n delete this clone\nend\nif <(ID) = [CT]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (-133) y: (-46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn right (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn right (2) degrees\n end\n delete this clone\nend\nif <(ID) = [CT2]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (133) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn left (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn left (2) degrees\n end\n delete this clone\nend\nif <(ID) = [Name]> then\n set [id v] to [2]\n if <(ID) = [1]> then\n set [brightness v] effect to (-100)\n switch costume to (logo3 v)\n else\n switch costume to (name v)\n end\n set size to (250) %\n set [ghost v] effect to (100)\n go to [front v] layer\n point in direction (45)\n repeat (50)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (12))\n turn right (((90) - (direction)) / (12)) degrees\n end\n repeat until <(timer) > [5]>\n change size by (-.25)\n end\n repeat (5)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n if <(ID) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (logo3 v)\n else\n switch costume to (name2 v)\n end\n repeat (15)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n go to x: (0) y: (0)\n set [-kami's intro x v] to [0]\n set [-kami's intro y v] to [0]\n repeat until <(timer) > [8]>\n change size by (-.25)\n end\n set [i v] to [1]\n set [id v] to [1]\n repeat (10)\n change size by (i)\n turn right (ID) degrees\n change [i v] by ((i) / (4))\n change [id v] by ((ID) / (8))\n end\n repeat (5)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n end\n repeat (10)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n broadcast (Pizzarush's Intro v)\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (-Kami's Intro v)\n\nwhen I start as a clone\nif <(ID) = [BG]> then\n go to x: (-Kami's Intro X) y: (-Kami's Intro Y)\nend\n\nwhen I receive [-kami's intro v]\nforever\n Clone [Particle]\nend\n\nwhen I receive [-kami's intro v]\nset [-kami's intro x v] to [0]\nset [-kami's intro y v] to [0]\nreset timer\nstart sound [MUSICA v]\nset volume to (100) %\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <(timer) > [1.5]>\nClone [Skip]\nClone [BG2]\nClone [CE]\nClone [Name]\nClone [CT]\nClone [CT2]\nwait until <(timer) > [5]>\nClone [BG]\n\ndefine Clone (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [-kami's intro v]\nrepeat until <(timer) > [1.5]>\n Clone [Line]\n wait (.13) seconds\nend\nrepeat until <(timer) > [7.5]>\n Clone [Line]\n wait (.3) seconds\nend\n\nwhen I receive [skip -kami's intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nbroadcast (Pizzarush's Intro v)\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [Skip]> then\n forever\n show\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (skip v)\n if <<key (space v) pressed?> or <mouse down?>> then\n broadcast (Skip -Kami's Intro v)\n end\n if <(timer) > [9]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [pizzarush's intro v]\nbroadcast (Start v)\n\n@Thumb\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
Sunset | A scrolling platformer\n-------------------------------------------------------------------------\nThis is my first scrolling platformer and I actually like it very much.\n-------------------------------------------------------------------------\nInstructions:\nUse arrow keys to move.\nAvoid spikes and lava.\nIf you stay still for too long the ground vanishes.\n(Hint: The last row of spikes are fake)\n-------------------------------------------------------------------------\nUpdates:\n7th June 2021 - shared\n18th June 2021 - I moved the clouds a little upward so that now no one can cheat! ;)
Platformer Creator 2.1!
@Stage\n\nwhen flag clicked\nif <is compiled?> then\n switch backdrop to (editor v)\nelse\n switch backdrop to (turbowarp v)\n forever\n change [color v] effect by (1)\n end\nend\n\nwhen I receive [play v]\nswitch backdrop to (editor v)\n\nwhen I receive [menu v]\nswitch backdrop to (menu v)\n\n@lag reduce\n\nbroadcast (play v)\n\nset [# v] to [0]\nrepeat (length of [order v])\n change [# v] by (1)\n if <not <(#) = (item # of (item (#) of [order v]) in [order v])>> then\n delete (#) of [order v]\n end\nend\n\n​​breakpoint​​\n\ninsert (order) at (1) of [order v] \n\n@Jungojim\n\nwhen I start as a clone\nshow\npen up\nclear graphic effects\nset [jungojim: # v] to [1e-9]\nif <not <[jungoball] = ([costume name v] of [jungojim v])>> then\n switch costume to (particles v)\n go to x: ((pick random ((90) + ((10) * ([size v] of [jungojim v]))) to ((100) + ((10) * ([size v] of [jungojim v])))) * ([cos v] of (pick random (0) to (360)) )) y: ((pick random ((90) + ((10) * ([size v] of [jungojim v]))) to ((100) + ((10) * ([size v] of [jungojim v])))) * ([sin v] of (pick random (0) to (360)) ))\n forever\n go to x: ((((0) - (x position)) / (7)) + (x position)) y: ((((0) - (y position)) / (7)) + (y position))\n set [ghost v] effect to ((distance to [jungojim v]) - ((3) * ([size v] of [jungojim v])))\n set size to ((distance to [jungojim v]) / (2)) %\n if <<(distance to [jungojim v]) < [5]> or <([costume name v] of [jungojim v]) = [jungoball]>> then\n wait until <([costume name v] of [jungojim v]) = [boom]>\n go to x: (pick random (-230) to (230)) y: (pick random (-170) to (170))\n set [bounce v] to (pick random (0) to (10))\n set [x v] to (pick random (-10) to (10))\n set size to (pick random (80) to (120)) %\n set [ghost v] effect to (pick random (0) to (50))\n go to [front v] layer\n forever\n go to x: ((x position) + (x)) y: ((y position) + (bounce))\n change [bounce v] by (-1)\n if <(y position) < [-190]> then\n delete this clone\n end\n end\n end\n end\nelse\n set [jungojim: # v] to [0]\n go to [front v] layer\n point in direction (_)\n change [_ v] by (1)\n switch costume to (_)\n set rotation style [don't rotate v]\n set [x v] to ((11) * ((_) - ((9) / (2))))\n forever\n change [bounce v] by (((((70) + ((30) * <not <([x v] of [jungojim v]) = (Jungojim: #)>>)) - (size)) / (3)) - ((bounce) / (3)))\n if <not <([x v] of [jungojim v]) = (Jungojim: #)>> then\n set [jungojim: # v] to ([x v] of [jungojim v])\n end\n go to x: ((((x) - (4)) * (5)) * ((1) + (((size) - (71)) / (70)))) y: ((20) * ([sin v] of (((30) * ((direction) - (3.5))) + ((180) * (timer))) ))\n change [color v] effect by (((1) + (direction)) / (20))\n change size by (bounce)\n if <([bounce v] of [jungojim v]) = [100]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\ndelete all of [turbowarp link v]\nadd [https://turbowarp.org/545711542?hqpen&clones=Infinity] to [turbowarp link v]\nreset timer\nhide list [turbowarp link v]\nif <not <is compiled?>> then\n show\n set size to (100) %\n set [_ v] to [0]\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (turbowarp v)\n forever\n change [_ v] by (.05)\n point in direction ((90) + ((3) * ([sin v] of ((60) * (_)) )))\n set y to ((5) * ([sin v] of ((120) * (_)) ))\n change [color v] effect by (1)\n switch backdrop to (turbowarp v)\n end\nelse\n show list [turbowarp link v]\n switch costume to (boom v)\n set volume to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n show\n erase all\n pen up\n set size to (100) %\n stamp\n reset timer\n start sound [Savor the Moment2 v]\n switch costume to (jungoball v)\n set size to (1e4) %\n repeat until <(timer) > ((3) * ((58) / (105)))>\n set [ghost v] effect to ((size) - (140))\n change size by (bounce)\n change [bounce v] by ((((80) - (size)) / (20)) - ((bounce) / (2)))\n end\n wait ((58) / (105)) seconds\n set [bounce v] to [0]\n repeat until <(size) < [3]>\n turn right (bounce) degrees\n change size by (bounce)\n set [brightness v] effect to ((100) - (size))\n change [bounce v] by ((((0) - (size)) / (100)) - ((bounce) / (10)))\n end\n switch costume to (particles v)\n set [bounce v] to [0]\n reset timer\n hide\n point in direction (0)\n set pen size to (0)\n set pen color to (#fffdff)\n repeat until <(bounce) > [100]>\n pen down\n turn right (1) degrees\n create clone of (_myself_ v)\n change size by ((bounce) / (100))\n change pen size by (bounce)\n change [bounce v] by ((.1) + ((bounce) / (10)))\n end\n switch costume to (jungoball v)\n create [8] clones\n erase all\n wait (0) seconds\n point in direction (90)\n switch costume to (boom v)\n set size to (100) %\n show\n clear graphic effects\n set [x v] to [0]\n repeat until <(x) > [10]>\n set [x v] to ((round ((timer) / ((60) / (105)))) * (1))\n end\n show\n stamp\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (50)\n change volume by (-2)\n change [ghost v] effect by (-2)\n set [x v] to ((round ((timer) / ((60) / (105)))) * (1))\n end\n stop all sounds\n set [bounce v] to [100]\n broadcast (menu v)\n erase all\n repeat (10)\n change [ghost v] effect by (10)\n end\n set volume to (100) %\n hide\nend\n\ndefine create (#) clones\nset [_ v] to [0]\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nhide\n\n@blocks\n\ndefine Replace (x) of 1 of block info w/ (#)\ndelete all of [list v]\nrepeat (length of (item (1) of [your level v]))\n add (letter ((length of [list v]) + (1)) of (item (1) of [your level v])) to [list v]\nend\nreplace item (x) of [list v] with (#)\nrepeat (length of [list v])\n replace item (1) of [list v] with (join (item (1) of [list v]) (item (2) of [list v]))\n delete (2) of [list v]\nend\nreplace item (1) of [your level v] with (item (1) of [list v])\n\ndefine create (#) clones\nset [# v] to [0]\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ndelete all of [list v]\nset size to (100) %\ngo to [front v] layer\nchange [# v] by (1)\ndelete all of [light v]\nadd [] to [light v]\nset rotation style [don't rotate v]\nswitch costume to (metal v)\nset [x v] to (([floor v] of ((#) / (11)) ) - (6))\nset [y v] to (((#) - (5)) - ((11) * ([floor v] of ((#) / (11)) )))\nforever\n say []\n if <<key (space v) pressed?> and <<<[1] = (length of [your level v])> and <[1] = (item (3) of [v v])>> and <(((x) + (round ((scrollx) / (40)))) + ((100) * ((y) + (round ((scrolly) / (40)))))) = ((round (((mouse x) + (scrollx)) / (40))) + ((100) * (round (((mouse y) + (scrolly)) / (40)))))>>> then\n say [click to use this block type]\n if <mouse down?> then\n replace item (11) of [v v] with (costume [number v])\n end\n end\n go to x: ((((x) * (40)) - (scrollx)) + ((40) * (round ((scrollx) / (40))))) y: ((((y) * (40)) - (scrolly)) + ((40) * (round ((scrolly) / (40)))))\n switch costume to (item # of (letter (((x) + (round ((scrollx) / (40)))) + ((100) * ((y) + (round ((scrolly) / (40)))))) of (item (1) of [your level v])) in [order v])\n show\n if <<<((y) + (round ((scrolly) / (40)))) < [0]> or <((y) + (round ((scrolly) / (40)))) > [99]>> or <<((x) + (round ((scrollx) / (40)))) < [1]> or <((x) + (round ((scrollx) / (40)))) > [100]>>> then\n hide\n end\n if <<[0] = (item (3) of [v v])> and <[start position*] = (costume [name v])>> then\n switch costume to (eraser* v)\n end\n set [whirl v] effect to (((10) * ([sin v] of ((180) * ((timer) + ((x) + (round ((scrollx) / (40)))))) )) * <<< (costume [name v]) contains [lava]?> or < (costume [name v]) contains [water]?>> and <(item (1) of [order v]) = (letter (((x) + (round ((scrollx) / (40)))) + ((100) * (((y) + (1)) + (round ((scrolly) / (40)))))) of (item (1) of [your level v]))>>)\n set [ghost v] effect to (((([y position v] of [names v]) + (190)) / (100)) * (((-2) * (y position)) * <(y position) < [0]>))\n change size by ((((100) - ((5) * <[1] = (item (3) of [v v])>)) - (size)) / (5))\n if < (costume [name v]) contains [rainbow]?> then\n set [color v] effect to ((15) * (timer))\n else\n set [color v] effect to (0)\n end\n if < (costume [name v]) contains [grass]?> then\n go [forward v] (5) layers\n else\n go to [back v] layer\n end\n if <<(letter (((x) + (round ((scrollx) / (40)))) + ((100) * (((y) - (1)) + (round ((scrolly) / (40)))))) of (item (1) of [your level v])) = (item (13) of [order v])> and <not << (costume [name v]) contains [*]?> or < [spike ball^light] contains (costume [name v])?>>>> then\n Replace (((x) + (round ((scrollx) / (40)))) + ((100) * (((y) - (1)) + (round ((scrolly) / (40)))))) of 1 of block info w/ (item (14) of [order v])\n end\n if <<< (costume [name v]) contains [solid]?> and <(item (8) of [v v]) = [0]>> and <<[38] > ([abs v] of ((item (5) of [v v]) - (((y) * (40)) + ((40) * (round ((scrolly) / (40)))))) )> and <[38] > ([abs v] of (((item (4) of [v v]) - (item (1) of [v v])) - (((x) * (40)) + ((40) * (round ((scrollx) / (40)))))) )>>> then\n if <[1] = (([abs v] of (((item (10) of [v v]) / (item (10) of [v v])) - <(costume [name v]) = [solid block]>) ) * < (costume [name v]) contains [solid block]?>)> then\n replace item (8) of [v v] with [1]\n end\n end\n if <<< (costume [name v]) contains [water]?> and <(item (8) of [v v]) = [0]>> and <<[40] > ([abs v] of ((item (5) of [v v]) - (((y) * (40)) + ((40) * (round ((scrolly) / (40)))))) )> and <[40] > ([abs v] of (((item (4) of [v v]) - (item (1) of [v v])) - (((x) * (40)) + ((40) * (round ((scrollx) / (40)))))) )>>> then\n replace item (2) of [v v] with ((.85) * (item (2) of [v v]))\n replace item (2) of [v v] with ((item (2) of [v v]) + (((1.5) * <<key (up arrow v) pressed?> or <key (w v) pressed?>>) - ((.5) * <<key (down arrow v) pressed?> or <key (s v) pressed?>>)))\n replace item (11) of [v v] with [0]\n create clone of (bubbles v)\n end\n if <<<(item (3) of [v v]) = [0]> and <(item (8) of [v v]) = [0]>> and <<<[0] < ([abs v] of (((item (10) of [v v]) / (item (10) of [v v])) - <(costume [name v]) = [solid block]>) )> and < (costume [name v]) contains [solid block]?>> or <<not < (costume [name v]) contains [*]?>> and <not < (costume [name v]) contains [solid block]?>>>>> then\n if <<[40] > ([abs v] of (((item (5) of [v v]) + (item (2) of [v v])) - (((y) * (40)) + ((40) * (round ((scrolly) / (40)))))) )> and <[37] > ([abs v] of (((item (4) of [v v]) - (item (1) of [v v])) - (((x) * (40)) + ((40) * (round ((scrollx) / (40)))))) )>> then\n replace item (5) of [v v] with (((40) * ((y) + (round ((scrolly) / (40))))) + ((40) * (([abs v] of ((item (5) of [v v]) - (((y) * (40)) + ((40) * (round ((scrolly) / (40)))))) ) / ((item (5) of [v v]) - (((y) * (40)) + ((40) * (round ((scrolly) / (40)))))))))\n replace item (8) of [v v] with ((item (8) of [v v]) + < (costume [name v]) contains [^]?>)\n if <[1] = (([abs v] of ((item (5) of [v v]) - (((y) * (40)) + ((40) * (round ((scrolly) / (40)))))) ) / ((item (5) of [v v]) - (((y) * (40)) + ((40) * (round ((scrolly) / (40)))))))> then\n replace item (2) of [v v] with ((((item (2) of [v v]) / (-1.5)) * <<(costume [name v]) = [slime]> and <<not <([abs v] of (item (2) of [v v]) ) < [3]>> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>) + (<not < (costume [name v]) contains [downward]?>> * (((15) * <(costume [name v]) = [upward]>) + ((10) * <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(costume [name v]) = [upward]>>>))))\n else\n replace item (2) of [v v] with (((3) * <(costume [name v]) = [upward]>) - (1))\n end\n if < (costume [name v]) contains [button]?> then\n replace item (10) of [v v] with ((5) * < (costume [name v]) contains [button]?>)\n end\n replace item (1) of [v v] with ((item (1) of [v v]) + ((3) * (<[right] = (costume [name v])> - <[left] = (costume [name v])>)))\n if < (costume [name v]) contains [finish]?> then\n replace item (11) of [v v] with [1]\n end\n end\n if <<<((-1) * ((item (1) of [v v]) / ([abs v] of (item (1) of [v v]) ))) = (((item (4) of [v v]) - (((x) * (40)) + ((40) * (round ((scrollx) / (40)))))) / ([abs v] of ((item (4) of [v v]) - (((x) * (40)) + ((40) * (round ((scrollx) / (40)))))) ))> and <[41] > ([abs v] of ((item (4) of [v v]) - (((x) * (40)) + ((40) * (round ((scrollx) / (40)))))) )>> and <[37] > ([abs v] of (((item (5) of [v v]) + (item (2) of [v v])) - (((y) * (40)) + ((40) * (round ((scrolly) / (40)))))) )>> then\n replace item (4) of [v v] with (((40) * ((x) + (round ((scrollx) / (40))))) + ((40) * (([abs v] of ((item (4) of [v v]) - (((x) * (40)) + ((40) * (round ((scrollx) / (40)))))) ) / ((item (4) of [v v]) - (((x) * (40)) + ((40) * (round ((scrollx) / (40)))))))))\n replace item (8) of [v v] with ((item (8) of [v v]) + < (costume [name v]) contains [^]?>)\n replace item (1) of [v v] with ((3) * (<(costume [name v]) = [right]> - <(costume [name v]) = [left]>))\n if < (costume [name v]) contains [finish]?> then\n replace item (11) of [v v] with [1]\n end\n end\n end\n if < (costume [name v]) contains [solid block]?> then\n set [brightness v] effect to ((-100) * (([abs v] of (((item (10) of [v v]) / (item (10) of [v v])) - <(costume [name v]) = [solid block]>) ) * < (costume [name v]) contains [solid block]?>))\n else\n light\n end\nend\n\nwhen I receive [play v]\ndelete all of [v v]\nrepeat (16)\n add [0] to [v v]\nend\nreplace item (15) of [v v] with [empty]\nreplace item (3) of [v v] with [1]\ndelete all of [turbowarp link v]\nblock range [100]\nswitch costume to (start position* v)\nset rotation style [don't rotate v]\nset [# v] to [-1]\ncreate clone of (_myself_ v)\nwait (0) seconds\ncreate ((11) * (14)) clones\npoint in direction (90)\ngo to [front v] layer\nset size to (100) %\nset [# v] to [0]\nclear graphic effects\nwait (0) seconds\nshow\nforever\n go to [front v] layer\n change [scrollx v] by (((item (4) of [v v]) - (scrollx)) / (5))\n change [scrolly v] by (((item (5) of [v v]) - (scrolly)) / (5))\n replace item (4) of [v v] with ((item (4) of [v v]) + (item (1) of [v v]))\n replace item (5) of [v v] with ((item (5) of [v v]) + (item (2) of [v v]))\n if <(item (3) of [v v]) = [1]> then\n if <(item (6) of [v v]) = [1]> then\n search block\n end\n if <<(length of [your level v]) = [1]> and <<not <key (space v) pressed?>> and <<mouse down?> and <([y position v] of [names v]) < [-190]>>>> then\n if <[2] = (item # of (letter ((round (((mouse x) + (scrollx)) / (40))) + ((100) * (round (((mouse y) + (scrolly)) / (40))))) of (item (1) of [your level v])) in [order v])> then\n replace item (7) of [v v] with [0]\n end\n wait (0) seconds\n Replace ((round (((mouse x) + (scrollx)) / (40))) + ((100) * (round (((mouse y) + (scrolly)) / (40))))) of 1 of block info w/ (item (costume [number v]) of [order v])\n if <<(costume [name v]) = [start position*]> or <(item (2) of [order v]) = (item ((round (((mouse x) + (scrollx)) / (40))) + ((100) * (round (((mouse y) + (scrolly)) / (40))))) of [your level v])>> then\n if <not <<(item (7) of [v v]) = [0]> or <(item (7) of [v v]) = ((round (((mouse x) + (scrollx)) / (40))) + ((100) * (round (((mouse y) + (scrolly)) / (40)))))>>> then\n Replace (item (7) of [v v]) of 1 of block info w/ (item (1) of [order v])\n end\n replace item (7) of [v v] with ((round (((mouse x) + (scrollx)) / (40))) + ((100) * (round (((mouse y) + (scrolly)) / (40)))))\n wait until <not <mouse down?>>\n end\n end\n go to x: (((round (((mouse x) + (scrollx)) / (40))) * (40)) - (scrollx)) y: (((round (((mouse y) + (scrolly)) / (40))) * (40)) - (scrolly))\n set [ghost v] effect to ((30) + (((([y position v] of [names v]) + (196)) / (100)) * ((-2) * (y position))))\n if <<key (w v) pressed?> and <(length of [your level v]) = [1]>> then\n start sound [Clock Ticking v]\n switch costume to (eraser* v)\n wait until <not <key (w v) pressed?>>\n end\n if <<(item (3) of [v v]) = [1]> and <not <(item (11) of [v v]) = [0]>>> then\n switch costume to (item (11) of [v v])\n replace item (11) of [v v] with [0]\n end\n if <not <(costume [name v]) = [eraser*]>> then\n point in direction (costume [number v])\n end\n if <<<key (a v) pressed?> or <key (d v) pressed?>> and <(length of [your level v]) = [1]>> then\n start sound [Clock Ticking v]\n if <(costume [name v]) = [eraser*]> then\n switch costume to (direction)\n else\n switch costume to ((costume [number v]) + (<key (d v) pressed?> - <key (a v) pressed?>))\n switch costume to ((costume [number v]) + ((<key (d v) pressed?> - <key (a v) pressed?>) * <(costume [name v]) = [eraser*]>))\n end\n wait until <not <<key (a v) pressed?> or <key (d v) pressed?>>>\n end\n end\nend\n\ndefine block range (#)\ndelete all of [your level v]\nadd [] to [your level v]\nrepeat ((#) * (#))\n replace item (1) of [your level v] with (join (item (1) of [your level v]) (item (1) of [order v]))\nend\nset [scrollx v] to ((#) * (20))\nset [scrolly v] to ((#) * (20))\nreplace item (4) of [v v] with (scrollx)\nreplace item (5) of [v v] with (scrolly)\n\nwhen I receive [play v]\nforever\n if <<<key (any v) pressed?> and <(length of [your level v]) = [1]>> and <(item (3) of [v v]) = [1]>> then\n replace item (4) of [v v] with ((item (4) of [v v]) + ((40) * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)))\n replace item (5) of [v v] with ((item (5) of [v v]) + ((40) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>)))\n wait until <not <key (any v) pressed?>>\n else\n replace item (10) of [v v] with (<(item (10) of [v v]) > [0]> * ((item (10) of [v v]) - (1)))\n wait <(item (3) of [v v]) = [0]> seconds\n end\nend\n\ndefine search block\nadd [] to [your level v]\nask [Block Search:] and wait\nset [x v] to []\nset [y v] to []\nhide\nif <not <<(answer) = []> or <(answer) = [ ]>>> then\n switch costume to (start position* v)\n repeat until <(costume [number v]) = [1]>\n if <(costume [name v]) = (answer)> then\n set [y v] to (costume [name v])\n end\n if < (costume [name v]) contains (answer)?> then\n set [x v] to (costume [name v])\n end\n next costume\n end\n if <<(y) = (answer)> or < (x) contains (answer)?>> then\n if < (x) contains (answer)?> then\n switch costume to (x)\n end\n if <(y) = (answer)> then\n switch costume to (y)\n end\n else\n start sound [E Elec Bass v]\n switch costume to (direction)\n end\nend\nrepeat until <(length of [your level v]) = [1]>\n delete (2) of [your level v]\nend\nreplace item (6) of [v v] with [0]\nshow\n\ndefine light\nif <not <(item (9) of [v v]) = [0]>> then\n if << (item (1) of [your level v]) contains (item (16) of [order v])?> or < (item (1) of [your level v]) contains (item (17) of [order v])?>> then\n if <not <(item (1) of [light v]) = (item (1) of [your level v])>> then\n set [_# v] to [0]\n delete all of [list v]\n repeat (length of (item (1) of [your level v]))\n change [_# v] by (1)\n if < (join (item (16) of [order v]) (item (17) of [order v])) contains (letter (_#) of (item (1) of [your level v]))?> then\n add (_#) to [list v]\n end\n end\n replace item (1) of [light v] with (item (1) of [your level v])\n end\n else\n delete all of [list v]\n end\nend\nif <not <(_#) = (((x) + (round ((scrollx) / (40)))) + ((100) * ((y) + (round ((scrolly) / (40))))))>> then\n set [_# v] to [0]\n repeat (length of [list v])\n change [_# v] by (1)\n if <([sqrt v] of (((((x) + (round ((scrollx) / (40)))) - ((item (_#) of [list v]) - ((100) * ([floor v] of (((item (_#) of [list v]) - (1)) / (100)) )))) * (((x) + (round ((scrollx) / (40)))) - ((item (_#) of [list v]) - ((100) * ([floor v] of (((item (_#) of [list v]) - (1)) / (100)) ))))) + ((((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (_#) of [list v]) - (1)) / (100)) )) * (((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (_#) of [list v]) - (1)) / (100)) )))) ) < ([sqrt v] of (((((x) + (round ((scrollx) / (40)))) - ((item (# in list) of [list v]) - ((100) * ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )))) * (((x) + (round ((scrollx) / (40)))) - ((item (# in list) of [list v]) - ((100) * ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) ))))) + ((((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )) * (((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )))) )> then\n set [# in list v] to (_#)\n end\n end\n set [_# v] to (((x) + (round ((scrollx) / (40)))) + ((100) * ((y) + (round ((scrolly) / (40))))))\nend\nset [brightness v] effect to (item (9) of [v v])\nif << (item (1) of [your level v]) contains (item (16) of [order v])?> or < (item (1) of [your level v]) contains (item (17) of [order v])?>> then\n if <(item (9) of [v v]) < ((-20) * ([sqrt v] of (((((x) + (round ((scrollx) / (40)))) - ((item (# in list) of [list v]) - ((100) * ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )))) * (((x) + (round ((scrollx) / (40)))) - ((item (# in list) of [list v]) - ((100) * ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) ))))) + ((((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )) * (((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )))) ))> then\n set [brightness v] effect to ((-20) * ([sqrt v] of (((((x) + (round ((scrollx) / (40)))) - ((item (# in list) of [list v]) - ((100) * ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )))) * (((x) + (round ((scrollx) / (40)))) - ((item (# in list) of [list v]) - ((100) * ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) ))))) + ((((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )) * (((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )))) ))\n end\n if <<<((-1) * (distance to [guy v])) > (item (9) of [v v])> and <(item (3) of [v v]) = [0]>> and <((-1) * (distance to [guy v])) > ((-20) * ([sqrt v] of (((((x) + (round ((scrollx) / (40)))) - ((item (# in list) of [list v]) - ((100) * ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )))) * (((x) + (round ((scrollx) / (40)))) - ((item (# in list) of [list v]) - ((100) * ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) ))))) + ((((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )) * (((y) + (round ((scrolly) / (40)))) - ([floor v] of (((item (# in list) of [list v]) - (1)) / (100)) )))) ))>> then\n set [brightness v] effect to ((-1) * (distance to [guy v]))\n end\nelse\n if <<((-1) * (distance to [guy v])) > (item (9) of [v v])> and <(item (3) of [v v]) = [0]>> then\n set [brightness v] effect to ((-1) * (distance to [guy v]))\n end\nend\n\nwhen I receive [play v]\nreplace item (12) of [v v] with [1]\ndelete all of [undo v]\nwait until <(item (14) of [v v]) = [0]>\nwait (.2) seconds\nsave to "undo"\nforever\n if <<[1] = (item (3) of [v v])> and <(length of [your level v]) = [1]>> then\n if <<not <key (space v) pressed?>> and <<mouse down?> and <([y position v] of [names v]) < [-190]>>> then\n if <not <(item (12) of [v v]) = [1]>> then\n new undo\n end\n wait until <not <mouse down?>>\n save to "undo"\n end\n if <key (z v) pressed?> then\n replace item (12) of [v v] with ((item (12) of [v v]) + (<<not <key (x v) pressed?>> and <(item (12) of [v v]) < (length of [undo v])>> - <<key (x v) pressed?> and <(item (12) of [v v]) > [1]>>))\n load to "undo"\n wait until <not <key (z v) pressed?>>\n end\n end\n if <(length of [your level v]) > [1]> then\n set [x v] to (item (1) of [your level v])\n wait until <(length of [your level v]) = [1]>\n if <<not <(x) = (item (1) of [your level v])>> or <(answer) = [reset]>> then\n replace item (12) of [v v] with [1]\n delete all of [undo v]\n save to "undo"\n end\n end\nend\n\ndefine save to "undo"\nset [# v] to [1]\nset [# in list v] to (direction)\ninsert [] at (1) of [undo v] \nrepeat until <(#) > (length of (item (1) of [your level v]))>\n if <(join (letter (#) of (item (1) of [your level v])) (join (letter (#) of (item (1) of [your level v])) (letter (#) of (item (1) of [your level v])))) = (join (letter (#) of (item (1) of [your level v])) (join (letter ((#) + (1)) of (item (1) of [your level v])) (letter ((#) + (2)) of (item (1) of [your level v]))))> then\n replace item (1) of [undo v] with (join (item (1) of [undo v]) (join (letter (#) of (item (1) of [your level v])) [&]))\n delete all of [list v]\n point in direction (0)\n repeat (length of [order v])\n if <<(direction) = [0]> and <not <((#) + (1)) > (length of (item (1) of [your level v]))>>> then\n add (letter (#) of (item (1) of [your level v])) to [list v]\n point in direction <not <(letter (#) of (item (1) of [your level v])) = (letter ((#) + (1)) of (item (1) of [your level v]))>>\n change [# v] by (1)\n end\n end\n repeat ((length of [list v]) - (1))\n replace item (1) of [list v] with (join (item (1) of [list v]) (item (2) of [list v]))\n delete (2) of [list v]\n end\n replace item (1) of [undo v] with (join (item (1) of [undo v]) (item (length of (item (1) of [list v])) of [order v]))\n else\n replace item (1) of [undo v] with (join (item (1) of [undo v]) (letter (#) of (item (1) of [your level v])))\n change [# v] by (1)\n end\nend\nreplace item (1) of [undo v] with (join (item (1) of [undo v]) [&&])\npoint in direction (# in list)\nif <(item (1) of [undo v]) = (item (2) of [undo v])> then\n delete (1) of [undo v]\nend\n\ndefine load to "undo"\nreplace item (1) of [your level v] with []\nset [# v] to [1]\nrepeat until <(join (letter ((#) + (1)) of (item (item (12) of [v v]) of [undo v])) (letter ((#) + (2)) of (item (item (12) of [v v]) of [undo v]))) = (join [&] [&])>\n if <(letter ((#) + (1)) of (item (item (12) of [v v]) of [undo v])) = [&]> then\n repeat (item # of (letter ((#) + (2)) of (item (item (12) of [v v]) of [undo v])) in [order v])\n replace item (1) of [your level v] with (join (item (1) of [your level v]) (letter (#) of (item (item (12) of [v v]) of [undo v])))\n end\n change [# v] by (3)\n else\n replace item (1) of [your level v] with (join (item (1) of [your level v]) (letter (#) of (item (item (12) of [v v]) of [undo v])))\n change [# v] by (1)\n end\nend\nreplace item (1) of [your level v] with (join (item (1) of [your level v]) (letter (#) of (item (item (12) of [v v]) of [undo v])))\n\nwhen flag clicked\nhide\n\ndefine new undo\nsave to "undo"\nset [x v] to [2]\nrepeat until <<(item (1) of [undo v]) = (item (x) of [undo v])> or <(x) > (length of [undo v])>>\n change [x v] by (1)\nend\nchange [x v] by (-1)\ndelete (1) of [undo v]\nif <not <(x) > (length of [undo v])>> then\n set [y v] to (length of [undo v])\n repeat ((x) - (1))\n delete (1) of [undo v]\n end\nend\nreplace item (12) of [v v] with [1]\n\nwhen I start as a clone\nforever\n if <<<[0] = (item (3) of [v v])> and <(item (8) of [v v]) = [0]>> and <<(costume [name v]) = [checkpoint*]> and <touching (guy v)?>>> then\n Replace (((x) + (round ((scrollx) / (40)))) + ((100) * ((y) + (round ((scrolly) / (40)))))) of 1 of block info w/ (item (82) of [order v])\n add (((x) + (round ((scrollx) / (40)))) + ((100) * ((y) + (round ((scrolly) / (40)))))) to [turbowarp link v]\n replace item (15) of [v v] with ((40) * ((x) + (round ((scrollx) / (40)))))\n replace item (16) of [v v] with ((40) * ((y) + (round ((scrolly) / (40)))))\n end\nend\n\n@names\n\ndefine word display\nset [# v] to [0]\nrepeat (length of ([costume name v] of [blocks v]))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [# v] by (1)\nshow\nclear graphic effects\nset size to (7) %\nset [y v] to [0]\nset [x v] to (#)\npoint in direction (90)\nset [time v] to (timer)\nset [costume name of blocks v] to ([costume name v] of [blocks v])\nrepeat until <<([y position v] of [names v]) > [-190]> or <<not <(costume name of blocks) = ([costume name v] of [blocks v])>> or <((timer) - (time)) > [2]>>>\n go to x: ((((y) / (35)) * ((14) * (((x) + (-.5)) - (((length of (costume name of blocks)) - << (costume name of blocks) contains [^]?> or < (costume name of blocks) contains [*]?>>) / (2))))) + ([x position v] of [blocks v])) y: ((y) + ([y position v] of [blocks v]))\n set [ghost v] effect to ((100) - ((100) * ((y) / (35))))\n change [y v] by (((35) - (y)) / (5))\n go to [front v] layer\n if <not < [ *^] contains (letter (x) of ([costume name v] of [blocks v]))?>> then\n switch costume to (letter (x) of ([costume name v] of [blocks v]))\n else\n hide\n end\nend\nrepeat (10)\n go to x: ((((y) / (35)) * ((14) * (((x) + (-.5)) - (((length of (costume name of blocks)) - << (costume name of blocks) contains [^]?> or < (costume name of blocks) contains [*]?>>) / (2))))) + ([x position v] of [blocks v])) y: ((y) + ([y position v] of [blocks v]))\n change [y v] by (((35) - (y)) / (5))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [play v]\nhide\nset y to (-1e9)\nerase all\nwait (.2) seconds\npoint in direction (1)\nshow list [your level v]\nrepeat until <(y position) < [-190]>\n clone script\nend\nforever\n if <<mouse down?> and < (Your Level) contains [triple]?>> then\n replace item (1) of [your level v] with (item (1) of [list v])\n repeat (10)\n delete (2) of [your level v]\n end\n show list [your level v]\n end\n if <<(length of [your level v]) = [1]> and <<(item (3) of [v v]) = [1]> and <(item (6) of [v v]) = [0]>>> then\n if <<not <(direction) = ([costume # v] of [blocks v])>> and <(y position) < [-190]>> then\n word display\n point in direction ([costume # v] of [blocks v])\n end\n end\n if <<(mouse y) < [-150]> and <(length of [your level v]) = [1]>> then\n repeat until <<(y position) < [-190]> and <(mouse y) > [-80]>>\n clone script\n end\n erase all\n end\nend\n\ndefine make 5 faclones\nrepeat (5)\n add [0] to [faclones v]\n add [0] to [faclones v]\n add [0] to [faclones v]\n add [0] to [faclones v]\nend\n\ndefine clone script\nerase all\nset [time v] to [1]\nrepeat ((length of [faclones v]) / (4))\n switch costume to ((((time) / (3)) - (5)) + ((3) * <<(time) = [7]> and <(item (3) of [v v]) = [0]>>))\n go to x: ((((y position) + (220)) / (100)) * ((30) * ((time) - (7)))) y: ((y position) + ((((-120) - ((100) * <(mouse y) > [-80]>)) - (y position)) / (20)))\n replace item (time) of [faclones v] with ((((item ((time) + (1)) of [faclones v]) + (item (time) of [faclones v])) + (y position)) + (113))\n replace item ((time) + (1)) of [faclones v] with ((item ((time) + (1)) of [faclones v]) + ((((100) - (item (time) of [faclones v])) / (5)) - ((item ((time) + (1)) of [faclones v]) / (3))))\n replace item ((time) + (2)) of [faclones v] with ((item ((time) + (2)) of [faclones v]) + ((((100) + ((10) * <touching (mouse-pointer v)?>)) - (item ((time) + (2)) of [faclones v])) / (5)))\n set size to ((((y position) + (220)) / (100)) * (item ((time) + (2)) of [faclones v])) %\n if <(length of [your level v]) = [1]> then\n point in direction (item (time) of [faclones v])\n end\n if <<[1] = (length of [your level v])> and <<<mouse down?> and <(costume name of blocks) = [0]>> and <(item ((time) + (2)) of [faclones v]) > [101]>>> then\n if <((round ((mouse x) / (95))) + (3)) = [3]> then\n repeat (length of [turbowarp link v])\n Replace (item (1) of [turbowarp link v]) of 1 of block info w/ (item (83) of [order v])\n delete (1) of [turbowarp link v]\n end\n replace item (3) of [v v] with (() + <(item (3) of [v v]) = [0]>)\n replace item (15) of [v v] with [empty]\n end\n if <(item (3) of [v v]) = [1]> then\n if <((round ((mouse x) / (95))) + (3)) = [1]> then\n save\n end\n if <((round ((mouse x) / (95))) + (3)) = [2]> then\n load\n end\n if <((round ((mouse x) / (95))) + (3)) = [4]> then\n replace item (6) of [v v] with [1]\n end\n if <((round ((mouse x) / (95))) + (3)) = [5]> then\n replace item (13) of [v v] with [1]\n end\n end\n end\n set [color v] effect to ((time) * (4))\n change [time v] by (3)\n stamp\nend\nset [costume name of blocks v] to (() + <mouse down?>)\n\ndefine save\nif <not < (item (1) of [your level v]) contains (item (2) of [order v])?>> then\n create clone of (guy v)\nelse\n set [# v] to [1]\n add [] to [your level v]\n set rotation style [don't rotate v]\n if <(length of [your level v]) > [2]> then\n delete (2) of [your level v]\n end\n repeat until <(#) > (length of (item (1) of [your level v]))>\n if <(join (letter (#) of (item (1) of [your level v])) (join (letter (#) of (item (1) of [your level v])) (join (letter (#) of (item (1) of [your level v])) (letter (#) of (item (1) of [your level v]))))) = (join (letter (#) of (item (1) of [your level v])) (join (letter ((#) + (1)) of (item (1) of [your level v])) (join (letter ((#) + (2)) of (item (1) of [your level v])) (letter ((#) + (3)) of (item (1) of [your level v])))))> then\n replace item (length of [your level v]) of [your level v] with (join (item (length of [your level v]) of [your level v]) (join (letter (#) of (item (1) of [your level v])) [&]))\n delete all of [list v]\n point in direction (0)\n repeat (length of [order v])\n if <<(direction) = [0]> and <not <((#) + (1)) > (length of (item (1) of [your level v]))>>> then\n add (letter (#) of (item (1) of [your level v])) to [list v]\n point in direction <not <(letter (#) of (item (1) of [your level v])) = (letter ((#) + (1)) of (item (1) of [your level v]))>>\n change [# v] by (1)\n end\n end\n repeat ((length of [list v]) - (1))\n replace item (1) of [list v] with (join (item (1) of [list v]) (item (2) of [list v]))\n delete (2) of [list v]\n end\n replace item (length of [your level v]) of [your level v] with (join (item (length of [your level v]) of [your level v]) (item (length of (item (1) of [list v])) of [order v]))\n else\n replace item (length of [your level v]) of [your level v] with (join (item (length of [your level v]) of [your level v]) (letter (#) of (item (1) of [your level v])))\n change [# v] by (1)\n end\n end\n delete all of [list v]\n add (item (1) of [your level v]) to [list v]\n replace item (length of [your level v]) of [your level v] with (join (item (length of [your level v]) of [your level v]) (join [&&] (join (item ([abs v] of ((item (9) of [v v]) + (1)) ) of [order v]) (item (item (14) of [v v]) of [order v]))))\n insert [Triple click the code below and press command c to copy] at (2) of [your level v] \n add [click below the list to return] to [your level v]\n set rotation style [all around v]\n hide list [your level v]\n point in direction (90)\nend\n\ndefine load\nshow list [your level v]\nadd [] to [your level v]\nask [enter your code by pressing "command + v" \(reset building area by typing in "reset"\)] and wait\nif <not < (answer) contains [&&]?>> then\n if <(answer) = [reset]> then\n block range [100]\n else\n say [Couldn't load] for (1) seconds\n start sound [E Elec Bass v]\n end\nelse\n replace item (1) of [your level v] with []\n set [# v] to [1]\n repeat until <(join (letter ((#) + (1)) of (answer)) (letter ((#) + (2)) of (answer))) = (join [&] [&])>\n if <(letter ((#) + (1)) of (answer)) = [&]> then\n repeat (item # of (letter ((#) + (2)) of (answer)) in [order v])\n replace item (1) of [your level v] with (join (item (1) of [your level v]) (letter (#) of (answer)))\n end\n change [# v] by (3)\n else\n replace item (1) of [your level v] with (join (item (1) of [your level v]) (letter (#) of (answer)))\n change [# v] by (1)\n end\n end\n if <(length of (item (1) of [your level v])) > [9998]> then\n replace item (1) of [your level v] with (join (item (1) of [your level v]) (letter (#) of (answer)))\n change [# v] by (3)\n replace item (9) of [v v] with ((-1) * ((item # of (letter (#) of (answer)) in [order v]) - (1)))\n replace item (14) of [v v] with (item # of (letter ((#) + (1)) of (answer)) in [order v])\n find start\n else\n say [Couldn't load] for (1) seconds\n start sound [E Elec Bass v]\n block range [100]\n end\nend\nrepeat until <(length of [your level v]) = [1]>\n delete (2) of [your level v]\nend\n\ndefine find start\nset [# v] to [0]\nrepeat (length of (item (1) of [your level v]))\n change [# v] by <not <(letter (#) of (item (1) of [your level v])) = (item (2) of [order v])>>\nend\nif <(item (15) of [v v]) = [empty]> then\n replace item (4) of [v v] with ((40) * ((#) - ((100) * ([floor v] of (((#) - (1)) / (100)) ))))\n replace item (5) of [v v] with ((40) * ([floor v] of (((#) - (1)) / (100)) ))\nelse\n replace item (4) of [v v] with (item (15) of [v v])\n replace item (5) of [v v] with (item (16) of [v v])\nend\nreplace item (1) of [v v] with [0]\nreplace item (2) of [v v] with [0]\nreplace item (7) of [v v] with (#)\n\nwhen flag clicked\nhide\n\ndefine block range (#)\ndelete all of [your level v]\nadd [] to [your level v]\nrepeat ((#) * (#))\n replace item (1) of [your level v] with (join (item (1) of [your level v]) (item (1) of [order v]))\nend\nset [scrollx v] to ((#) * (20))\nset [scrolly v] to ((#) * (20))\nreplace item (4) of [v v] with (scrollx)\nreplace item (5) of [v v] with (scrolly)\n\ngo to x: (([x position v] of [blocks v]) + ((14) * ())) y: (0)\n\ndefine Replace (x) of 1 of block info w/ (#)\ndelete all of [list v]\nrepeat (length of (item (1) of [your level v]))\n add (letter ((length of [list v]) + (1)) of (item (1) of [your level v])) to [list v]\nend\nreplace item (x) of [list v] with (#)\nrepeat (length of [list v])\n replace item (1) of [list v] with (join (item (1) of [list v]) (item (2) of [list v]))\n delete (2) of [list v]\nend\nreplace item (1) of [your level v] with (item (1) of [list v])\n\n@guy\n\ndefine find start\nset [# v] to [0]\nreplace item (1) of [v v] with [0]\nreplace item (2) of [v v] with [0]\nrepeat (length of (item (1) of [your level v]))\n change [# v] by <not <(letter (#) of (item (1) of [your level v])) = (item (2) of [order v])>>\nend\nif <(item (15) of [v v]) = [empty]> then\n replace item (4) of [v v] with ((40) * ((#) - ((100) * ([floor v] of (((#) - (1)) / (100)) ))))\n replace item (5) of [v v] with ((40) * ([floor v] of (((#) - (1)) / (100)) ))\nelse\n replace item (4) of [v v] with (item (15) of [v v])\n replace item (5) of [v v] with (item (16) of [v v])\nend\nreplace item (7) of [v v] with (#)\n\nwhen I receive [play v]\nhide\nwait (.2) seconds\nset size to (0) %\nswitch costume to (guy v)\nset [timer v] to (timer)\nforever\n go to [front v] layer\n if <(item (14) of [v v]) = [0]> then\n replace item (14) of [v v] with [1]\n end\n if <(item (3) of [v v]) = [0]> then\n if <not < (item (1) of [your level v]) contains (item (2) of [order v])?>> then\n replace item (3) of [v v] with [1]\n create clone of (_myself_ v)\n else\n show\n find start\n clear graphic effects\n set size to (100) %\n switch costume to (guy v)\n replace item (8) of [v v] with [0]\n replace item (11) of [v v] with [0]\n repeat until <(item (3) of [v v]) = [1]>\n next costume\n go [backward v] (5) layers\n replace item (1) of [v v] with (((.8) * (item (1) of [v v])) + ((2) * (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)))\n replace item (2) of [v v] with ((item (2) of [v v]) - (1))\n go to x: ((item (4) of [v v]) - (scrollx)) y: ((item (5) of [v v]) - (scrolly))\n if <<(item (8) of [v v]) > [0]> or <(y position) < [-240]>> then\n replace item (2) of [v v] with [10]\n replace item (8) of [v v] with [1]\n replace item (10) of [v v] with [0]\n repeat until <(y position) < [-240]>\n turn right ((15) * (<(item (1) of [v v]) = [0]> + ((item (1) of [v v]) / ([abs v] of (item (1) of [v v]) )))) degrees\n go to x: ((item (4) of [v v]) - (scrollx)) y: ((item (5) of [v v]) - (scrolly))\n replace item (2) of [v v] with ((item (2) of [v v]) - (2))\n end\n replace item (8) of [v v] with [0]\n point in direction (90)\n find start\n end\n end\n replace item (10) of [v v] with [0]\n replace item (11) of [v v] with [0]\n set size to (0) %\n find start\n hide\n end\n else\n replace item (9) of [v v] with (<(item (9) of [v v]) < [1e-9]> * ((item (9) of [v v]) + ((5) * (<[1] = (length of [your level v])> * (<key (v v) pressed?> - <key (c v) pressed?>)))))\n if <(item (9) of [v v]) > [0]> then\n replace item (9) of [v v] with [0]\n end\n if <(item (9) of [v v]) < [-100]> then\n replace item (9) of [v v] with [-100]\n end\n change [bounce v] by ((((100) - (size)) / (10)) - ((bounce) / (2)))\n replace item (1) of [v v] with [0]\n replace item (2) of [v v] with [0]\n change [color v] effect by (1)\n switch costume to (bright* v)\n change size by (bounce)\n go to x: (-185) y: (140)\n show\n end\nend\n\nwhen I start as a clone\nswitch costume to (warning* v)\nset [timer v] to (timer)\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (0) %\nshow\nrepeat until <<((timer) - (timer)) > [3]> and <(size) < [10]>>\n change [bounce v] by (((((100) * <((timer) - (timer)) < [2]>) - (size)) / (3)) - ((bounce) / (2)))\n set [ghost v] effect to ((100) - (size))\n change size by (bounce)\n go to [front v] layer\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine next costume\nchange size by (bounce)\nswitch costume to (item (14) of [v v])\nchange [bounce v] by (((((100) + ((10) * (<touching (mouse-pointer v)?> - ((2) * <<mouse down?> and <touching (mouse-pointer v)?>>)))) - (size)) / (2)) - ((bounce) / (2)))\nif <<<mouse down?> and <touching (mouse-pointer v)?>> and <((timer) - (timer)) > [.2]>> then\n set [timer v] to (timer)\n next costume\n repeat until <not < (costume [name v]) contains [*]?>>\n next costume\n end\n replace item (14) of [v v] with (costume [number v])\nend\n\n@Menu\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <([size v] of [menu v]) > [50]> then\n change [# v] by (2)\n go to x: ((#) * (1e9)) y: (0)\n switch costume to ((((#) + (1)) / (2)) + (2))\n forever\n go to x: ((x position) + (((0) - (x position)) / (3))) y: (0)\n point in direction ([direction v] of [menu v])\n set size to ([size v] of [menu v]) %\n if <(size) < [10]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n delete this clone\n end\n end\nelse\n set [bounce v] to (pick random (5) to (20))\n point in direction (pick random (-10) to (10))\n set size to (pick random (70) to (100)) %\n switch costume to (confetti v)\n forever\n go to x: ((x position) + (direction)) y: ((y position) + (bounce))\n change [color v] effect by (bounce)\n change [bounce v] by (-1)\n change size by (((direction) + (11)) / (5))\n if <(y position) < [-210]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [menu v]\nshow\nreset timer\nset size to (0) %\ngo to x: (0) y: (0)\nswitch costume to (square v)\nset rotation style [all around v]\nrepeat until <(timer) > [1]>\n change [bounce v] by ((((100) - (size)) / (5)) - ((bounce) / (2)))\n point in direction ((size) - (10))\n change size by (bounce)\nend\nset [# v] to [-3]\nrepeat (2)\n create clone of (_myself_ v)\n wait (.5) seconds\nend\nset [bounce v] to [10]\nreset timer\nrepeat until <(size) < [5]>\n point in direction ((size) - (10))\n change [bounce v] by (-1)\n change size by (bounce)\nend\nhide\nreplace item (13) of [v v] with [1]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (info page v)\nforever\n if <(item (13) of [v v]) = [1]> then\n add [] to [your level v]\n wait until <not <mouse down?>>\n show\n set size to (0) %\n repeat until <mouse down?>\n go to [front v] layer\n point in direction ((size) - (10))\n change size by (((100) - (size)) / (5))\n set [ghost v] effect to ((100) - (size))\n end\n repeat until <(size) < [10]>\n go to [front v] layer\n point in direction ((size) - (10))\n change size by (((0) - (size)) / (2))\n set [ghost v] effect to ((100) - (size))\n end\n hide\n delete (2) of [your level v]\n replace item (13) of [v v] with [0]\n end\nend\n\nwhen I receive [menu v]\nforever\n play sound [Sparkle v] until done\n play sound [Hang Out v] until done\nend\n\n@bubbles\n\nwhen I start as a clone\nif <not <(costume [name v]) = [you win]>> then\n show\n set size to (0) %\n set [y v] to ((100) * ((5) - (#)))\n switch costume to (#)\n repeat until <mouse down?>\n change [x v] by (((((100) + ((10) * <touching (mouse-pointer v)?>)) - (size)) / (5)) - ((x) / (3)))\n go to x: (0) y: ((y) * ((size) / (100)))\n point in direction ((size) - (10))\n change [color v] effect by (.5)\n change size by (x)\n end\n set [x v] to [0]\n repeat until <(size) < [5]>\n go to x: (0) y: ((y) * ((size) / (100)))\n point in direction ((size) - (10))\n change [x v] by (-1.5)\n change size by (x)\n end\n broadcast (play v)\n delete this clone\nelse\n if <<(item (11) of [v v]) = [0]> and <<not <(pick random (1) to (10)) = [1]>> or <(item (3) of [v v]) = [1]>>> then\n delete this clone\n end\n point in direction (pick random (1) to (5))\n set [x v] to ((item (4) of [v v]) + (pick random (-20) to (20)))\n set [y v] to ((item (5) of [v v]) + (pick random (-20) to (20)))\n switch costume to ((1) + <(item (11) of [v v]) = [0]>)\n set rotation style [don't rotate v]\n go [backward v] (10) layers\n show\n go to x: (((5) * ([sin v] of (((y) / (25)) * ((180) * ((3) - ((size) / (20))))) )) + ((x) - (scrollx))) y: ((y) - (scrolly))\n if <(costume [name v]) = [bubble]> then\n set [timer v] to (timer)\n set size to ((direction) * (10)) %\n repeat until <<not <(item (18) of [order v]) = (letter ((round ((x) / (40))) + ((100) * (round ((y) / (40))))) of (item (1) of [your level v]))>> or <((timer) - (timer)) > ((direction) * (1))>>\n go to x: (((5) * ([sin v] of (((y) / (25)) * ((180) * ((3) - ((size) / (20))))) )) + ((x) - (scrollx))) y: ((y) - (scrolly))\n change [x v] by (((3) - (direction)) / (3))\n go [backward v] (5) layers\n change [y v] by (1)\n end\n switch costume to (pop v)\n wait (.01) seconds\n delete this clone\n else\n turn right (2) degrees\n set size to ((direction) * (10)) %\n set [timer v] to (pick random (5) to (15))\n repeat (30)\n go to x: ((x) - (scrollx)) y: ((y) - (scrolly))\n change [x v] by ((3) * ((5) - (direction)))\n change [ghost v] effect by ((100) / (30))\n change [color v] effect by (5)\n change [timer v] by (-1)\n change [y v] by (timer)\n end\n delete this clone\n end\nend\n\nwhen I receive [play v]\nswitch costume to (you win v)\nhide\nforever\n if <<(item (11) of [v v]) = [1]> and <(item (3) of [v v]) = [0]>> then\n show\n set size to (0) %\n set [x v] to [0]\n set [timer v] to (timer)\n switch costume to (you win v)\n set rotation style [all around v]\n repeat until <((timer) - (timer)) > [3]>\n change [x v] by ((((100) - (size)) / (2)) - ((x) / (2)))\n point in direction ((190) - (size))\n change [color v] effect by (5)\n create clone of (_myself_ v)\n change size by (x)\n go to [front v] layer\n end\n repeat until <(size) < [6]>\n change [x v] by ((((0) - (size)) / (2)) - ((x) / (2)))\n point in direction ((5) * ((190) - (size)))\n change [color v] effect by (5)\n change size by (x)\n end\n repeat (length of [turbowarp link v])\n Replace (item (1) of [turbowarp link v]) of 1 of block info w/ (item (83) of [order v])\n delete (1) of [turbowarp link v]\n end\n replace item (15) of [v v] with [empty]\n replace item (11) of [v v] with [0]\n find start\n hide\n wait (1) seconds\n end\nend\n\ndefine find start\nset [# v] to [0]\nrepeat (length of (item (1) of [your level v]))\n change [# v] by <not <(letter (#) of (item (1) of [your level v])) = (item (2) of [order v])>>\nend\nreplace item (4) of [v v] with ((40) * ((#) - ((100) * ([floor v] of (((#) - (1)) / (100)) ))))\nreplace item (5) of [v v] with ((40) * ([floor v] of (((#) - (1)) / (100)) ))\nreplace item (1) of [v v] with [0]\nreplace item (2) of [v v] with [0]\n\nwhen flag clicked\nif <is compiled?> then\n hide\nelse\n hide\n switch costume to (thumbnail2 v)\n go to [front v] layer\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (thumbnail v)\n forever\n reset timer\n end\nend\n\nwhen I receive [menu v]\nreset timer\nwait until <<(timer) > [1]> and <([size v] of [menu v]) < [5]>>\nswitch costume to (confetti v)\nset [# v] to [4]\nrepeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen [timer v] > (0)\nif <not <is compiled?>> then\n show list [turbowarp link v]\n show\nend\n\ndefine Replace (x) of 1 of block info w/ (#)\ndelete all of [list v]\nrepeat (length of (item (1) of [your level v]))\n add (letter ((length of [list v]) + (1)) of (item (1) of [your level v])) to [list v]\nend\nreplace item (x) of [list v] with (#)\nrepeat (length of [list v])\n replace item (1) of [list v] with (join (item (1) of [list v]) (item (2) of [list v]))\n delete (2) of [list v]\nend\nreplace item (1) of [your level v] with (item (1) of [list v])\n\n
Platformer Creator 2.1!\n\n• Hover the mouse over the bottom of the screen for more functions.\n\narrow keys or WASD - character movement\n\nSaving and loading can only be done in EDIT mode!\n\nIn EDIT mode:\narrow keys - move the screen\nclick - place blocks\na/d - change block\nw - use air block\nSpace bar and click - copy the block under the cursor.\nc/v - adjust brightness\nz - undo\nx and z - redo\n\nBlock Info:\n\nSlime block - softens the character's fall.\nButton - activates the solid and unsolid blocks for 10 seconds.\nSolid block - solid until activated.\nUnsolid block - not solid until activated.\nDownward - disables jumping\nUpward - pushes the character into the air.\nRight - pushes the character right.\nLeft - pushes the character left.
Super Mario Advanced 4 || A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Athletic BGM - Super Mario Bros. 3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (blue v)\n\n@Player\n\nif <(AllowPlayerMovement) = [1]> then\n switch costume to (playercentre v)\n set [sliding v] to [0]\n set [slidingfunction v] to [0]\n set [crouching v] to [0]\n change [tanookicooldown v] by ((-1) / (30))\n change [statueswapcooldown v] by ((-1) / (10))\n if <touching (water v)?> then\n if <(Powerup) = [Frog]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (1.8)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yvel v] by (-1.8)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (1.5)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1.5)\n point in direction (-90)\n end\n if <(YVel) > [0]> then\n switch costume to (frogswimmingtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [0]\n else\n FindFloor\n set [yvel v] to [0]\n end\n end\n switch costume to (frogswimmingsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <([abs v] of (XVel) ) > [4.499999]> then\n set [xvel v] to ((XVel) / (1.3))\n set [yvel v] to ((YVel) / (1.3))\n else\n set [xvel v] to ((XVel) / (1.5))\n set [yvel v] to ((YVel) / (1.5))\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <(YVel) > [-2.5]> then\n change [yvel v] by (-0.41)\n end\n if <(YVel) < [-2.5]> then\n set [yvel v] to [-2.5]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(Statue) = [0]> and <<(YVel) < [-1.3]> or <(YVel) = [-0.41]>>>> then\n if <not <(YVel) = [-1.41]>> then\n start sound [Swim v]\n end\n set [yvel v] to [6]\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [-1]\n else\n FindFloor\n if <<(Statue) = [0]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [crouching v] to [1]\n end\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) < [2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (-1.9)\n else\n change [xvel v] by (-1.75)\n end\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) > [-2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (1.9)\n else\n change [xvel v] by (1.75)\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n if <<(Statue) = [0]> and <(SlidingFunction) = [0]>> then\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n set [xvel v] to ((XVel) / (1.05))\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n start sound [Fireball v]\n add ((((x position) + (((direction) / (90)) * (8))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n end\n end\n end\n switch costume to (playercentre v)\n if <not <touching (water v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [12]\n if <([abs v] of (XVel) ) > [1.5]> then\n set [xvel v] to ((direction) / (60))\n end\n end\n end\n else\n if <(Powerup) = [Frog]> then\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n change [yvel v] by ((Gravity) / (3.2))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n switch costume to (allbottom v)\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n end\n FindFloor\n end\n if <(YVel) > [0]> then\n switch costume to (bigtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\n end\n switch costume to (bigsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.2))\n if <(([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) = [1]> then\n if <([abs v] of (XVel) ) > [1]> then\n if <(XVel) > [0]> then\n set [xvel v] to [1]\n else\n set [xvel v] to [-1]\n end\n end\n end\n else\n set [xvel v] to ((XVel) / (1.15))\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n if <<(TanookiFlying) = [1]> and <(Statue) = [0]>> then\n if <(YVel) > [0]> then\n change [yvel v] by ((Gravity) / (3.4))\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by ((Gravity) / (6))\n if <(YVel) < [-0.4]> then\n set [yvel v] to [-0.4]\n end\n else\n change [yvel v] by ((Gravity) / (3.4))\n end\n end\n else\n if <(Statue) = [1]> then\n change [yvel v] by ((Gravity) / (1))\n else\n change [yvel v] by ((Gravity) / (2.9))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n end\n end\n switch costume to (allbottom v)\n if <<<(AllowTanookiFlightStart) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <([abs v] of (XVel) ) > [2]>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [allowtanookiflightstart v] to [0]\n set [tanookiflying v] to [1]\n end\n end\n set [allowtanookiflightstart v] to [1]\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n set [tanookiusesleft v] to [10]\n if <(TanookiFlying) = [0]> then\n if <(Statue) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [crouching v] to [1]\n end\n end\n end\n end\n FindFloor\n end\n if <not <(Powerup) = [Tanooki]>> then\n set [tanookiflying v] to [0]\n end\n if <<<(TanookiFlying) = [1]> and <(YVel) < [-8]>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n end\n if <<(AllowTanookiFlight) = [0]> and <(TanookiFlying) = [1]>> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [allowtanookiflight v] to [1]\n set [tanookiflying v] to [1]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<(AllowTanookiFlight) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <<(TanookiUsesLeft) > [0]> and <(TanookiCooldown) < [0]>>>> then\n set [yvel v] to [11]\n set [allowtanookiflight v] to [0]\n set [tanookicooldown v] to [0.12]\n change [tanookiusesleft v] by (-1)\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(XVel) < [2]> then\n change [xvel v] by (-1.99)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(XVel) > [-2]> then\n change [xvel v] by (1.99)\n end\n end\n end\n if <(SlidingFunction) = [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <([abs v] of (XVel) ) < [3.99999999999]> then\n set [xvel v] to ((XVel) / (2))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.4))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n add ((((x position) + (((direction) / (90)) * (12))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n start sound [Fireball v]\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n if <<(Powerup) = [Frog]> and <touching (water v)?>> then\n switch costume to (frogswimmingsides v)\n else\n switch costume to (bigsides v)\n end\n end\nend\nif <(AllowPlayerMovement) = [1]> then\n if <<(y position) < [-172]> and <(Dead) = [0]>> then\n broadcast (Death v)\n end\nend\nif <<(Dead) = [1]> or <(PassedGoal) = [1]>> then\n set [spinning v] to [0]\n set [statue v] to [0]\nend\nif <(Dead) = [0]> then\n if <<(Level) = [8]> and <(Underground) = [0]>> then\n change [mapx v] by (-1)\n else\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (4)))\n change [mapy v] by ([floor v] of (((((PlayerY) + (-32)) * (-1)) - (MapY)) / (4)) )\n end\nend\nif <(MapX) > [600]> then\n set [mapx v] to [600]\nend\nif <(MapX) < [-5640]> then\n set [mapx v] to [-5640]\nend\nif <(Level) = [7]> then\n if <(MapX) < [-3848]> then\n set [mapx v] to [-3848]\n end\nend\nif <(Underground) = [1]> then\n if <<(Level) = [4]> or <(Level) = [8]>> then\n set [mapx v] to [-2254]\n end\n if <(Level) = [8]> then\n set [mapy v] to [400]\n end\n if <(MapY) < [222]> then\n set [mapy v] to [222]\n end\n if <(MapY) > [428]> then\n set [mapy v] to [428]\n end\nelse\n if <(MapY) > [-138]> then\n set [mapy v] to [-138]\n end\n if <(MapY) < [-450]> then\n set [mapy v] to [-450]\n end\n if <(Level) = [8]> then\n set [mapy v] to [-153]\n change [mapy v] by (([sin v] of ((GlobalCostumeNo.) * (24)) ) * (15))\n if <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\n end\n if <(x position) > [0]> then\n change [mapx v] by ((x position) / (-24))\n end\n end\nend\nif <<(Powerup) = [Tanooki]> and <<(Dead) = [0]> and <(PassedGoal) = [0]>>> then\n if <<<<key (space v) pressed?> and <not <touching (water v)?>>> and <<(Spinning) = [0]> and <<(Statue) = [0]> and <(StatueSwapCooldown) < [-0.6]>>>> or <<(TanookiCooldown) < [-0.3]> and <(Spinning) = [1]>>> then\n set [statue v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Spinning) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n set [spinning v] to [0]\n else\n start sound [Spin v]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n set [spinning v] to [1]\n set [playercostumeno. v] to [0.5]\n end\n set [statueswapcooldown v] to [0]\n else\n if <<<<key (m v) pressed?> or <key (e v) pressed?>> and <(StatueSwapCooldown) < [0]>> or <<(Statue) = [1]> and <(TanookiCooldown) < [-5]>>> then\n set [spinning v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Statue) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n else\n set [statue v] to [1]\n set [yvel v] to [-5]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n end\n set [statueswapcooldown v] to [1]\n end\n end\nelse\n set [statue v] to [0]\n set [spinning v] to [0]\nend\nchange y by (-1)\nif <(Dead) = [0]> then\n broadcast (PlayerUpdated v)\nend\nbroadcast (CostumeEverything v)\n\nwhen flag clicked\n\nwhen backdrop switches to [blue16 v]\nhide\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (movement speed) Friction (friction) Slope (slope)\nchange [gravity y v] by (gravity)\nchange y by (GRAVITY Y)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (GRAVITY Y) ) / (GRAVITY Y)) * (-1))\n end\n set [gravity y v] to (<<key (up arrow v) pressed?> and <(([abs v] of (GRAVITY Y) ) / (GRAVITY Y)) = [-1]>> * (jump height))\n start sound [Jump v]\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)\nif <touching (level v)?> then\n change y by (SLOPE)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (GRAVITY X) ) / (GRAVITY X)) * (-1))\n end\nend\nset [slope v] to [0]\nrepeat until <<(SLOPE) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\ngo to x: (-174) y: (-95)\nforever\n Platform Gravity [-1] Jump Height [13] Side Movement Speed [2.5] Friction [0.7] Slope [8]\n if <touching (flag v)?> then\n next backdrop\n go to x: (-197) y: (-97)\n end\n if <touching color (#4c0909)?> then\n broadcast (Death v)\n end\n if <touching color (#ffaa5a)?> then\n go to x: (-153) y: (-46)\n end\n if <touching color (#483f08)?> then\n broadcast (Death2 v)\n end\n if <touching color (#2d2704)?> then\n broadcast (Death3 v)\n end\n if <touching color (#f2ecff)?> then\n broadcast (Death4 v)\n end\n if <touching (water v)?> then\n start sound [Swim v]\n go to x: (-191) y: (-64)\n end\n if <touching (thwomps v)?> then\n go to x: (-191) y: (-64)\n end\n if <touching (thwomps2 v)?> then\n go to x: (-191) y: (-64)\n end\n if <touching (thwomps3 v)?> then\n go to x: (-191) y: (-64)\n end\n if <touching (piranhaplants v)?> then\n go to x: (-191) y: (-64)\n end\n if <touching (piranhaplants2 v)?> then\n go to x: (-191) y: (-64)\n end\n if <touching (larry v)?> then\n go to x: (-191) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (walk1none v)\n wait (0.07) seconds\n switch costume to (walk2none v)\n wait (0.07) seconds\n switch costume to (walk3none v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (walk1none v)\n wait (0.07) seconds\n switch costume to (walk2none v)\n wait (0.07) seconds\n switch costume to (walk3none v)\n end\n if <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n switch costume to (idle1none v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bug fix v)?> then\n go to x: (-197) y: (-97)\n Platform Gravity [-1] Jump Height [13] Side Movement Speed [2.5] Friction [0.7] Slope [8]\n end\nend\n\n@Tiles\n\nwhen flag clicked\nhide\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (-32) y: (-50)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [blue2 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [blue3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [blue4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [blue5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [blue6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [blue7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [blue8 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [blue9 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [blue10 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [blue11 v]\nswitch costume to (costume11 v)\n\nwhen backdrop switches to [blue12 v]\nswitch costume to (costume12 v)\n\nwhen backdrop switches to [blue13 v]\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [blue14 v]\nswitch costume to (costume14 v)\n\nwhen backdrop switches to [blue15 v]\nswitch costume to (costume15 v)\n\nwhen backdrop switches to [blue16 v]\nswitch costume to (costume16 v)\n\nwhen backdrop switches to [blue17 v]\nswitch costume to (costume17 v)\n\nwhen backdrop switches to [blue18 v]\nswitch costume to (costume18 v)\n\nwhen backdrop switches to [blue19 v]\nswitch costume to (costume19 v)\n\nwhen backdrop switches to [blue20 v]\nswitch costume to (costume20 v)\n\nwhen backdrop switches to [victory v]\nhide\n\n@bug fix\n\nwhen flag clicked\nshow\ngo to x: (-31) y: (-52)\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen backdrop switches to [blue16 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [blue18 v]\ngo to x: (-27) y: (-59)\n\nwhen backdrop switches to [victory v]\nhide\n\n@Flag\n\nwhen flag clicked\nset size to (150) %\nswitch costume to (costume1 v)\nshow\ngo to x: (217) y: (-109)\n\nwhen backdrop switches to [blue7 v]\ngo to x: (193) y: (16)\n\nwhen backdrop switches to [blue8 v]\ngo to x: (217) y: (-109)\n\nwhen backdrop switches to [blue13 v]\ngo to x: (-165) y: (103)\n\nwhen backdrop switches to [blue14 v]\ngo to x: (-183) y: (105)\n\nwhen backdrop switches to [blue15 v]\ngo to x: (226) y: (-114)\n\nwhen backdrop switches to [blue17 v]\nswitch costume to (costume2 v)\nset size to (100) %\ngo to x: (208) y: (-6)\n\nwhen backdrop switches to [blue18 v]\nswitch costume to (costume3 v)\nset size to (150) %\ngo to x: (187) y: (-11)\n\nwhen backdrop switches to [blue19 v]\ngo to x: (-201) y: (111)\n\nwhen backdrop switches to [blue20 v]\ngo to x: (154) y: (24)\n\nwhen backdrop switches to [victory v]\nhide\n\n@Goombas\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (173) y: (-100)\nshow\nforever\n change x by (-1)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I receive [death v]\nstart sound [Stomp v]\nswitch costume to (3 v)\nwait (0.1) seconds\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue2 v]\nshow\ngo to x: (25) y: (-30)\n\nwhen flag clicked\ngo [forward v] (50) layers\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <touching color (#0a0000)?> then\n hide\n end\nend\n\nwhen backdrop switches to [blue3 v]\nhide\ngo to x: (-120) y: (-58)\n\nwhen backdrop switches to [blue5 v]\nshow\ngo to x: (-120) y: (-58)\n\nwhen backdrop switches to [blue6 v]\nhide\ngo to x: (-120) y: (-58)\n\nwhen backdrop switches to [blue12 v]\nshow\ngo to x: (-48) y: (-45)\n\nwhen backdrop switches to [blue13 v]\nhide\n\nwhen backdrop switches to [blue7 v]\ngo to x: (-120) y: (-58)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Goombas2\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nstart sound [Stomp2 v]\nswitch costume to (3 v)\nwait (0.1) seconds\nhide\n\nwhen backdrop switches to [blue3 v]\ngo [forward v] (1) layers\nswitch costume to (1 v)\ngo to x: (173) y: (-100)\nshow\nforever\n change x by (-2)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [blue4 v]\nhide\n\n@Goombas3\n\nwhen flag clicked\ngo [forward v] (50) layers\nhide\n\nwhen I receive [death2 v]\nstart sound [Stomp v]\nswitch costume to (3 v)\nwait (0.1) seconds\nhide\n\nwhen backdrop switches to [blue3 v]\nswitch costume to (1 v)\nshow\ngo to x: (163) y: (-98)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [blue4 v]\nhide\n\n@Koopas2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue4 v]\ngo to x: (117) y: (-98)\nswitch costume to (2g v)\nshow\nforever\n change x by (-2)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I receive [death3 v]\nstart sound [Kick v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\n@Koopas3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue4 v]\ngo to x: (23) y: (-98)\nshow\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I receive [death4 v]\nstart sound [Kick v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\n@Player2\n\nif <(AllowPlayerMovement) = [1]> then\n switch costume to (playercentre v)\n set [sliding v] to [0]\n set [slidingfunction v] to [0]\n set [crouching v] to [0]\n change [tanookicooldown v] by ((-1) / (30))\n change [statueswapcooldown v] by ((-1) / (10))\n if <touching (water v)?> then\n if <(Powerup) = [Frog]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (1.8)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yvel v] by (-1.8)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (1.5)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1.5)\n point in direction (-90)\n end\n if <(YVel) > [0]> then\n switch costume to (frogswimmingtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [0]\n else\n FindFloor\n set [yvel v] to [0]\n end\n end\n switch costume to (frogswimmingsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <([abs v] of (XVel) ) > [4.499999]> then\n set [xvel v] to ((XVel) / (1.3))\n set [yvel v] to ((YVel) / (1.3))\n else\n set [xvel v] to ((XVel) / (1.5))\n set [yvel v] to ((YVel) / (1.5))\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <(YVel) > [-2.5]> then\n change [yvel v] by (-0.41)\n end\n if <(YVel) < [-2.5]> then\n set [yvel v] to [-2.5]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(Statue) = [0]> and <<(YVel) < [-1.3]> or <(YVel) = [-0.41]>>>> then\n if <not <(YVel) = [-1.41]>> then\n start sound [Swim v]\n end\n set [yvel v] to [6]\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [-1]\n else\n FindFloor\n if <<(Statue) = [0]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [crouching v] to [1]\n end\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) < [2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (-1.9)\n else\n change [xvel v] by (-1.75)\n end\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) > [-2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (1.9)\n else\n change [xvel v] by (1.75)\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n if <<(Statue) = [0]> and <(SlidingFunction) = [0]>> then\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n set [xvel v] to ((XVel) / (1.05))\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n start sound [Fireball v]\n add ((((x position) + (((direction) / (90)) * (8))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n end\n end\n end\n switch costume to (playercentre v)\n if <not <touching (water v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [12]\n if <([abs v] of (XVel) ) > [1.5]> then\n set [xvel v] to ((direction) / (60))\n end\n end\n end\n else\n if <(Powerup) = [Frog]> then\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n change [yvel v] by ((Gravity) / (3.2))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n switch costume to (allbottom v)\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n end\n FindFloor\n end\n if <(YVel) > [0]> then\n switch costume to (bigtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\n end\n switch costume to (bigsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.2))\n if <(([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) = [1]> then\n if <([abs v] of (XVel) ) > [1]> then\n if <(XVel) > [0]> then\n set [xvel v] to [1]\n else\n set [xvel v] to [-1]\n end\n end\n end\n else\n set [xvel v] to ((XVel) / (1.15))\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n if <<(TanookiFlying) = [1]> and <(Statue) = [0]>> then\n if <(YVel) > [0]> then\n change [yvel v] by ((Gravity) / (3.4))\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by ((Gravity) / (6))\n if <(YVel) < [-0.4]> then\n set [yvel v] to [-0.4]\n end\n else\n change [yvel v] by ((Gravity) / (3.4))\n end\n end\n else\n if <(Statue) = [1]> then\n change [yvel v] by ((Gravity) / (1))\n else\n change [yvel v] by ((Gravity) / (2.9))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n end\n end\n switch costume to (allbottom v)\n if <<<(AllowTanookiFlightStart) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <([abs v] of (XVel) ) > [2]>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [allowtanookiflightstart v] to [0]\n set [tanookiflying v] to [1]\n end\n end\n set [allowtanookiflightstart v] to [1]\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n set [tanookiusesleft v] to [10]\n if <(TanookiFlying) = [0]> then\n if <(Statue) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [crouching v] to [1]\n end\n end\n end\n end\n FindFloor\n end\n if <not <(Powerup) = [Tanooki]>> then\n set [tanookiflying v] to [0]\n end\n if <<<(TanookiFlying) = [1]> and <(YVel) < [-8]>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n end\n if <<(AllowTanookiFlight) = [0]> and <(TanookiFlying) = [1]>> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [allowtanookiflight v] to [1]\n set [tanookiflying v] to [1]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<(AllowTanookiFlight) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <<(TanookiUsesLeft) > [0]> and <(TanookiCooldown) < [0]>>>> then\n set [yvel v] to [11]\n set [allowtanookiflight v] to [0]\n set [tanookicooldown v] to [0.12]\n change [tanookiusesleft v] by (-1)\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(XVel) < [2]> then\n change [xvel v] by (-1.99)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(XVel) > [-2]> then\n change [xvel v] by (1.99)\n end\n end\n end\n if <(SlidingFunction) = [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <([abs v] of (XVel) ) < [3.99999999999]> then\n set [xvel v] to ((XVel) / (2))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.4))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n add ((((x position) + (((direction) / (90)) * (12))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n start sound [Fireball v]\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n if <<(Powerup) = [Frog]> and <touching (water v)?>> then\n switch costume to (frogswimmingsides v)\n else\n switch costume to (bigsides v)\n end\n end\nend\nif <(AllowPlayerMovement) = [1]> then\n if <<(y position) < [-172]> and <(Dead) = [0]>> then\n broadcast (Death v)\n end\nend\nif <<(Dead) = [1]> or <(PassedGoal) = [1]>> then\n set [spinning v] to [0]\n set [statue v] to [0]\nend\nif <(Dead) = [0]> then\n if <<(Level) = [8]> and <(Underground) = [0]>> then\n change [mapx v] by (-1)\n else\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (4)))\n change [mapy v] by ([floor v] of (((((PlayerY) + (-32)) * (-1)) - (MapY)) / (4)) )\n end\nend\nif <(MapX) > [600]> then\n set [mapx v] to [600]\nend\nif <(MapX) < [-5640]> then\n set [mapx v] to [-5640]\nend\nif <(Level) = [7]> then\n if <(MapX) < [-3848]> then\n set [mapx v] to [-3848]\n end\nend\nif <(Underground) = [1]> then\n if <<(Level) = [4]> or <(Level) = [8]>> then\n set [mapx v] to [-2254]\n end\n if <(Level) = [8]> then\n set [mapy v] to [400]\n end\n if <(MapY) < [222]> then\n set [mapy v] to [222]\n end\n if <(MapY) > [428]> then\n set [mapy v] to [428]\n end\nelse\n if <(MapY) > [-138]> then\n set [mapy v] to [-138]\n end\n if <(MapY) < [-450]> then\n set [mapy v] to [-450]\n end\n if <(Level) = [8]> then\n set [mapy v] to [-153]\n change [mapy v] by (([sin v] of ((GlobalCostumeNo.) * (24)) ) * (15))\n if <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\n end\n if <(x position) > [0]> then\n change [mapx v] by ((x position) / (-24))\n end\n end\nend\nif <<(Powerup) = [Tanooki]> and <<(Dead) = [0]> and <(PassedGoal) = [0]>>> then\n if <<<<key (space v) pressed?> and <not <touching (water v)?>>> and <<(Spinning) = [0]> and <<(Statue) = [0]> and <(StatueSwapCooldown) < [-0.6]>>>> or <<(TanookiCooldown) < [-0.3]> and <(Spinning) = [1]>>> then\n set [statue v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Spinning) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n set [spinning v] to [0]\n else\n start sound [Spin v]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n set [spinning v] to [1]\n set [playercostumeno. v] to [0.5]\n end\n set [statueswapcooldown v] to [0]\n else\n if <<<<key (m v) pressed?> or <key (e v) pressed?>> and <(StatueSwapCooldown) < [0]>> or <<(Statue) = [1]> and <(TanookiCooldown) < [-5]>>> then\n set [spinning v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Statue) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n else\n set [statue v] to [1]\n set [yvel v] to [-5]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n end\n set [statueswapcooldown v] to [1]\n end\n end\nelse\n set [statue v] to [0]\n set [spinning v] to [0]\nend\nchange y by (-1)\nif <(Dead) = [0]> then\n broadcast (PlayerUpdated v)\nend\nbroadcast (CostumeEverything v)\n\nwhen backdrop switches to [blue16 v]\nshow\ngo to x: (-174) y: (-95)\nforever\n Platform Gravity [-1] Jump Height [13] Side Movement Speed [2.5] Friction [0.7] Slope [8]\n if <touching (flag v)?> then\n next backdrop\n go to x: (-197) y: (-97)\n end\n if <touching color (#4c0909)?> then\n broadcast (Death v)\n end\n if <touching color (#ffaa5a)?> then\n go to x: (-153) y: (-46)\n end\n if <touching color (#483f08)?> then\n broadcast (Death2 v)\n end\n if <touching color (#2d2704)?> then\n broadcast (Death3 v)\n end\n if <touching color (#f2ecff)?> then\n broadcast (Death4 v)\n end\n if <touching (de v)?> then\n go to x: (-153) y: (-46)\n end\n if <touching (background v)?> then\n start sound [Swim v]\n go to x: (-153) y: (-46)\n end\nend\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (movement speed) Friction (friction) Slope (slope)\nchange [gravity y v] by (gravity)\nchange y by (GRAVITY Y)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (GRAVITY Y) ) / (GRAVITY Y)) * (-1))\n end\n set [gravity y v] to (<<key (up arrow v) pressed?> and <(([abs v] of (GRAVITY Y) ) / (GRAVITY Y)) = [-1]>> * (jump height))\n start sound [Jump v]\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)\nif <touching (level v)?> then\n change y by (SLOPE)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (GRAVITY X) ) / (GRAVITY X)) * (-1))\n end\nend\nset [slope v] to [0]\nrepeat until <<(SLOPE) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (walk1frog v)\n wait (0.07) seconds\n switch costume to (walk2frog v)\n wait (0.07) seconds\n switch costume to (walk3frog v)\n wait (0.07) seconds\n switch costume to (walk4frog v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (walk1frog v)\n wait (0.07) seconds\n switch costume to (walk2frog v)\n wait (0.07) seconds\n switch costume to (walk3frog v)\n wait (0.07) seconds\n switch costume to (walk4frog v)\n end\n if <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n switch costume to (idle1frog v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bug fix v)?> then\n go to x: (-197) y: (-97)\n Platform Gravity [-1] Jump Height [13] Side Movement Speed [2.5] Friction [0.7] Slope [8]\n end\nend\n\nwhen backdrop switches to [victory v]\nhide\n\n@Goombas4\n\nwhen flag clicked\nhide\n\ngo to x: (173) y: (-100)\nshow\nforever\n change x by (-1)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I receive [death v]\nstart sound [Stomp v]\nswitch costume to (3 v)\nwait (0.1) seconds\nhide\n\nwhen backdrop switches to [blue5 v]\nshow\nswitch costume to (1 v)\ngo to x: (107) y: (-8)\nforever\n if <(x position) = [107]> then\n repeat (40)\n change x by (-3)\n end\n end\n if <(x position) = [-13]> then\n repeat (40)\n change x by (3)\n end\n end\nend\n\nwhen backdrop switches to [blue6 v]\nhide\n\n@Goombas5\n\nwhen flag clicked\nhide\n\nwhen I receive [death2 v]\nstart sound [Stomp v]\nswitch costume to (3 v)\nwait (0.1) seconds\nhide\n\nwhen backdrop switches to [blue5 v]\nshow\nswitch costume to (1 v)\ngo to x: (175) y: (-101)\nforever\n change x by (-3)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [blue6 v]\nhide\n\n@water\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue7 v]\nshow\ngo to x: (207) y: (-137)\n\nwhen backdrop switches to [blue8 v]\nhide\n\nwhen backdrop switches to [blue13 v]\ngo to x: (282) y: (-138)\nshow\n\nwhen backdrop switches to [blue14 v]\ngo to x: (258) y: (-139)\n\nhide\n\nwhen backdrop switches to [blue15 v]\nhide\n\n@Thwomps\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue8 v]\nshow\ngo to x: (4) y: (131)\nforever\n if <(y position) = [131]> then\n repeat (67)\n switch costume to (3 v)\n change y by (-3)\n end\n end\n if <(y position) = [-70]> then\n repeat (67)\n switch costume to (2 v)\n change y by (3)\n end\n end\nend\n\nwhen backdrop switches to [blue9 v]\nhide\n\n@Thwomps2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue8 v]\n\nshow\n\ngo to x: (4) y: (131)\n\nwhen backdrop switches to [blue9 v]\nshow\ngo to x: (-113) y: (138)\nforever\n if <(y position) = [138]> then\n repeat (68)\n switch costume to (3 v)\n change y by (-3)\n end\n end\n if <(y position) = [-66]> then\n repeat (68)\n switch costume to (2 v)\n change y by (3)\n end\n end\nend\n\nwhen backdrop switches to [blue10 v]\nhide\n\n@Thwomps3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue9 v]\nshow\ngo to x: (101) y: (-72)\nforever\n if <(y position) = [-72]> then\n repeat (67)\n switch costume to (3 v)\n change y by (3)\n end\n end\n if <(y position) = [129]> then\n repeat (67)\n switch costume to (2 v)\n change y by (-3)\n end\n end\nend\n\nwhen backdrop switches to [blue9 v]\nshow\n\nwhen backdrop switches to [blue10 v]\nhide\n\n@Goombas6\n\nwhen flag clicked\nhide\n\nwhen I receive [death2 v]\nstart sound [Stomp v]\nswitch costume to (3 v)\nwait (0.1) seconds\nhide\n\nwhen backdrop switches to [blue10 v]\nshow\nswitch costume to (1 v)\ngo to x: (52) y: (-98)\nforever\n if <(x position) = [52]> then\n repeat (68)\n change x by (-2)\n end\n end\n if <(x position) = [-84]> then\n repeat (68)\n change x by (2)\n end\n end\nend\n\nchange x by (-3)\nif <touching (_edge_ v)?> then\n hide\nend\n\nwhen backdrop switches to [blue6 v]\nhide\n\nwhen backdrop switches to [blue11 v]\nhide\n\n@PiranhaPlants\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue10 v]\nshow\ngo to [back v] layer\ngo to x: (-121) y: (-92)\nforever\n if <(y position) = [-92]> then\n wait (1) seconds\n repeat (27)\n change y by (2)\n end\n end\n if <(y position) = [-38]> then\n wait (1) seconds\n repeat (27)\n change y by (-2)\n end\n end\n if <(y position) = [-38]> then\n end\nend\n\nrepeat (27)\n change y by (2)\nend\n\nforever\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [blue11 v]\nhide\n\n@PiranhaPlants2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue10 v]\nshow\ngo to [back v] layer\ngo to x: (96) y: (-89)\nforever\n if <(y position) = [-89]> then\n wait (1) seconds\n repeat (27)\n change y by (2)\n end\n end\n if <(y position) = [-35]> then\n wait (1) seconds\n repeat (27)\n change y by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [blue11 v]\nhide\n\n@Setting\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n@Larry\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue12 v]\nshow\ngo to x: (128) y: (-98)\nforever\n if <(x position) = [128]> then\n glide (1.23) secs to x: (50) y: (110)\n end\n if <(y position) = [110]> then\n glide (0.6) secs to x: (52) y: (-99)\n end\n if <(x position) = [52]> then\n glide (1) secs to x: (-19) y: (14)\n end\n if <(y position) = [14]> then\n glide (0.7) secs to x: (-26) y: (-18)\n end\n if <(y position) = [-18]> then\n glide (1) secs to x: (-123) y: (30)\n end\n if <(y position) = [30]> then\n glide (0.6) secs to x: (-133) y: (-101)\n end\n if <(x position) = [-133]> then\n repeat (25)\n change x by (-4)\n end\n if <touching (_edge_ v)?> then\n hide\n end\n end\nend\n\nset rotation style [left-right v]\n\nwhen backdrop switches to [blue13 v]\nhide\n\n@Goombas7\n\nwhen flag clicked\nhide\n\nwhen I receive [death2 v]\nstart sound [Stomp v]\nswitch costume to (3 v)\nwait (0.1) seconds\nhide\n\nwhen backdrop switches to [blue14 v]\nswitch costume to (1 v)\nshow\ngo to x: (38) y: (-22)\nforever\n if <(x position) = [38]> then\n repeat (50)\n change x by (-2)\n end\n end\n if <(x position) = [-62]> then\n repeat (50)\n change x by (2)\n end\n end\nend\n\nwhen backdrop switches to [blue15 v]\nhide\n\n@Koopas4\n\nwhen flag clicked\nhide\n\nwhen I receive [death4 v]\nstart sound [Kick v]\nhide\n\nwhen backdrop switches to [blue14 v]\nshow\ngo to x: (32) y: (97)\npoint in direction (-90)\nforever\n if <(x position) = [32]> then\n point in direction (-90)\n repeat (35)\n change x by (-3)\n end\n end\n if <(x position) = [-73]> then\n point in direction (90)\n repeat (35)\n change x by (3)\n end\n end\nend\n\nwhen backdrop switches to [blue15 v]\nhide\n\n@de\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue16 v]\nshow\ngo to x: (21) y: (-73)\n\nwhen backdrop switches to [blue17 v]\nhide\n\n@Background\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [blue18 v]\nshow\ngo to x: (731) y: (-92)\n\nwhen backdrop switches to [blue19 v]\ngo to x: (697) y: (-91)\n\nwhen backdrop switches to [victory v]\nhide\n\n
——————INSTRUCTIONS—————\n• Arrow keys to move\n• You can now crush goombas and koompas\n• Avoid water, lava, larry\n•Avoid other dangerous looking creatures as well\n• For some reason you will turn into a frog :p\n————————————————————————\n•No Ads\n
cheap minecraft - platformer #games # all
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Minecraft - Calming Game Music v] until done\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@selector\n\nwhen I receive [ded v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nset size to (100) %\nclear graphic effects\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\ncreate clone of (blocks v)\nwait (0) seconds\nshow\nforever\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\n switch costume to (hitbox v)\n if <not <<touching (blocks v)?> or <touching (player v)?>>> then\n if <(distance to [player v]) < [90]> then\n set [ghost v] effect to (0)\n if <<mouse down?> or <key (space v) pressed?>> then\n wait until <not <<touching (blocks v)?> or <touching (player v)?>>>\n if <(can place) = [y]> then\n start sound (pick random (1) to (3))\n create clone of (blocks v)\n end\n end\n else\n set [ghost v] effect to (100)\n end\n else\n set [ghost v] effect to (100)\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\nwait until <mouse down?>\nwait until <not <mouse down?>>\nbroadcast (play v)\n\ndefine limit (#)\nforever\n if <(#) < (blocks placed)> then\n set [can place v] to [n]\n broadcast (limit v)\n wait until <not <(#) < (blocks placed)>>\n set [can place v] to [y]\n end\nend\n\nwhen I receive [play v]\nset [can place v] to [y]\nforever\n limit [295]\nend\n\n@player\n\ndefine platform (speed) (friction) (gravity) (jump)\nswitch costume to (costume1 v)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (blocks v)?> then\n repeat until <not <touching (blocks v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to ((jump) * <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (yv) ) / (yv)) = [-1]>>)\nend\nif <(y position) < [-179]> then\n broadcast (ded v)\n stop [this script v]\nend\nset [xv v] to ((friction) * ((xv) + (((speed) * <<key (right arrow v) pressed?> or <key (d v) pressed?>>) + (((speed) * (-1)) * <<key (left arrow v) pressed?> or <key (a v) pressed?>>))))\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [xv v] to ((xv) * (friction))\nend\nchange x by (xv)\nif <touching (blocks v)?> then\n repeat until <not <touching (blocks v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\nswitch costume to (costume2 v)\npoint in direction ((<(xv) > [0]> * (90)) + (<[0] > (xv)> * (-90)))\n\nwhen I receive [ded v]\nhide\nstop [other scripts in sprite v]\nstart sound [hurt v]\n\nwhen I receive [play v]\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (25)\nset size to (150) %\nset rotation style [left-right v]\nforever\n platform [0.8] [0.8] [-0.8] [8]\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nhide\n\n@blocks\n\nwhen flag clicked\nset [blocks placed v] to [0]\nerase all\nhide\n\nwhen I start as a clone\nset [cos v] to [1]\nswitch costume to (cos)\ngo to (selector v)\nshow\nif <touching (coins v)?> then\n change [blocks placed v] by (-1)\n delete this clone\nend\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nforever\n check\nend\n\ndefine check\nswitch costume to (costume12 v)\nif <touching (player v)?> then\n set [can break v] to [y]\nelse\n set [can break v] to [n]\nend\nswitch costume to (cos)\n\nwhen I start as a clone\nchange [blocks placed v] by (1)\nforever\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(can break) = [y]> then\n change [cos v] by (1)\n if <(cos) = [11]> then\n start sound [grass1 v]\n change [blocks placed v] by (-1)\n delete this clone\n end\n wait (0.3) seconds\n else\n set [cos v] to [1]\n end\n else\n set [cos v] to [1]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nwait (pick random (60) to (240)) seconds\nset [brightness v] effect to (10)\nwait (5) seconds\nchange [blocks placed v] by (-1)\ndelete this clone\n\n@coins\n\nwhen I receive [spawn coin v]\ncreate clone of (_myself_ v)\nbroadcast (update score v)\n\nwhen I start as a clone\ngo to x: (pick random (-224) to (224)) y: (pick random (-164) to (164))\ngo to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\nset [ghost v] effect to (100)\nshow\nrepeat until <not <<touching (blocks v)?> or <touching (player v)?>>>\n go to x: (pick random (-224) to (224)) y: (pick random (-164) to (164))\n go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\nend\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n change [score v] by (1)\n start sound [Coin v]\n broadcast (spawn coin v)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [score v] to [0]\nbroadcast (spawn coin v)\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0.05) seconds\n next costume\nend\n\n@score\n\nwhen I receive [play v]\nhide\n\nwhen I receive [update score v]\nwait (0) seconds\nwrite (score)\n\nwhen I receive [update score v]\ndelete this clone\n\ndefine write (score)\nset [counter v] to [0]\ngo to x: (-225) y: (160)\nrepeat (length of (score))\n change [counter v] by (1)\n switch costume to (letter (counter) of (score))\n create clone of (_myself_ v)\n change x by (14)\nend\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (100)\n\nwhen I receive [ded v]\nwait (0) seconds\nwrite (score)\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen flag clicked\nforever\n broadcast (tick v)\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@dark\n\nwhen I receive [update score v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nwait (((((score) + (1)) / (score)) * (10)) + (5)) seconds\nrepeat (1000)\n change [ghost v] effect by (-0.1)\nend\nbroadcast (ded v)\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ded v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen [timer v] > (0.01)\nstop [other scripts in sprite v]\nclear graphic effects\nswitch costume to (thumbnail v)\nshow\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n forever\n go to x: (((mouse x) / (13)) - (30)) y: (((mouse y) / (13)) - (25))\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n go to x: ((mouse x) / (40)) y: (((mouse y) / (40)) - (15))\n end\nend\nif <(costume [number v]) = [3]> then\n set [brightness v] effect to (-100)\n set size to (75) %\n go to x: (0) y: (-130)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (2)\n end\n wait (3) seconds\n delete this clone\nend\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I receive [limit v]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\n
INSTRUCTIONS:\nmove [AD or ARROW KEYS]\njump [W or UP ARROW KEY]\nbreak blocks below u [S or DOWN AROW KEY]\nplace block [CLICK or SAPCE]\n\nrules: get the coins, if u dont get the coin fast enough then u will die. i know, it makes perfect sense\n\nthis is another game where u have to use ur brain cells. in the game you will have to think ahead and place blocks wisely, although u can break them, but the blocks takes a long time to break. hope u enjoy
InfiniFormer 3 || Pen Platformer
@Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n play sound [Underwater.mp3 v] until done\nend\n\n@game\n\ndefine c - l col (x) (y) (x2) (y2) (cx) (cy) (rad) (line rad)\n// [bug fix]\nif <(y) = (y2)> then\n set [ty v] to ((y2) + (0.001))\nelse\n set [ty v] to (y2)\nend\n// [find the gradients]\nset [m01 v] to (((y) - (Ty)) / ((x) - (x2)))\nset [m02 v] to ((((cy) - ((x2) - (x))) - (cy)) / (((cx) + ((Ty) - (y))) - (cx)))\n// [finds the point on line]\nset [b1 v] to ((y) - ((M01) * (x)))\nset [b2 v] to ((cy) - ((M02) * (cx)))\nset [px v] to (((B1) - (B2)) / ((M02) - (M01)))\n// [bug fix]\nif <(M01) = [0]> then\n set [py v] to (((M02) * (Px)) + (B2))\nelse\n set [py v] to (((M01) * (Px)) + (B1))\nend\nif <(x) = (x2)> then\n if <(y) < (Py)> then\n if <not <(Py) < (Ty)>> then\n set [px v] to (x2)\n set [py v] to (Ty)\n end\n else\n set [px v] to (x)\n set [py v] to (y)\n end\nelse\n if <(x) < (Px)> then\n if <not <(Px) < (x2)>> then\n set [px v] to (x2)\n set [py v] to (Ty)\n end\n else\n set [px v] to (x)\n set [py v] to (y)\n end\nend\n// [collides]\ncalc dist (Px) (Py) (cx) (cy)\nset [collisions v] to [0]\nif <(((rad) + (line rad)) / (2)) > (dist)> then\n set [collisions v] to [1]\n add [t] to [collisions v]\nend\n\nwhen flag clicked\n// [setup]\nset [level v] to [1]\nset [seed v] to (pick random (0) to (9999999))\nint\nforever\n // [main loop]\n broadcast (update v)\n broadcast (draw v)\n broadcast (draw test v)\nend\n\ndefine generate level\nset [rlgc v] to (SEED)\ndelete all of [level start v]\ndelete all of [level blocks v]\ndelete all of [moving v]\nadd start [0] [0] [1]\ngenerate rand#. (min: [0] max: [1] )\nset [dir v] to (rR)\nif <(dir) = [0]> then\n set [dir v] to [-1]\nend\ngenerate rand#. (min: [10] max: [20] )\nset [length v] to (rR)\nset [idx v] to [0]\nadd block [-100] [-100] [200] [50] [1] [] [] []\ndelete all of [triangles v]\nrepeat (length)\n set [pidx v] to (idx)\n change [idx v] by (#Block)\n delete all of [data v]\n generate rand#. (min: [1] max: [3] )\n generate rand#. (min: [1] max: (rR) )\n if <(rR) = [3]> then\n set [rr v] to [4]\n end\n set [type v] to (rR)\n if <(dir) = [1]> then\n get data ⊕\n else\n get data ⊝\n end\n generate rand#. (min: [40] max: [60] )\n add block (item (5) of [data v]) (item (6) of [data v]) (item (3) of [data v]) (item (4) of [data v]) (type) (item (7) of [data v]) (item (8) of [data v]) (rR)\nend\nset [pidx v] to (idx)\nchange [idx v] by (#Block)\nset [type v] to [3]\ndelete all of [data v]\nif <(dir) = [1]> then\n add ((item ((pidx) + (9)) of [level blocks v]) + ((item ((pidx) + (1)) of [level blocks v]) + (item ((pidx) + (3)) of [level blocks v]))) to [data v]\n add ((item ((pidx) + (10)) of [level blocks v]) + (item ((pidx) + (2)) of [level blocks v])) to [data v]\n add [20] to [data v]\n add [20] to [data v]\n generate rand#. (min: (item (3) of [data v]) max: ((item (3) of [data v]) + (20)) )\n add ((item (1) of [data v]) + (rR)) to [data v]\n generate rand#. (min: [20] max: [80] )\n add (((item (2) of [data v]) - ((item (4) of [data v]) / (2))) + (rR)) to [data v]\nelse\n add ((item ((pidx) + (9)) of [level blocks v]) + (item ((pidx) + (1)) of [level blocks v])) to [data v]\n add ((item ((pidx) + (10)) of [level blocks v]) + (item ((pidx) + (2)) of [level blocks v])) to [data v]\n add [20] to [data v]\n add [20] to [data v]\n generate rand#. (min: [0] max: [50] )\n add (((item (1) of [data v]) - (item (3) of [data v])) - (rR)) to [data v]\n generate rand#. (min: [20] max: [80] )\n add (((item (2) of [data v]) - ((item (4) of [data v]) / (2))) + (rR)) to [data v]\nend\nadd block (item (5) of [data v]) (item (6) of [data v]) (item (3) of [data v]) (item (4) of [data v]) (type) [] [] []\n\ndefine add start (x) (y) (type)\nset [#start v] to (length of [level start v])\nadd (x) to [level start v]\nadd (y) to [level start v]\nadd (type) to [level start v]\nset [#start v] to ((length of [level start v]) - (#Start))\n\ndefine add block (x) (y) (lenx) (higy) (type) (cx2) (cy2) (sp)\nset [#block v] to (length of [level blocks v])\nadd (x) to [level blocks v]\nadd (y) to [level blocks v]\nadd (lenx) to [level blocks v]\nadd (higy) to [level blocks v]\nadd (type) to [level blocks v]\nadd (join [/] (idx)) to [level blocks v]\nif <(type) = [2]> then\n add (cx2) to [level blocks v]\n add (cy2) to [level blocks v]\n add ((cx2) - (x)) to [level blocks v]\n add ((cy2) - (y)) to [level blocks v]\nelse\n repeat (4)\n add [] to [level blocks v]\n end\nend\nadd (dir) to [level blocks v]\nadd (x) to [level blocks v]\nadd (dir) to [level blocks v]\nadd (sp) to [level blocks v]\nset [#block v] to ((length of [level blocks v]) - (#Block))\n\nwhen I receive [update v]\n// [main update section]\nupdate player <<<(mouse x) < [50]> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> <<<[50] < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> <<<<[50] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <key (space v) pressed?>>\nU I\nupdate platforms\n\ndefine update player <<> <>> <^>\ndelete all of [data v]\nchange [sx v] by ((<>> - <<>) - ((sx) * (0.15)))\nchange [x v] by (sx)\nchange [y v] by (#PenSize)\n// [get the x collisions]\ncollide []\nchange [y v] by (() - (#PenSize))\n// [if x is touching moving dont collide]\nif <[moving v] contains (item (1) of [collisions v])?> then\n // [make data to tell y not to collide as well]\n add [] to [data v]\nelse\n if <(length of [collisions v]) > [0]> then\n change [x v] by (() - (sx))\n set [sx v] to [0]\n end\nend\nchange [sy v] by (() - (gravity))\nchange [y v] by (sy)\ncollide []\nif <(item ((item (1) of [collisions v]) + (5)) of [level blocks v]) = [4]> then\n change [y v] by (() - (sy))\n set [sy v] to (pick random (20) to (25))\nelse\n if <<(length of [collisions v]) > [0]> and <(length of [data v]) = [0]>> then\n change [y v] by (() - (sy))\n set [m01 v] to (item ((item (1) of [collisions v]) + (2)) of [level blocks v])\n set [m01 v] to ((M01) + (item ((item (1) of [collisions v]) + (4)) of [level blocks v]))\n set [m01 v] to ((((M01) + (#PenSize)) + (#PlayerSize)) - (y))\n change [y v] by (round (M01))\n set [sy v] to [0]\n set [double jump v] to [0]\n if <<^> and <(sy) < [1]>> then\n set [sy v] to [15]\n set [double jump v] to [1]\n end\n end\nend\nif <<(double jump) = [1]> and <<^> and <(sy) < [1]>>> then\n set [sy v] to [10]\n set [double jump v] to [0]\nend\nchange [camx v] by ((((x) + ((sx) * (10))) - (CamX)) / (5))\nchange [camy v] by (((y) - (CamY)) / (8))\nif <((y) - (CamY)) < [-180]> then\n int\nend\n\ndefine int\n// [call the generator here so as to reset the level with the same seed]\ngenerate level\n// [reset player]\nset [#pensize v] to [4]\nset [x v] to (item (1) of [level start v])\nset [y v] to (item (2) of [level start v])\nset [#playersize v] to [10]\nset [sx v] to [0]\nset [sy v] to [0]\nset [gravity v] to [1]\n\ndefine collide (idx)\ndelete all of [collisions v]\nset [idx v] to [0]\n// [box - box]\nrepeat ((length of [level blocks v]) / (#Block))\n check collisions (((x) + (#PlayerSize)) + (#PenSize)) (((y) + (#PlayerSize)) + (#PenSize)) (((x) - (#PlayerSize)) - (#PenSize)) (((y) - (#PlayerSize)) - (#PenSize)) (idx)\n change [idx v] by (#Block)\nend\nif <(item ((item (1) of [collisions v]) + (5)) of [level blocks v]) = [3]> then\n change [level v] by (1)\n set [seed v] to (pick random (0) to (9999999))\n int\nend\nset [idx v] to [0]\n// [circle - line]\nrepeat ((length of [triangles v]) / (#Triangle))\n calc dist (x) (y) (item ((idx) + (1)) of [triangles v]) (item ((idx) + (2)) of [triangles v])\n if <(dist) < ((item ((idx) + (3)) of [triangles v]) + (item ((idx) + (4)) of [triangles v]))> then\n c - l col (item ((idx) + (1)) of [triangles v]) (item ((idx) + (2)) of [triangles v]) ((item ((idx) + (1)) of [triangles v]) + ((item ((idx) + (3)) of [triangles v]) / (2))) ((item ((idx) + (2)) of [triangles v]) + (item ((idx) + (4)) of [triangles v])) (x) (y) (#PlayerSize) (#PenSize)\n c - l col ((item ((idx) + (1)) of [triangles v]) + ((item ((idx) + (3)) of [triangles v]) / (2))) ((item ((idx) + (2)) of [triangles v]) + (item ((idx) + (4)) of [triangles v])) ((item ((idx) + (1)) of [triangles v]) + (item ((idx) + (3)) of [triangles v])) (item ((idx) + (2)) of [triangles v]) (x) (y) (#PlayerSize) (#PenSize)\n end\n change [idx v] by (#Triangle)\nend\n// [reset the player if touching a ∆]\nif <[collisions v] contains [t]?> then\n int\nend\n// [put the index back]\nset [idx v] to (idx)\n\ndefine check collisions (x) (y) (x2) (y2) (idx)\n// [normal box to box collisions]\nif <<(x) > (item ((idx) + (1)) of [level blocks v])> and <(x2) < ((item ((idx) + (1)) of [level blocks v]) + (item ((idx) + (3)) of [level blocks v]))>> then\n if <<(y) > (item ((idx) + (2)) of [level blocks v])> and <(y2) < ((item ((idx) + (2)) of [level blocks v]) + (item ((idx) + (4)) of [level blocks v]))>> then\n add (idx) to [collisions v]\n end\nend\n\ndefine get data ⊝\n// [basically the same as the + data, but -]\nadd ((item ((pidx) + (9)) of [level blocks v]) + (item ((pidx) + (1)) of [level blocks v])) to [data v]\nadd ((item ((pidx) + (10)) of [level blocks v]) + (item ((pidx) + (2)) of [level blocks v])) to [data v]\nif <(type) = [1]> then\n generate rand#. (min: [150] max: [250] )\n generate rand#. (min: [30] max: (rR) )\n add (rR) to [data v]\n generate rand#. (min: [20] max: [50] )\n add (rR) to [data v]\nelse\n generate rand#. (min: [40] max: [60] )\n generate rand#. (min: [20] max: (rR) )\n add (rR) to [data v]\n generate rand#. (min: [20] max: [50] )\n add (rR) to [data v]\nend\ngenerate rand#. (min: [1] max: [2] )\nset [rr2 v] to (rR)\ngenerate rand#. (min: [1] max: [2] )\nif <(rR) = (rR2)> then\n generate rand#. (min: [100] max: [200] )\n add (((item (1) of [data v]) - (item (3) of [data v])) - (rR)) to [data v]\n generate rand#. (min: [-50] max: [80] )\n add (((item (2) of [data v]) - ((item (4) of [data v]) / (1.5))) + (((rR) / (2)) + ((120) * <(item ((pidx) + (5)) of [level blocks v]) = [4]>))) to [data v]\nelse\n generate rand#. (min: (item (3) of [data v]) max: [100] )\n add (((item (1) of [data v]) - (item (3) of [data v])) - (rR)) to [data v]\n generate rand#. (min: [-50] max: [50] )\n add (((item (2) of [data v]) - ((item (4) of [data v]) / (2))) + ((rR) + ((120) * <(item ((pidx) + (5)) of [level blocks v]) = [4]>))) to [data v]\nend\nif <(type) = [1]> then\n if <(item (3) of [data v]) > [70]> then\n if <(item (3) of [data v]) < [120]> then\n generate rand#. (min: (((item (5) of [data v]) + (#PenSize)) + (20)) max: ((((item (5) of [data v]) + (item (3) of [data v])) - (#PenSize)) - (20)) )\n add triangle at (rR) ((item (6) of [data v]) + (item (4) of [data v])) [20] [30]\n else\n generate rand#. (min: (((item (5) of [data v]) + (#PenSize)) + (20)) max: ((((item (5) of [data v]) + ((item (3) of [data v]) / (2))) - (#PenSize)) - (20)) )\n add triangle at (rR) ((item (6) of [data v]) + (item (4) of [data v])) [20] [30]\n generate rand#. (min: [1] max: [4] )\n if <(rR) = [1]> then\n generate rand#. (min: ((((item (5) of [data v]) + ((item (3) of [data v]) / (2))) + (#PenSize)) + (20)) max: ((((item (5) of [data v]) + (item (3) of [data v])) - (#PenSize)) - (20)) )\n add triangle at (rR) ((item (6) of [data v]) + (item (4) of [data v])) [20] [30]\n end\n end\n end\nelse\n generate rand#. (min: [40] max: [300] )\n generate rand#. (min: ((item (5) of [data v]) - (30)) max: ((item (5) of [data v]) - (rR)) )\n add (rR) to [data v]\n generate rand#. (min: [40] max: [200] )\n generate rand#. (min: ((item (6) of [data v]) - (10)) max: ((item (6) of [data v]) + ((rR) + ((120) * <(item ((pidx) + (5)) of [level blocks v]) = [4]>))) )\n add (rR) to [data v]\n add (idx) to [moving v]\nend\n\ndefine get data ⊕\n// [find the index point \(x, y\)]\nadd ((item ((pidx) + (9)) of [level blocks v]) + ((item ((pidx) + (1)) of [level blocks v]) + (item ((pidx) + (3)) of [level blocks v]))) to [data v]\nadd ((item ((pidx) + (10)) of [level blocks v]) + (item ((pidx) + (2)) of [level blocks v])) to [data v]\n// [decides if it is a moving platform or not]\n// [basically just gets the length and height]\nif <(type) = [1]> then\n generate rand#. (min: [150] max: [250] )\n generate rand#. (min: [30] max: (rR) )\n add (rR) to [data v]\n generate rand#. (min: [20] max: [50] )\n add (rR) to [data v]\nelse\n generate rand#. (min: [40] max: [60] )\n generate rand#. (min: [20] max: (rR) )\n add (rR) to [data v]\n generate rand#. (min: [20] max: [50] )\n add (rR) to [data v]\nend\ngenerate rand#. (min: [1] max: [2] )\nset [rr2 v] to (rR)\ngenerate rand#. (min: [1] max: [2] )\nif <(type) = [4]> then\n generate rand#. (min: (item (3) of [data v]) max: [100] )\n add ((item (1) of [data v]) + (rR)) to [data v]\n generate rand#. (min: [-50] max: [50] )\n add (((item (2) of [data v]) - ((item (4) of [data v]) / (2))) + (rR)) to [data v]\nelse\n if <(type) = [1]> then\n // [decides if it should be a long jump or not]\n if <(rR) = (rR2)> then\n generate rand#. (min: [100] max: [200] )\n add ((item (1) of [data v]) + (rR)) to [data v]\n generate rand#. (min: [-50] max: [80] )\n add (((item (2) of [data v]) - ((item (4) of [data v]) / (1.5))) + (((rR) / (2)) + ((120) * <(item ((pidx) + (5)) of [level blocks v]) = [4]>))) to [data v]\n else\n generate rand#. (min: (item (3) of [data v]) max: [100] )\n add ((item (1) of [data v]) + (rR)) to [data v]\n generate rand#. (min: [-50] max: [50] )\n add (((item (2) of [data v]) - ((item (4) of [data v]) / (2))) + ((rR) + ((120) * <(item ((pidx) + (5)) of [level blocks v]) = [4]>))) to [data v]\n end\n // [adds a ∆ if the parameters are big enough]\n if <(item (3) of [data v]) > [70]> then\n if <(item (3) of [data v]) < [120]> then\n // [1 ∆]\n generate rand#. (min: (((item (5) of [data v]) + (#PenSize)) + (20)) max: ((((item (5) of [data v]) + (item (3) of [data v])) - (#PenSize)) - (20)) )\n add triangle at (rR) ((item (6) of [data v]) + (item (4) of [data v])) [20] [30]\n else\n // [2 ∆]\n generate rand#. (min: (((item (5) of [data v]) + (#PenSize)) + (20)) max: ((((item (5) of [data v]) + ((item (3) of [data v]) / (2))) - (#PenSize)) - (20)) )\n add triangle at (rR) ((item (6) of [data v]) + (item (4) of [data v])) [20] [30]\n generate rand#. (min: [1] max: [2] )\n if <(rR) = [1]> then\n generate rand#. (min: ((((item (5) of [data v]) + ((item (3) of [data v]) / (2))) + (#PenSize)) + (20)) max: ((((item (5) of [data v]) + (item (3) of [data v])) - (#PenSize)) - (20)) )\n add triangle at (rR) ((item (6) of [data v]) + (item (4) of [data v])) [20] [30]\n end\n end\n end\n else\n // [adds data for a moving platform]\n generate rand#. (min: (item (3) of [data v]) max: [50] )\n add ((item (1) of [data v]) + (rR)) to [data v]\n generate rand#. (min: [-50] max: [50] )\n add (((item (2) of [data v]) - ((item (4) of [data v]) / (2))) + ((rR) + ((120) * <(item ((pidx) + (5)) of [level blocks v]) = [4]>))) to [data v]\n generate rand#. (min: [40] max: [500] )\n generate rand#. (min: ((item (5) of [data v]) + (30)) max: ((item (5) of [data v]) + (rR)) )\n add (rR) to [data v]\n generate rand#. (min: [40] max: [200] )\n generate rand#. (min: ((item (6) of [data v]) - (10)) max: ((item (6) of [data v]) + (rR)) )\n add (rR) to [data v]\n add (idx) to [moving v]\n end\nend\n\ndefine generate rand#. (min: (min) max: (max) )\n// [randomized linear regression formula \(go see @javaprogrammer ' s perlin noise for more detail]\nset [rlgc v] to ((((RLGC) * (1664525)) + (1013904223)) mod (4294967296))\nset [rr v] to (round ((min) + (((max) - (min)) * ((RLGC) / (4294967296)))))\n\ndefine U I\nif <<(mouse x) < [-100]> and <(mouse y) > [155]>> then\n show variable [seed v]\nelse\n hide variable [seed v]\nend\nset [gc v] to ((<(gc) > [0]> * <key (g v) pressed?>) + <key (g v) pressed?>)\nif <(gc) = [1]> then\n set [seed v] to (pick random (0) to (9999999))\n int\nend\n\ndefine add triangle at (x) (y) (high) (leng)\nset [#triangle v] to (length of [triangles v])\nadd (x) to [triangles v]\nadd (y) to [triangles v]\nadd (high) to [triangles v]\nadd (leng) to [triangles v]\nset [#triangle v] to ((length of [triangles v]) - (#Triangle))\n\ndefine calc dist (x) (y) (x2) (y2)\n// [pyth]\nset [dx v] to ((x2) - (x))\nset [dy v] to ((y2) - (y))\nset [dist v] to ([sqrt v] of (((dX) * (dX)) + ((dY) * (dY))) )\n\ndefine update platforms\nset [idx v] to [0]\nrepeat (length of [moving v])\n change [idx v] by (1)\n // [set the index # in "moving"]\n set [pidx v] to (item (idx) of [moving v])\n // [translate the positions by a fixed amount]\n replace item ((pidx) + (1)) of [level blocks v] with ((item ((pidx) + (1)) of [level blocks v]) + ((item ((pidx) + (9)) of [level blocks v]) / ((item ((pidx) + (14)) of [level blocks v]) * (item ((pidx) + (11)) of [level blocks v]))))\n replace item ((pidx) + (2)) of [level blocks v] with ((item ((pidx) + (2)) of [level blocks v]) + ((item ((pidx) + (10)) of [level blocks v]) / ((item ((pidx) + (14)) of [level blocks v]) * (item ((pidx) + (11)) of [level blocks v]))))\n // [collisions from y save so we can use those to collide the player to the moving platform]\n if <[collisions v] contains (item (idx) of [moving v])?> then\n // [move the player by the same amount as the platforms]\n change [x v] by ((item ((pidx) + (9)) of [level blocks v]) / ((item ((pidx) + (14)) of [level blocks v]) * (item ((pidx) + (11)) of [level blocks v])))\n change [y v] by ((0) + ((item ((pidx) + (10)) of [level blocks v]) / ((item ((pidx) + (14)) of [level blocks v]) * (item ((pidx) + (11)) of [level blocks v]))))\n end\n // [get boundries]\n if <(item ((pidx) + (13)) of [level blocks v]) = [1]> then\n if <(item ((pidx) + (1)) of [level blocks v]) > (item ((pidx) + (7)) of [level blocks v])> then\n replace item ((pidx) + (11)) of [level blocks v] with [-1]\n end\n if <(item ((pidx) + (1)) of [level blocks v]) < (item ((pidx) + (12)) of [level blocks v])> then\n replace item ((pidx) + (11)) of [level blocks v] with [1]\n end\n else\n if <(item ((pidx) + (1)) of [level blocks v]) > (item ((pidx) + (12)) of [level blocks v])> then\n replace item ((pidx) + (11)) of [level blocks v] with [1]\n end\n if <(item ((pidx) + (1)) of [level blocks v]) < (item ((pidx) + (7)) of [level blocks v])> then\n replace item ((pidx) + (11)) of [level blocks v] with [-1]\n end\n end\nend\n\ndefine // ()\n\nwhen [s v] key pressed\nask [Set a SEED] and wait\nif <not <<<(answer) = [No]> or <(answer) = [no]>> or <(answer) = [n]>>> then\n set [seed v] to (answer)\n int\nend\n\n@renderer\n\nwhen I receive [draw v]\nerase all\ndraw grid\ndraw back\ndraw players\ndraw triangles\ndraw platforms\n\ndefine fill (x) (y) (x2) (y2) (idx) (res) (type)\npen up\nset pen size to ((res) + (1))\nset [idx v] to [0]\nrepeat (([abs v] of (((y2) - (y)) / (res)) ) - (0))\n go to ((x) + ((res) / (2))) (((y) + ((res) / (2))) + (idx)) \n go to ((x2) - ((res) / (2))) (((y) + ((res) / (2))) + (idx)) <>\n change [idx v] by (res)\nend\nset pen size to (res)\nset pen color to (#000000)\ngo to (x) (y) \ngo to (x2) (y) <>\ngo to (x2) (y2) <>\ngo to (x) (y2) <>\ngo to (x) (y) <>\nif <(type) = [1]> then\n set [idx v] to ((res) * (-1))\n set pen color to (#0bb700)\n repeat (2)\n set pen size to ((res) * (2))\n go to (x) ((y2) + (idx)) \n go to (x2) ((y2) + (idx)) <>\n change pen (brightness v) by (30)\n change [idx v] by (res)\n end\nend\nset [idx v] to (idx)\n\ndefine draw platforms\nset [idx v] to [0]\nrepeat ((length of [level blocks v]) / (#Block))\n delete all of [block v]\n add (item ((idx) + (1)) of [level blocks v]) to [block v]\n add (item ((idx) + (2)) of [level blocks v]) to [block v]\n add (item ((idx) + (3)) of [level blocks v]) to [block v]\n add (item ((idx) + (4)) of [level blocks v]) to [block v]\n get colour (item ((idx) + (5)) of [level blocks v])\n fill (item (1) of [block v]) (item (2) of [block v]) ((item (1) of [block v]) + (item (3) of [block v])) ((item (2) of [block v]) + (item (4) of [block v])) (idx) (#PenSize) (item ((idx) + (5)) of [level blocks v])\n change [idx v] by (#Block)\nend\n\ndefine go to (x) (y) <block>\nif <block> then\n pen up\nelse\n pen down\nend\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\n\ndefine draw players\nset pen color to (#ff9a9a)\nfill (([x v] of [game v]) - (#PlayerSize)) (([y v] of [game v]) - (#PlayerSize)) (([x v] of [game v]) + (#PlayerSize)) (([y v] of [game v]) + (#PlayerSize)) [] (#PenSize) []\n\ndefine draw grid\nset pen color to (#c7d9ff)\nset pen size to (5)\nrepeat (2)\n set [idx v] to [-240]\n repeat (10)\n pen up\n go to x: ((idx) - (((CamX) / (4)) mod (70))) y: (-180)\n pen down\n go to x: ((idx) - (((CamX) / (4)) mod (70))) y: (180)\n change [idx v] by (70)\n end\n set [idx v] to [-180]\n repeat (10)\n pen up\n go to x: (240) y: ((idx) - (((CamY) / (4)) mod (70)))\n pen down\n go to x: (-240) y: ((idx) - (((CamY) / (4)) mod (70)))\n change [idx v] by (70)\n end\n change pen (transparency v) by (50)\n set pen size to ((12) + (([sin v] of ((timer) * (200)) ) * (3)))\nend\n\ndefine draw triangles\nset [idx v] to [0]\nset pen color to (#ff0000)\nset pen size to (#PenSize)\nrepeat ((length of [triangles v]) / (#Triangle))\n pen up\n go to (item ((idx) + (1)) of [triangles v]) (item ((idx) + (2)) of [triangles v]) \n pen down\n go to ((item ((idx) + (1)) of [triangles v]) + ((item ((idx) + (3)) of [triangles v]) / (2))) ((item ((idx) + (2)) of [triangles v]) + (item ((idx) + (4)) of [triangles v])) <>\n go to ((item ((idx) + (1)) of [triangles v]) + (item ((idx) + (3)) of [triangles v])) (item ((idx) + (2)) of [triangles v]) <>\n change [idx v] by (#Triangle)\nend\n\ndefine draw back\nset [idx v] to [0]\nset pen color to (#afafaf)\nset pen size to (#PenSize)\nrepeat ((length of [level blocks v]) / (#Block))\n set [nidx v] to ((idx) + (#Block))\n if <<<[moving v] contains (nidx)?> or <[moving v] contains (idx)?>> or <(item ((nidx) + (1)) of [level blocks v]) = []>> then\n change [idx v] by (#Block)\nend\n\ndefine get back for ⊕\nadd ((item ((idx) + (1)) of [level blocks v]) + (item ((idx) + (3)) of [level blocks v])) to [block v]\nadd (item ((idx) + (2)) of [level blocks v]) to [block v]\nadd ((item ((idx) + (1)) of [level blocks v]) + (item ((idx) + (3)) of [level blocks v])) to [block v]\nadd ((item ((idx) + (2)) of [level blocks v]) + (item ((idx) + (4)) of [level blocks v])) to [block v]\nadd (item ((nidx) + (1)) of [level blocks v]) to [block v]\nadd (item ((nidx) + (2)) of [level blocks v]) to [block v]\nadd (item ((nidx) + (1)) of [level blocks v]) to [block v]\nadd ((item ((nidx) + (2)) of [level blocks v]) + (item ((nidx) + (4)) of [level blocks v])) to [block v]\n\ndefine get back for ⊖\nadd (item ((idx) + (1)) of [level blocks v]) to [block v]\nadd (item ((idx) + (2)) of [level blocks v]) to [block v]\nadd (item ((idx) + (1)) of [level blocks v]) to [block v]\nadd ((item ((idx) + (2)) of [level blocks v]) + (item ((idx) + (4)) of [level blocks v])) to [block v]\nadd ((item ((nidx) + (1)) of [level blocks v]) + (item ((nidx) + (3)) of [level blocks v])) to [block v]\nadd (item ((nidx) + (2)) of [level blocks v]) to [block v]\nadd ((item ((nidx) + (1)) of [level blocks v]) + (item ((nidx) + (3)) of [level blocks v])) to [block v]\nadd ((item ((nidx) + (2)) of [level blocks v]) + (item ((nidx) + (4)) of [level blocks v])) to [block v]\n\ndefine get colour (type)\nif <(type) = [1]> then\n set pen color to (#c54709)\nend\nif <(type) = [2]> then\n set pen color to (#c59909)\nend\nif <(type) = [3]> then\n set pen color to (#5009d4)\nend\nif <(type) = [4]> then\n set pen color to (#eeff00)\nend\n\n@tb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\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 pen (transparency v) to ([abs v] of ([x v] of [game v]) )\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 pen (transparency v) to ([abs v] of ([x v] of [game v]) )\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 [draw test v]\nif <([abs v] of ([x v] of [game v]) ) < [101]> then\n Print | Pos (() - (CamX)) ((-150) - (CamY)) Size (20) Width (1) RGB (1) (1) (1) WSU (1) (0) (0) CSpace (0.5) Align [c] Text (join [Level: ] (Level))\n Print | Pos (() - (CamX)) ((110) - (CamY)) Size (20) Width (1) RGB (1) (1) (1) WSU (1) (0) (0) CSpace (0.5) Align [c] Text (join [most levels complete: ] ([high score v] of [☁ score v]))\n Print | Pos (() - (CamX)) ((70) - (CamY)) Size (20) Width (1) RGB (1) (1) (1) WSU (1) (0) (0) CSpace (0.5) Align [c] Text (join [by: ] ([player v] of [☁ score v]))\n Print | Pos (() - (CamX)) ((40) - (CamY)) Size (10) Width (1) RGB (1) (1) (1) WSU (0) (0) (0) CSpace (1) Align [c] Text [\(press "g" to generate a new map\)]\n Print | Pos (() - (CamX)) ((20) - (CamY)) Size (10) Width (1) RGB (1) (1) (1) WSU (0) (0) (0) CSpace (1) Align [c] Text [\(you can double jump\)]\n Print | Pos (() - (CamX)) ((-180) - (CamY)) Size (12) Width (1) RGB (1) (1) (1) WSU (0) (0) (0) CSpace (1) Align [c] Text [press 's' to set a SEED]\nend\n\n@☁ score\n\ndefine load\nset [idx v] to [1]\nset [encoded v] to (☁ CloudScore)\ndelete all of [scores v]\ndecode\nadd (val) to [scores v]\ndecode\nadd (val) to [scores v]\n\ndefine decode\nset [val v] to []\nforever\n set [read v] to (join (letter (idx) of (encoded)) (letter ((idx) + (1)) of (encoded)))\n change [idx v] by (2)\n if <(read) < [1]> then\n stop [this script v]\n end\n set [val v] to (join (val) (item (read) of [disk v]))\nend\n\ndefine encode (val)\nset [idx v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (idx) of (val)) in [disk v]))\n change [idx v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [update v]\nload\nupdate\n\ndefine update\nif <(Level) > (item (2) of [scores v])> then\n set [encoded v] to []\n encode (username)\n encode (Level)\n set [☁ cloudscore v] to (encoded)\nend\nset [player v] to (item (1) of [scores v])\nset [high score v] to (item (2) of [scores v])\n\n
Starry platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (16) seconds\nnext backdrop\n\n@No feet phil\n\ndefine set up\ngo to x: (-200) y: (0)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine reset\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine left right\nchange [xv v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\n\ndefine wall/slope detection\nrepeat (5)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\nend\n\ndefine ground/ceiling detection\nif <touching (platform v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\n\ndefine (jump height)\n\ndefine up and down movement (jump height)\nground/ceiling detection\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (platform v)?>> then\n set [yv v] to ((jump height) + (4))\nelse\n if <<key (up arrow v) pressed?> and <touching (jump v)?>> then\n set [yv v] to ((jump height) + (2))\n broadcast (jumpuse v)\n end\nend\nchange y by (1)\n\ndefine main game loop\nleft right\nwall/slope detection\nchange [yv v] by (-1)\nchange y by (yv)\nup and down movement [14]\nif <(x position) > [235]> then\n reset\n change [level v] by (1)\n broadcast (rest v)\nend\nif <key (r v) pressed?> then\n reset\nend\nif <<(y position) < [-178]> or <<touching color (#4fe5b5)?> or <touching (dangers v)?>>> then\n reset\nend\ncreate clone of (_myself_ v)\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset up\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n main game loop\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\n change [color v] effect by (40)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [Fire by bubblebee3 v] until done\nend\n\nwhen flag clicked\nhide\nwait (16) seconds\ngo to x: (-200) y: (0)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nwhen flag clicked\nhide variable [level v]\nwait (16) seconds\nshow variable [level v]\n\n@Platform\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\nwait (16) seconds\nshow\n\n@dangers\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\nwait (16) seconds\nshow\n\n@Sprite4\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (150) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (500)) ) * (5)) + (90))\nend\n\nwhen this sprite clicked\nsay [Arrow keys to move! R to reset! Watch out for spikes and don't fall into the void!] for (12) seconds\n\nwhen flag clicked\nhide\nwait (16) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite3\n\nwhen flag clicked\nforever\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nrepeat (100)\n set rotation style [all around v]\n turn right (15) degrees\nend\nrepeat (100)\n point in direction ((([sin v] of ((timer) * (500)) ) * (5)) + (90))\nend\nbroadcast (message1 v)\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (10) %\nrepeat (50)\n change size by (10)\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\nrepeat (100)\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (10) to (50))\nset size to (pick random (10) to (20)) %\ngo to x: (250) y: (pick random (-180) to (180))\nglide (pick random (2) to (6)) secs to x: (-220) y: (pick random (-180) to (180))\nhide\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nrepeat (100)\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (10) to (50))\nset size to (pick random (10) to (20)) %\ngo to x: (250) y: (pick random (-180) to (180))\nglide (pick random (2) to (6)) secs to x: (-220) y: (pick random (-180) to (180))\nhide\ndelete this clone\n\n@jump\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\nwait (16) seconds\nshow\n\nwhen I receive [jumpuse v]\nhide\nwait (3) seconds\nshow\n\nwhen I receive [rest v]\nshow\n\n
Arrow keys to move! R to reset! Watch out for spikes and don’t fall into the void!\n\nCoding by me!\n\nTags:\n~#Platformer#Enjoy#Games#Scratch#Rainbowsaurus#Love#Follow#Fave~\n\nMy newest game: https://scratch.mit.edu/projects/552014817
Jungle adventure!!  #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat+-+Unity v] until done\nend\n\n@Player\n\nwhen flag clicked\nset size to (80) %\ngo to x: (0) y: (-20)\nset rotation style [left-right v]\npoint in direction (90)\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]\nshow\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n next costume\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n next costume\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)\nif <touching color (#ff0000)?> then\n 初期位置\nend\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <(Y) < [-400]> 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 [-200]\nset [camera _y v] to [0]\nset [x v] to [-200]\nset [y v] to [0]\n\n@ステージ\n\nwhen flag clicked\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 [1420] [0] [4]\nステージ配置 [1900] [0] [5]\nステージ配置 [2280] [-300] [6]\nswitch costume to (none v)\nbroadcast (プログラム v)\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nswitch costume to (ステージ番号)\n\n@1\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n
☆☆☆☆☆☆☆How to play / 操作方法☆☆☆☆☆☆☆\nuse arrows or tap to play!!\n矢印キーか、タップで操作です!裏技ありまーすw\n                ⇑ 埋葬される\n説明、下まで読まなきゃ損だよ!(\n☆☆☆☆☆☆☆☆☆memo/メモ☆☆☆☆☆☆☆☆☆☆\nLet'sGO!!\nI've got 200 followers!! Thank you for your support!!\n\nキャットを操作して、森から抜け出しましょう!\nあと、フォロワーが200人突破しました!みんな、支えてくれてありがとう!\n\n\n★と♥をお恵み下さい...!!嗚呼...フォローして下さい...!!(((言い方w
Thunderstorm - a platformer [Part 2]
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nset [level :d v] to [1]\nforever\n switch backdrop to (level :D)\nend\n\nwhen flag clicked\nforever\n play sound [Imagine Dragons - Thunder \(Lyrics\) v] until done\nend\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [u v] key pressed\nset volume to (70) %\n\nwhen flag clicked\nset volume to (70) %\n\nwhen flag clicked\nif <(backdrop [number v]) = [9]> then\n broadcast (clouds v)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n broadcast (clouds v)\n stop [this script v]\n end\nend\n\n@thumb\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n@rain\n\nwhen flag clicked\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\ngo to x: (70) y: (165)\nforever\n change y by (-1)\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to (random position v)\nswitch costume to (pick random (1) to (2))\nforever\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-150]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n wait (.1) seconds\n go to [front v] layer\n wait (.1) seconds\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@player\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.8)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (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 (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [200]> then\n change [level :d v] by (1)\n go to x: (x \(spawn\)) y: (y \(spawn\))\nend\nif <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [y v] to [15]\nend\nif <[-195] > (y position)> then\n go to x: (x \(spawn\)) y: (y \(spawn\))\nend\nif <touching (obstacles v)?> then\n start sound [Crunch v]\n go to x: (x \(spawn\)) y: (y \(spawn\))\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nforever\n if <(y position) < [-128]> then\n go to x: (x position) y: (-128)\n end\nend\n\nwhen flag clicked\nswitch costume to (normal v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (up v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n end\nend\n\nwhen flag clicked\nset [level :d v] to [1]\npoint in direction (90)\nset [x \(spawn\) v] to [-164]\nset [y \(spawn\) v] to [-82]\ngo to x: (x \(spawn\)) y: (y \(spawn\))\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\n@ground\n\nset [level :d v] to [2]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nset [level :d v] to [1]\nforever\n switch costume to (level :D)\nend\n\n@obstacles\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level :d v] to [1]\nforever\n switch costume to (level :D)\nend\n\nset [level :d v] to [6]\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level :d v] to [1]\nforever\n switch costume to (level :D)\nend\n\n@light\n\nwhen flag clicked\nforever\n if <(level :D) = [8]> then\n wait (pick random (1) to (10)) seconds\n show\n change [ghost v] effect by (10)\n wait (.03) seconds\n clear graphic effects\n hide\n go to x: (0) y: (0)\n hide\n end\nend\n\n@clouds!\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (20) to (40))\n\nwhen I start as a clone\nshow\nglide (pick random (4) to (6)) secs to x: (-284) y: (y position)\ndelete this clone\n\nwhen I receive [start game v]\nset x to (190)\nhide\n\nwhen I receive [clouds v]\nforever\n set y to (pick random (100) to (120))\n create clone of (_myself_ v)\n wait (pick random (2) to (3)) seconds\nend\n\n
Iris - 2021\n\n‧̍̊·̊‧̥°̩̥˚̩̩̥͙°̩̥‧̥·̊‧̍̊ ♡ °̩̥˚̩̩̥͙°̩̥ ·͙*̩̩͙˚̩̥̩̥*̩̩̥͙·̩̩̥͙*̩̩̥͙˚̩̥̩̥*̩̩͙‧͙ °̩̥˚̩̩̥͙°̩̥ ♡ ‧̍̊·̊‧̥°̩̥˚̩̩̥͙°̩̥‧̥·̊‧̍̊\n\n\n꧁Hi!꧂\n\n\n───✱*.。:。✱*.:。✧*.。✰*.:。✧*.。:。*.。✱ ───\n\n⌨ Info\nThunderstorm - a platformer\nYay! Part 2 is finally out!! :D\nPart 1 - https://scratch.mit.edu/projects/493332841/\n\n⌦Instructions:\nArrow keys, WASD to move. \nPress M for no music, and U for music! :)\nOop! This time no skips :P\n\n⚠️Warnings:\nEpilepsy warning - Flashing Lights\nPls don't steal or use anything without credit. Else you will be reported :| Also, pls don't steal or use this description.\n\n☊ Recommendations:\n✔️ Laptop, Headphones, Speaker\n✖️ Full screen, Mobile, iPads\n\n✉ Notes:\nAll levels are possible!\nSome may be hard, but they're ALL possible.\nDifficulty: Medium-ish\n\n☎ Credits:\nMusic: Thunder - Imagine Dragons\nMe for code and art.\nDescription by: Me!\n\n✂ Inspiration:\nNoneee!\n\n✈ Extras:\nPls no cheating.\nI worked on this for 70+ hours! A love, fave and follow will be appreciated :) \nFeel free to remix! Just, change something and give credit :P \n\n↬ End:\nYou have reached the end!\nI Hope you enjoyed playing!\n\n❤ Iris logged off =^..^=
Lava Land ! A platformer game #Games #All #Art #Music #Totorials #Stories #Animations #All #Games
@Stage\n\n@Spikes\n\nwhen flag clicked\nshow variable [timer v]\nshow variable [☁ world record v]\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n play sound [castlemusic v] until done\nend\n\nset [☁ world record v] to [38.9]\n\nwhen flag clicked\nchange [☁ viewers v] by (1)\n\nset [☁ viewers v] to [49028]\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nset [the level v] to [1]\nrepeat until <(The Level) = [10]>\n set [timer v] to (timer)\nend\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n if <<(☁ World Record) > (Timer)> and <(The Level) = [10]>> then\n set [☁ world record v] to (Timer)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n change [number of deaths v] by (1)\n end\nend\n\nwhen flag clicked\nset [number of deaths v] to [0]\n\n@Screen Shot 2021-06-20 at 7\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Arrow keys or WASD\n\npleeeeeeeeeeeeeease heart and star!\n\nLove and Fave Detector: https://scratch.mit.edu/projects/553121001/
☁️Death Valley☁️ Multiplayer Scrolling Platformer
@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\n@Blank\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger \(spikes and stuff\) v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> 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 [10]\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 (3) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\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]\nelse\n if <(LEVEL) = [2]> then\n hide\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\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [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 hide\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\n@Danger (Spikes and Stuff)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n hide\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)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Saws\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (7) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-95]\n Clone at x: [428] y: [46]\n Clone at x: [1957] y: [-89]\n Clone at x: [1871] y: [-89]\n Clone at x: [2067] y: [-89]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-223] y: [23]\n Clone at x: [496] y: [110]\n Clone at x: [753] y: [-14]\n Clone at x: [1223] y: [222]\n Clone at x: [1426] y: [356]\n Clone at x: [1661] y: [227]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@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@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2675] y: [265]\nelse\n if <(LEVEL) = [2]> then\n broadcast (Thank You! v)\n hide\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\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (35)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n change [ghost v] effect by (1000)\nend\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [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@You Win!\n\nwhen flag clicked\nhide\n\nwhen I receive [thank you! v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\npoint in direction (90)\n\n
⚠⚠Double Click the flag to reduce lag⚠⚠\n\nWelcome to Death Valley A Multiplayer Scrolling Platformer! This might be my best game yet! It is mobile friendly!\n\nGame Instructions\n- ᴜꜱᴇ ᴀʀʀᴏᴡ ᴋᴇʏꜱ/ᴡᴀꜱᴅ/ ᴛᴏ ᴍᴏᴠᴇ\n- ᴜᴘ ᴀʀʀᴏᴡ/ᴡ/ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟꜱ - ᴛᴏ ᴊᴜᴍᴘ\n- ʟᴇꜰᴛ ᴀʀʀᴏᴡ/ᴀ/ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟꜱ - ᴛᴏ ɢᴏ ʟᴇꜰᴛ\n- ʀɪɢʜᴛ ᴀʀʀᴏᴡ/ᴅ/ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟꜱ - ᴛᴏ ɢᴏ ʀɪɢʜᴛ\n- ᴄʜᴀᴛ ʙᴜᴛᴛᴏɴ ꜰᴏʀ ᴄʜᴀᴛ\n\nProject:\n1375 blocks!\n59 Variables \n58 Costumes\n58 Assets\n50+ Loves\n40+ Favs\n3 Remixes!\n1000+ Views!\n\n\n@Max-0 Favourited! \n\nᴛʜɪꜱ ᴡɪʟʟ ᴄᴀᴜꜱᴇ ʀᴀɢɢɪɴɢ!!
【PINK!!】(platformer)  #game《pino》
@Stage\n\nwhen flag clicked\nforever\n play sound [Treenan v] until done\nend\n\n@NEXT\n\nwhen I receive [nextstage v]\nclear graphic effects\nset size to (20) %\nset [動く v] to [0]\nshow\nrepeat (35)\n switch costume to (コスチューム1 v)\n change size by (((1200) - (size)) / (12))\n switch costume to (0 v)\n change [ghost v] effect by (2.5)\nend\nhide\nset [動く v] to [1]\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\nrepeat (3)\n next costume\nend\n\n@地面\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\nwhen I receive [nextstage v]\nnext costume\n\nwhen [timer v] > (0)\nswitch costume to (コスチューム1 v)\n\n@player\n\ndefine 初期化\npoint in direction (90)\nclear graphic effects\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-210) y: (-80)\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to [back v] layer\nset [動く v] to [1]\nset [stage v] to [1]\n初期化\nforever\n if <(動く) = [1]> then\n if <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> then\n switch costume to (1 v)\n change [x v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>> then\n switch costume to (2 v)\n change [x v] by (-1.2)\n end\n change x by (X)\n set [x v] to ((X) * (0.91))\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n end\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n end\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n end\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n end\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (-2)\n change x by ((X) * (-1.16))\n if <<key (up arrow v) pressed?> or <<(mouse y) > [20]> and <mouse down?>>> then\n if <(X) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n change y by (-2)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>> then\n set [y v] to [14]\n end\n end\n change [y v] by (-0.8)\n change y by (Y)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (nextstage v)\n change [stage v] by (1)\n 初期化\n end\n if <<(y position) < [-181]> or <touching (magma v)?>> then\n change y by (4)\n set [y v] to [18]\n repeat until <(y position) < [-182]>\n change y by (Y)\n change [y v] by (-1)\n turn right (14) degrees\n end\n 初期化\n end\n end\nend\n\n@magma\n\nwhen flag clicked\nwait (0.2) seconds\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(stage) = [5]> then\n switch costume to (コスチューム1 v)\n set x to (18)\n show\n change [magma v] by (4)\n set y to ((([sin v] of (magma) ) * (5)) - (77))\n else\n if <(stage) = [6]> then\n switch costume to (コスチューム2 v)\n set x to (30)\n show\n change [magma v] by (4)\n set y to ((([sin v] of (magma) ) * (27)) - (110))\n else\n if <(stage) = [8]> then\n switch costume to (コスチューム3 v)\n set x to (60)\n show\n change [magma v] by (4)\n set y to ((([sin v] of (magma) ) * (12)) - (70))\n else\n hide\n set [magma v] to [0]\n end\n end\n end\nend\n\n@地面2\n\nwhen flag clicked\nwait (0.12) seconds\ngo to [back v] layer\nforever\n if <(stage) = [6]> then\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (コスチューム3 v)\n show\n else\n if <(stage) = [7]> then\n switch costume to (コスチューム1 v)\n show\n repeat until <not <(stage) = [7]>>\n glide (0.8) secs to x: (0) y: (-120)\n glide (0.8) secs to x: (90) y: (-80)\n end\n else\n if <(stage) = [8]> then\n switch costume to (コスチューム2 v)\n show\n repeat until <not <(stage) = [8]>>\n glide (1.5) secs to x: (0) y: (60)\n glide (1.7) secs to x: (90) y: (-80)\n end\n else\n hide\n end\n end\n end\nend\n\nforever\n\n@smn\n\nwhen flag clicked\nhide\n\n
  ↑\n← →\n\nmobile friendly\n\nスマホ対応\n\nゲーム game Game
PLATFORMER PART 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [タイトルが〜めん v]\nswitch backdrop to (背景 v)\nforever\n play sound [idk song v] until done\nend\n\nwhen I start as a clone\nif <(clone ID) = [#1]> then\n switch costume to (90checkershot_2 v)\n go to [front v] layer\n x [0] y [0] size [1] ⤵ [n]\n repeat (16)\n change size by (((750) - (size)) / (8))\n next costume\n Movement x [-70] Movement y [70] speed [8] count [n]\n end\n delete this clone\nend\n\n@Hero\n\nwhen I receive [タイトルが〜めん v]\ngo to [front v] layer\nshow\nset size to (110) %\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (normal v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [ステージ v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <(Move ok?) = [1]> then\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [xv v] by (-1)\n switch costume to (left v)\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\n end\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xv v] by (1)\n switch costume to (right v)\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\n end\n end\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (stage v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching (out v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n end\nend\n\nset [xv v] to <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>>\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@stage\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [タイトルが〜めん v]\nset [level v] to [1]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nshow\nswitch costume to (LEVEL)\n\n@Love fave\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトルが〜めん v]\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@out\n\nwhen flag clicked\nhide\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [タイトルが〜めん v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\ngo to [back v] layer\nswitch costume to (LEVEL)\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\nelse\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (-100)\n forever\n turn right (1) degrees\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (75) y: (-115)\n forever\n turn right (1) degrees\n end\n else\n if <(costume [number v]) = [5]> then\n go to x: (122) y: (41)\n forever\n turn right (1) degrees\n end\n end\n end\n end\nend\n\ngo to x: (122) y: (40)\n\n@sign\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトルが〜めん v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nswitch costume to (LEVEL)\n\n@intro\n\nwhen flag clicked\nset [sin v] to [0]\nhide\nwait (0.35) seconds\nbroadcast (intro v)\n\nwhen I start as a clone\nif <(clone ID) = [1]> then\n switch costume to (icon v)\n x [0] y [0] size [1] ⤵ [90]\n size [100] speed [4] count [15]\n repeat (20)\n go to [front v] layer\n switch costume to (size v)\n change size by (((400) - (size)) / (4))\n switch costume to (icon v)\n change [ghost v] effect by (6)\n end\nend\n\ndefine x (x) y (y) size (size) ⤵ (⤵)\nshow\nif <not <(x) = [n]>> then\n set x to (x)\nend\nif <not <(y) = [n]>> then\n set y to (y)\nend\nif <not <(size) = [n]>> then\n set size to (size) %\nend\nif <not <(⤵) = [n]>> then\n point in direction (⤵)\nend\n\ndefine clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait () seconds\n\ndefine Movement x (x) Movement y (y) speed (s) count (c)\nif <not <(c) = [n]>> then\n repeat (c)\n if <not <(x) = [n]>> then\n change x by (((x) - (x position)) / (s))\n end\n if <not <(y) = [n]>> then\n change y by (((y) - (y position)) / (s))\n end\n end\nelse\n if <not <(x) = [n]>> then\n change x by (((x) - (x position)) / (s))\n end\n if <not <(y) = [n]>> then\n change y by (((y) - (y position)) / (s))\n end\nend\n\ndefine size (size) speed (s) count (c)\nif <not <(c) = [n]>> then\n repeat (c)\n if <not <(size) = [n]>> then\n change size by (((size) - (size)) / (s))\n end\n end\nelse\n if <(c) = [n]> then\n change size by (((size) - (size)) / (s))\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [2]> then\n switch costume to (name v)\n go to [front v] layer\n x [0] y [0] size [155] ⤵ [90]\n wait (.9) seconds\n x [0] y [0] size [155] ⤵ [90]\n wait (.8) seconds\n x [0] y [0] size [155] ⤵ [90]\n wait (2.7) seconds\n x [0] y [0] size [155] ⤵ [90]\n repeat until <(y position) < [-180]>\n change y by (((y position) - (0.1)) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone ID) = [3]> then\n switch costume to (コスチューム1 v)\n x [0] y [400] size [100] ⤵ [90]\n Movement x [0] Movement y [0] speed [4] count [30]\n wait until <[5.8] < (timer)>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone ID) = [2]> then\n repeat until <[7] < (timer)>\n size [100] speed [4] count [n]\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [2]> then\n repeat until <[7] < (timer)>\n change [sin v] by (6)\n point in direction ((90) + (([sin v] of (sin) ) * (4)))\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [4]> then\n switch costume to (pinwheel v)\n go to [back v] layer\n x [0] y [0] size [100] ⤵ [90]\n switch costume to (size v)\n set size to (150) %\n switch costume to (pinwheel v)\n repeat until <[5.8] < (timer)>\n turn right (2) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone ID) = [3]> then\n repeat until <[9] < (timer)>\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [5]> then\n show\n set size to (250) %\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (value)\n switch costume to (● v)\n set [value v] to [25]\n repeat (10)\n go to [front v] layer\n change size by (((25) - (size)) / (4))\n turn right (-90) degrees\n move (value) steps\n change [value v] by ((value) / (-7))\n turn right ((90) + ((value) / (2))) degrees\n end\n repeat (20)\n go to [front v] layer\n change size by (((25) - (size)) / (12))\n turn right (-90) degrees\n move (value) steps\n change [value v] by ((value) / (-12))\n turn right ((90) + ((value) / (2))) degrees\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Dots\nset [clone id v] to [5]\nset [value v] to [90]\nrepeat (10)\n change [value v] by (36)\n create clone of (_myself_ v)\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clone ID) = [◇1]> then\n switch costume to (◇ v)\n go to [front v] layer\n x [20] y [0] size [100] ⤵ [90]\n repeat (30)\n switch costume to (size2 v)\n Movement x [330] Movement y [n] speed [10] count [n]\n switch costume to (◇ v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone ID) = [shockwave]> then\n switch costume to (shockwave10 v)\n go to [front v] layer\n x [0] y [0] size [1] ⤵ [90]\n set [brightness v] effect to (100)\n repeat (13)\n change size by (((250) - (size)) / (9))\n next costume\n end\n delete this clone\nend\n\ndefine kira (1234)\nset [brightness v] effect to (100)\nif < (1234) contains [1]?> then\n point in direction (-90)\n clone [#1]\nend\nif < (1234) contains [2]?> then\n point in direction (0)\n clone [#2]\nend\nif < (1234) contains [3]?> then\n point in direction (180)\n clone [#3]\nend\nif < (1234) contains [4]?> then\n point in direction (90)\n clone [#4]\nend\n\nwhen I start as a clone\nif <(clone ID) = [#1]> then\n switch costume to (90checkershot_2 v)\n go to [front v] layer\n x [0] y [0] size [1] ⤵ [n]\n repeat (16)\n change size by (((750) - (size)) / (8))\n next costume\n Movement x [-70] Movement y [70] speed [8] count [n]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone ID) = [#2]> then\n switch costume to (90checkershot_2 v)\n go to [front v] layer\n x [30] y [30] size [1] ⤵ [n]\n repeat (16)\n change size by (((750) - (size)) / (8))\n next costume\n Movement x [70] Movement y [70] speed [8] count [n]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone ID) = [#3]> then\n switch costume to (90checkershot_2 v)\n go to [front v] layer\n x [-30] y [-30] size [1] ⤵ [n]\n repeat (16)\n change size by (((750) - (size)) / (8))\n next costume\n Movement x [-70] Movement y [-70] speed [8] count [n]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone ID) = [#4]> then\n switch costume to (90checkershot_2 v)\n go to [front v] layer\n x [30] y [-30] size [1] ⤵ [n]\n repeat (16)\n change size by (((750) - (size)) / (8))\n next costume\n Movement x [70] Movement y [-70] speed [8] count [n]\n end\n delete this clone\nend\n\nkira [14]\n\ndefine Lines\nset [clone id v] to [line]\nrepeat (20)\n turn right (18) degrees\n create clone of (_myself_ v)\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clone ID) = [line]> then\n go to x: (0) y: (0)\n show\n set size to (100) %\n go to [front v] layer\n turn right (90) degrees\n switch costume to (line anim1 v)\n set [brightness v] effect to (100)\n set [value. v] to [14]\n repeat (10)\n go to [front v] layer\n turn right (-90) degrees\n next costume\n move (value.) steps\n change [value. v] by ((value.) / (-12))\n turn right (90) degrees\n end\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n turn right (-90) degrees\n move (value.) steps\n change [value. v] by ((value.) / (-12))\n turn right (90) degrees\n end\n delete this clone\nend\n\ndefine 4◯\ngo to x: (-200) y: (200)\nclone [#◯]\ngo to x: (200) y: (200)\nclone [#◯]\ngo to x: (-200) y: (-200)\nclone [#◯]\ngo to x: (200) y: (-200)\nclone [#◯]\n\nwhen I start as a clone\nif <(clone ID) = [#◯]> then\n switch costume to (shockwave10 v)\n go to [front v] layer\n x [n] y [n] size [1] ⤵ [90]\n set [brightness v] effect to (100)\n repeat (13)\n change size by (((250) - (size)) / (9))\n next costume\n end\n delete this clone\nend\n\ndefine ◇\nclone [◇1]\nclone [◇2]\n\nwhen I start as a clone\nif <(clone ID) = [◇2]> then\n switch costume to (◇ v)\n go to [front v] layer\n x [-20] y [0] size [100] ⤵ [-90]\n repeat (30)\n switch costume to (size2 v)\n Movement x [-330] Movement y [n] speed [10] count [n]\n switch costume to (◇ v)\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nstart sound [Vexento - Forever v]\nwait (.7) seconds\nclone [1]\nwait (.5) seconds\nclone [2]\nclone [3]\nclone [4]\nwait (.8) seconds\nLines\nwait (0.8) seconds\n◇\nwait (.1) seconds\nclone [shockwave]\nwait () seconds\n4◯\nwait (.55) seconds\nDots\nwait (.6) seconds\nkira [1]\nwait (.2) seconds\nkira [2]\nwait (.2) seconds\nkira [4]\nwait (.2) seconds\nkira [3]\nwait (.25) seconds\nDots\nwait () seconds\nLines\nwait (1.25) seconds\nbroadcast (タイトルが〜めん v)\n\nwhen I receive [intro v]\nreset timer\n\nwhen I receive [intro v]\nreset timer\n\nwhen I receive [intro v]\nreset timer\n\n@next level\n\nwhen flag clicked\nset [move ok? v] to [0]\nset [なし v] to [0]\nhide\ngo to [front v] layer\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [next level v]\n\nswitch costume to (! v)\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (-17) y: (0)\nset [move ok? v] to [0]\nshow\nrepeat (15)\n change x by (-30)\nend\nbroadcast (next next level v)\n\nwhen I receive [next next level v]\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (20)\n change x by (-40)\n change [ghost v] effect by (5)\nend\nhide\nset [move ok? v] to [1]\n\ngo to [front v] layer\nrepeat (15)\n switch costume to (costume2 v)\n change size by (-70)\n switch costume to (costume1 v)\nend\nhide\n\nwhen I receive [title v]\nforever\n change [color v] effect by (1)\nend\n\nset [勢い v] to ((勢い) * (0.9))\n\nwhen I receive [タイトルが〜めん v]\nset [move ok? v] to [1]\n\n@!!\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
Disfrutarlo
The Ultimate Game
@Stage\n\nwhen flag clicked\nerase all\nswitch backdrop to (main menu v)\nbroadcast (Main Menu v)\nbroadcast (Music v)\n\nwhen [p v] key pressed\nif <(Win) = [0]> then\n if <(PAUSE) = [0]> then\n set [pause v] to [1]\n set [∆time v] to (timer)\n else\n set [pause v] to [0]\n set [∆time v] to ((timer) - (∆Time))\n change [total pause time v] by (∆Time)\n end\n wait until <not <key (p v) pressed?>>\nend\n\nwhen [m v] key pressed\nif <(Music ON/OFF) = [ON]> then\n set [music on/off v] to [OFF]\nelse\n set [music on/off v] to [ON]\nend\nbroadcast (Music v)\nwait until <not <key (m v) pressed?>>\n\nwhen I receive [next level v]\nchange [#level v] by (1)\nbroadcast (Import Level v) and wait\nbroadcast (Build Level v)\nif <(#LEVEL) = (length of [levels v])> then\n broadcast (YOU WIN v)\nelse\n broadcast (Play v)\nend\n\nwhen I receive [music v]\nif <(Music ON/OFF) = [ON]> then\n play sound [In My Paradise v] until done\n broadcast (Music v)\nelse\n stop all sounds\nend\n\nwhen I receive [start game v]\nswitch backdrop to (playing area v)\nset [total pause time v] to [0]\nset [music on/off v] to [ON]\nset [sfx on/off v] to [ON]\nset [#level v] to [0]\nset [#deaths v] to [0]\nset [pause v] to [0]\nset [play v] to [0]\nbroadcast (Fade v)\nreset timer\nset [play v] to [1]\nset [win v] to [0]\nrepeat until <(#LEVEL) = [16]>\n if <<<key (up arrow v) pressed?> and <key (down arrow v) pressed?>> and <key (0 v) pressed?>> then\n ask [Go to level:] and wait\n set [#level v] to (answer)\n broadcast (Import Level v) and wait\n broadcast (Build Level v)\n broadcast (Play v)\n end\nend\nswitch backdrop to (you win v)\n\n@Main Menu\n\nwhen I receive [main menu v]\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nwait until <([backdrop # v] of [_stage_ v]) > [1]>\nrepeat (5)\n change size by (20)\n change [ghost v] effect by (20)\nend\nhide\n\n@Start Button\n\nwhen I receive [main menu v]\nhide\nswitch costume to (start v)\nset size to (200) %\nclear graphic effects\nwait (0.0001) seconds\ngo to [front v] layer\nrepeat until <([backdrop # v] of [_stage_ v]) > [1]>\n go to x: (0) y: (-120)\n show\n if <<touching (mouse-pointer v)?> and <not <touching (game info v)?>>> then\n change size by (((115) - (size)) / (2))\n if <mouse down?> then\n set size to (100) %\n broadcast (Start Game v)\n wait (0) seconds\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n hide\n end\n else\n change size by (((100) - (size)) / (3))\n end\nend\nhide\n\nwhen I receive [you win v]\nhide\nswitch costume to (play again v)\nset size to (200) %\nclear graphic effects\nwait (1.5) seconds\nrepeat until <([backdrop # v] of [_stage_ v]) < [3]>\n go to x: (0) y: (-120)\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (2))\n if <mouse down?> then\n set size to (100) %\n broadcast (Start Game v)\n wait (0) seconds\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n hide\n end\n else\n change size by (((100) - (size)) / (3))\n end\nend\nhide\n\n@Game Info\n\nwhen I receive [main menu v]\nhide\nswitch costume to (info button v)\nset size to (200) %\nclear graphic effects\nwait (0.0001) seconds\ngo to [front v] layer\nrepeat until <([backdrop # v] of [_stage_ v]) > [1]>\n go to x: (217) y: (-158)\n show\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (2))\n if <mouse down?> then\n set size to (100) %\n wait (0) seconds\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n hide\n switch costume to (game info v)\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n show\n repeat (5)\n change [ghost v] effect by (-19)\n end\n wait until <not <mouse down?>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (5)\n change [ghost v] effect by (19)\n end\n switch costume to (info button v)\n go to x: (217) y: (-158)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n else\n change size by (((100) - (size)) / (3))\n end\nend\nhide\n\n@Character\n\ndefine None\nset [telecounter v] to [1]\nif <<(item (TeleCounter) of [teleportals v]) = (x)> and <(item ((TeleCounter) + (1)) of [teleportals v]) = (y)>> then\nelse\n repeat until <<((TeleCounter) + (1)) > (length of [teleportals v])> or <<(item (TeleCounter) of [teleportals v]) = (x)> and <(item ((TeleCounter) + (1)) of [teleportals v]) = (y)>>>\n change [telecounter v] by (2)\n end\n if <((TeleCounter) + (1)) > (length of [teleportals v])> then\n set [telecounter v] to [0]\n end\nend\n\ndefine Check Collision\nif <<not <(Disable) = [2]>> and <<touching (_edge_ v)?> or <<touching color (#a9a9a9)?> or <<touching color (#66d3f7)?> or <<touching color (#ff7475)?> or <<touching color (#8079ea)?> or <<touching color (#00d797)?> or <<touching color (#ffb400)?> or >>>>>>>> then\n set [<charactercollision> v] to [1]\nelse\n if <<not <(Disable) = [2]>> and <<touching color (#ff2b09)?> or <<touching color (#18e444)?> or <<key (r v) pressed?> or >>>> then\n set [<charactercollision> v] to [2]\n else\n if <<not <(Disable) = [2]>> and <touching color (#006af5)?>> then\n set [<charactercollision> v] to [Blue]\n else\n if <<not <(Disable) = [2]>> and <touching color (#36de09)?>> then\n set [<charactercollision> v] to [Green]\n else\n if <<not <(Disable) = [2]>> and <touching color (#d35e4b)?>> then\n set [<charactercollision> v] to [Red]\n else\n if <<not <(Disable) = [2]>> and <touching color (#fbc203)?>> then\n set [<charactercollision> v] to [Yellow]\n else\n set [<charactercollision> v] to [0]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [somersault v]\nset [loopcounter v] to [0]\nrepeat until <<<(xv) = [0]> or <(yv) = [0]>> or <<(LoopCounter) = [21]> or <(<CharacterCollision>) = [1]>>>\n change [loopcounter v] by (1)\n if <(xv) < [0]> then\n turn left (17.1) degrees\n else\n turn left (-17.1) degrees\n end\n Check Collision\nend\npoint in direction ((90) * (Gravity Dir.))\nCheck Collision\nif <(<Collision?>) = [1]> then\n repeat until <not <(<CharacterCollision>) = [1]>>\n point in direction ((90) * (Gravity Dir.))\n change y by (((yv) + (0.5)) * (-1.5))\n change x by (((xv) + (0.5)) * (-1.5))\n Check Collision\n end\nend\nset [loopcounter v] to [0]\n\nwhen I receive [main menu v]\nset [#n of characters v] to [10]\nreset timer\nset [# character v] to [1]\nset [wiggle v] to [40]\npoint in direction (90)\nset size to (1000) %\ngo [backward v] (1) layers\nshow\nrepeat until <([backdrop # v] of [_stage_ v]) > [1]>\n go to x: (((mouse x) / (Wiggle)) + ((0) * ([sin v] of ((timer) * (200)) ))) y: (((mouse y) / (Wiggle)) + ((0) * ([sin v] of ((timer) * (400)) )))\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <not <touching (game info v)?>>> and <([sqrt v] of ((((mouse x) + (1)) * ((mouse x) + (1))) + (((mouse y) - (10)) * ((mouse y) - (10)))) ) < [82]>> then\n if <(# Character) < (#n of characters)> then\n change [# character v] by (1)\n else\n set [# character v] to [1]\n end\n repeat (10)\n change x by (((200) - ((x position) / (2))) / (5))\n set y to (((mouse y) / (Wiggle)) + ((0) * ([sin v] of ((timer) * (400)) )))\n end\n go to x: (-160) y: (((mouse y) / (Wiggle)) + ((0) * ([sin v] of ((timer) * (400)) )))\n switch costume to (# Character)\n repeat (10)\n change x by (((((mouse x) / (Wiggle)) + ((0) * ([sin v] of ((timer) * (200)) ))) - ((x position) * (2))) / (5))\n set y to (((mouse y) / (Wiggle)) + ((0) * ([sin v] of ((timer) * (400)) )))\n end\n end\n if <not <(costume [number v]) = (# Character)>> then\n switch costume to (# Character)\n end\nend\nrepeat (11)\n change size by (((100) - (size)) / (2))\nend\n\nwhen I receive [restart v]\nchange [#deaths v] by (1)\nif <not <(length of [checkpoint x/y v]) = [0]>> then\n go to x: (item (1) of [checkpoint x/y v]) y: (item (2) of [checkpoint x/y v])\n if <(Save Checkpoint Gravity 1/0) = [1]> then\n set [gravity dir. v] to (item (3) of [checkpoint x/y v])\n point in direction ((90) * (Gravity Dir.))\n else\n set [gravity dir. v] to [1]\n if <not <(direction) = [90]>> then\n point in direction (90)\n end\n end\nelse\n go to x: (item (1) of [character start x/y v]) y: (item (2) of [character start x/y v])\n set [gravity dir. v] to [1]\n if <not <(direction) = [90]>> then\n point in direction (90)\n end\nend\nif <not <(costume [number v]) = (# Character)>> then\n switch costume to (# Character)\nend\nset [xv v] to [0]\nset [yv v] to [0]\nset [restart v] to [0]\n\nwhen I receive [play v]\nhide\nif <not <(costume [number v]) = (# Character)>> then\n switch costume to (# Character)\nend\nset [xv v] to [0]\nset [yv v] to [0]\nset [jumpheight v] to [11]\nset [gravity dir. v] to [1]\nset [disable v] to [0]\nset [<charactercollision> v] to [0]\nset [win v] to [0]\nset [restart v] to [0]\npoint in direction (90)\nset size to (100) %\ndelete (all) of [checkpoint x/y v]\ngo to x: (item (1) of [character start x/y v]) y: (item (2) of [character start x/y v])\nwait until <(PLAY) = [1]>\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(Win) = [1]>\n if <(Disable) = [0]> then\n Character Physics (Disable)\n if <(PAUSE) = [1]> then\n go [backward v] (100) layers\n repeat until <<not <(PAUSE) = [1]>> or <(PLAY) = [0]>>\n if <not <(# Character) = (join (letter ((length of ([costume name v] of [character v])) - (1)) of ([costume name v] of [character v])) (letter (length of ([costume name v] of [character v])) of ([costume name v] of [character v])))>> then\n switch costume to (((costume [number v]) - (join (letter ((length of ([costume name v] of [character v])) - (1)) of ([costume name v] of [character v])) (letter (length of ([costume name v] of [character v])) of ([costume name v] of [character v])))) + (# Character))\n end\n end\n go to [front v] layer\n end\n end\n if <(Disable) = [1]> then\n repeat until <<<touching color (#ff2b09)?> or <<key (r v) pressed?> or <(PLAY) = [0]>>> or <<not <touching color (#8b27af)?>> and <not <<<(length of [teleportals v]) > [2]> and <<touching color (#e8f7ff)?> and <<touching color (#208fff)?> and <touching color (#d487ff)?>>>> and <<[teleportals v] contains (((24) * (round (((x position) - (12)) / (24)))) + (12))?> and <[teleportals v] contains (((24) * (round (((y position) - (0)) / (24)))) + (0))?>>>>>>\n Character Physics (Disable)\n Check Collision\n if <(PAUSE) = [1]> then\n go [backward v] (100) layers\n wait until <<not <(PAUSE) = [1]>> or <(PLAY) = [0]>>\n go to [front v] layer\n end\n end\n if <<touching color (#ff2b09)?> or <<key (r v) pressed?> or <(PLAY) = [0]>>> then\n broadcast (Restart v)\n end\n set [disable v] to [0]\n end\n if <<(Disable) = [2]> or <(Disable) = [3]>> then\n if <(Disable) = [2]> then\n set [yv v] to ((yv) * (-0.5))\n end\n repeat (10)\n if <(Disable) = [2]> then\n turn right ((([abs v] of (xv) ) * (2)) * ((xv) / ([abs v] of (xv) ))) degrees\n end\n change [ghost v] effect by (10)\n Character Physics (Disable)\n end\n broadcast (Restart v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n if <(Disable) = [3]> then\n wait until <([y position v] of [event bar v]) > [50]>\n end\n set [disable v] to [0]\n end\nend\nset [animation v] to [5]\nrepeat (30)\n change [animation v] by (1)\n change [ghost v] effect by (4)\n change size by (Animation)\n turn right ((Animation) * ((xv) / ([abs v] of (xv) ))) degrees\nend\nbroadcast (Fade v)\n\ndefine None\nif <<(disable) = [0]> and <touching color (#8b27af)?>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound [Slow motion swish v]\n end\n set [yv v] to ((yv) * (-0.5))\n if <(Gravity Dir.) = [1]> then\n set [gravity dir. v] to [-1]\n repeat (5)\n turn right (36) degrees\n end\n else\n set [gravity dir. v] to [1]\n repeat (5)\n turn right (-36) degrees\n end\n end\n set [disable v] to [1]\nend\nif <<touching color (#fbbf57)?> and <<<touching color (#ff8100)?> and <touching color (#ffe797)?>> and <<touching color (#ffe28e)?> and <touching color (#ffb044)?>>>> then\n if <not <(join (join (((24) * (round (((x position) - (12)) / (24)))) + (12)) ((24) * (round ((y position) / (24))))) (Gravity Dir.)) = (join (item (1) of [checkpoint x/y v]) (join (item (2) of [checkpoint x/y v]) (item (3) of [checkpoint x/y v])))>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound [Checkpoint ding v]\n end\n delete (all) of [checkpoint x/y v]\n add (((24) * (round (((x position) - (12)) / (24)))) + (12)) to [checkpoint x/y v]\n add ((24) * (round ((y position) / (24)))) to [checkpoint x/y v]\n add (Gravity Dir.) to [checkpoint x/y v]\n end\nend\nif <<(disable) = [0]> and <<<(length of [teleportals v]) > [2]> and <<touching color (#e8f7ff)?> and <<touching color (#208fff)?> and <touching color (#d487ff)?>>>> and <<[teleportals v] contains (((24) * (round (((x position) - (12)) / (24)))) + (12))?> and <[teleportals v] contains (((24) * (round (((y position) - (0)) / (24)))) + (0))?>>>> then\n set [disable v] to [1]\n Find Teleportal at (((24) * (round ((((x position) + (xv)) - (12)) / (24)))) + (12)) ((24) * (round (((y position) + ((yv) * (Gravity Dir.))) / (24))))\n if <not <(TeleCounter) = [0]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n glide (0.07) secs to x: (item (TeleCounter) of [teleportals v]) y: (item ((TeleCounter) + (1)) of [teleportals v])\n if <(SFX ON/OFF) = [ON]> then\n start sound [Teleportal Sound v]\n end\n repeat (8)\n change [ghost v] effect by (12.5)\n change size by (-6.25)\n turn right (6.25) degrees\n end\n if <((((TeleCounter) + (1)) / (2)) mod (2)) = [1]> then\n go to x: (item ((TeleCounter) + (2)) of [teleportals v]) y: (item ((TeleCounter) + (3)) of [teleportals v])\n else\n go to x: (item ((TeleCounter) - (2)) of [teleportals v]) y: (item ((TeleCounter) - (1)) of [teleportals v])\n end\n if <(SFX ON/OFF) = [ON]> then\n start sound [Teleportal Sound v]\n end\n repeat (8)\n change [ghost v] effect by (-12.5)\n change size by (6.25)\n turn right (-6.25) degrees\n end\n set [disable v] to [1]\n end\nend\nCheck Collision\nif <<(<CharacterCollision>) = [2]> or <(RESTART) = [1]>> then\n if <key (r v) pressed?> then\n broadcast (Restart v)\n else\n if <touching color (#18e444)?> then\n if <(Win) = [0]> then\n set [win v] to [1]\n delete (all) of [checkpoint x/y v]\n end\n else\n set [disable v] to [2]\n set [restart v] to [1]\n end\n end\nend\nif <(disable) < [2]> then\n if <<touching color (#d0ecf9)?> or <touching color (#67ceff)?>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-5]\n else\n set [yv v] to [5]\n end\n end\n if <<not <(costume [number v]) = (# Character)>> and <<(xv) = (yv)> or <<<(xv) = [0]> and <not <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>> or <<(yv) = [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>>>>> then\n switch costume to (# Character)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(Gravity Dir.) = [1]> then\n if <not <(costume [number v]) = ((# Character) + ((1) * (#n of characters)))>> then\n switch costume to ((# Character) + ((1) * (#n of characters)))\n end\n else\n if <not <(costume [number v]) = ((# Character) + ((2) * (#n of characters)))>> then\n switch costume to ((# Character) + ((2) * (#n of characters)))\n end\n end\n if <(Ice?) = [1]> then\n change [xv v] by (0.2)\n else\n change [xv v] by (1)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <(Gravity Dir.) = [1]> then\n if <not <(costume [number v]) = ((# Character) + ((2) * (#n of characters)))>> then\n switch costume to ((# Character) + ((2) * (#n of characters)))\n end\n else\n if <not <(costume [number v]) = ((# Character) + ((1) * (#n of characters)))>> then\n switch costume to ((# Character) + ((1) * (#n of characters)))\n end\n end\n if <(Ice?) = [1]> then\n change [xv v] by (-0.2)\n else\n change [xv v] by (-1)\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change y by ((-2) * (Gravity Dir.))\n if <touching color (#66d3f7)?> then\n set [ice? v] to [1]\n else\n set [ice? v] to [0]\n end\n if <touching color (#ffb400)?> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (0.9)\n else\n change [xv v] by (1.5)\n end\n end\n if <touching color (#00d797)?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-0.9)\n else\n change [xv v] by (-1.5)\n end\n end\n Check Collision\n if <<(<CharacterCollision>) = [1]> and <not <touching color (#ff7475)?>>> then\n if <not <(costume [number v]) = ((# Character) + ((3) * (#n of characters)))>> then\n switch costume to ((# Character) + ((3) * (#n of characters)))\n end\n if <touching color (#8079ea)?> then\n set [yv v] to ((JumpHeight) + (8))\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n broadcast (Somersault v)\n end\n else\n set [yv v] to (JumpHeight)\n end\n end\n change y by ((2) * (Gravity Dir.))\n end\nend\nif <(yv) < [3]> then\n change y by ((-1) * (Gravity Dir.))\n Check Collision\n if <not <(<CharacterCollision>) = [1]>> then\n change [yv v] by (-1)\n end\n if <touching color (#66d3f7)?> then\n set [ice? v] to [1]\n else\n set [ice? v] to [0]\n end\n if <touching color (#ffb400)?> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (0.9)\n else\n change [xv v] by (1.5)\n end\n end\n if <touching color (#00d797)?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-0.9)\n else\n change [xv v] by (-1.5)\n end\n end\n change y by ((1) * (Gravity Dir.))\nend\nif <(Ice?) = [1]> then\n set [xv v] to ((xv) * (0.97))\nelse\n set [xv v] to ((xv) * (0.84))\nend\nchange x by (xv)\nCheck Collision\nif <(<CharacterCollision>) = [1]> then\n change y by (([abs v] of ((([abs v] of (xv) ) / ((xv) + (0.0001))) + (xv)) ) * (Gravity Dir.))\n Check Collision\n if <(<CharacterCollision>) = [1]> then\n point in direction ((90) * (Gravity Dir.))\n change y by ((([abs v] of ((([abs v] of (xv) ) / ((xv) + (0.0001))) + (xv)) ) * (-1)) * (Gravity Dir.))\n change x by ((xv) * (-1))\n set [xv v] to [0]\n end\nend\nif <(length of (xv)) > [20]> then\n set [xv v] to [0]\nend\nset [yv v] to ((yv) * (0.9))\nchange y by ((yv) * (Gravity Dir.))\nCheck Collision\nif <(<CharacterCollision>) = [1]> then\n change y by (((yv) * (-1)) * (Gravity Dir.))\n set [yv v] to [0]\nend\nCheck Collision\nif <(<CharacterCollision>) = [1]> then\n go to x: (item (1) of [latest position x/y v]) y: (item (2) of [latest position x/y v])\n Check Collision\n if <<(([abs v] of (xv) ) + ([abs v] of (yv) )) = [0]> and <(<CharacterCollision>) = [1]>> then\n go to x: (((round (((x position) + (12)) / (24))) * (24)) - (12)) y: ((round ((y position) / (24))) * (24))\n end\nelse\n delete (all) of [latest position x/y v]\n add (x position) to [latest position x/y v]\n add (y position) to [latest position x/y v]\nend\n\n@Blocks\n\ndefine None\nset [c1 v] to [0]\nset size to (size) %\nif <(size) = [50]> then\n point in direction (90)\n go to x: ((((item (1) of [character start x/y v]) / (100)) * (size)) + (xoffset)) y: ((((item (2) of [character start x/y v]) / (100)) * (size)) + (yoffset))\n switch costume to ((26) + (# Character))\n stamp\nend\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <not <(direction) = [90]>> then\n point in direction (90)\n end\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n if <(item (C1) of [costume v]) = [A]> then\n switch costume to (basic block v)\n end\n if <(item (C1) of [costume v]) = [B]> then\n switch costume to (slope block v)\n end\n if <(item (C1) of [costume v]) = [C]> then\n switch costume to (red block v)\n end\n if <(item (C1) of [costume v]) = [D]> then\n switch costume to (spike v)\n end\n if <(item (C1) of [costume v]) = [E]> then\n switch costume to (pull-down block v)\n end\n if <(item (C1) of [costume v]) = [F]> then\n switch costume to (jump block v)\n end\n if <(item (C1) of [costume v]) = [G]> then\n switch costume to (conveyer belt right v)\n end\n if <(item (C1) of [costume v]) = [H]> then\n switch costume to (conveyer belt left v)\n end\n if <(item (C1) of [costume v]) = [I]> then\n switch costume to (ice block v)\n end\n if <(item (C1) of [costume v]) = [J]> then\n switch costume to (gravity block v)\n end\n if <(item (C1) of [costume v]) = [K]> then\n switch costume to (finish block v)\n end\n if <(item (C1) of [costume v]) = [L]> then\n switch costume to (teleportal v)\n end\n if <(item (C1) of [costume v]) = [M]> then\n switch costume to (gravity switch v)\n end\n if <(item (C1) of [costume v]) = [N]> then\n switch costume to (checkpoint block v)\n end\n if <(item (C1) of [costume v]) = [O]> then\n switch costume to (blue door v)\n end\n if <(item (C1) of [costume v]) = [P]> then\n switch costume to (green door v)\n end\n if <(item (C1) of [costume v]) = [Q]> then\n switch costume to (red door v)\n end\n if <(item (C1) of [costume v]) = [R]> then\n switch costume to (yellow door v)\n end\n if <(item (C1) of [costume v]) = [S]> then\n switch costume to (blue button v)\n end\n if <(item (C1) of [costume v]) = [T]> then\n switch costume to (green button v)\n end\n if <(item (C1) of [costume v]) = [U]> then\n switch costume to (red button v)\n end\n if <(item (C1) of [costume v]) = [V]> then\n switch costume to (yellow button v)\n end\n if <(item (C1) of [costume v]) = [W]> then\n switch costume to (laser cannon v)\n if <(size) = [100]> then\n set [clone mode v] to [Laser Cannon]\n create clone of (_myself_ v)\n end\n end\n if <(item (C1) of [costume v]) = [X]> then\n switch costume to (enemy v)\n if <(size) = [100]> then\n set [clone mode v] to [Enemy]\n create clone of (_myself_ v)\n end\n end\n if <(item (C1) of [costume v]) = [Y]> then\n if <not <(direction) = [0]>> then\n point in direction (0)\n end\n switch costume to (slope block v)\n end\n if <(item (C1) of [costume v]) = [Z]> then\n if <not <(direction) = [-90]>> then\n point in direction (-90)\n end\n switch costume to (slope block v)\n end\n if <(item (C1) of [costume v]) = [!]> then\n if <not <(direction) = [180]>> then\n point in direction (180)\n end\n switch costume to (slope block v)\n end\n if <(item (C1) of [costume v]) = [?]> then\n if <not <(direction) = [0]>> then\n point in direction (0)\n end\n switch costume to (spike v)\n end\n if <(item (C1) of [costume v]) = [#]> then\n if <not <(direction) = [-90]>> then\n point in direction (-90)\n end\n switch costume to (spike v)\n end\n if <(item (C1) of [costume v]) = [\]> then\n if <not <(direction) = [180]>> then\n point in direction (180)\n end\n switch costume to (spike v)\n end\n if <(item (C1) of [costume v]) = [%]> then\n if <not <(direction) = [-90]>> then\n point in direction (-90)\n end\n switch costume to (pull-down block v)\n end\n if <(item (C1) of [costume v]) = [&]> then\n if <not <(direction) = [-90]>> then\n point in direction (-90)\n end\n switch costume to (jump block v)\n end\n if <(item (C1) of [costume v]) = [/]> then\n if <not <(direction) = [0]>> then\n point in direction (0)\n end\n switch costume to (laser cannon v)\n if <(size) = [100]> then\n set [clone mode v] to [Laser Cannon]\n create clone of (_myself_ v)\n end\n end\n if <(item (C1) of [costume v]) = [\(]> then\n if <not <(direction) = [-90]>> then\n point in direction (-90)\n end\n switch costume to (laser cannon v)\n if <(size) = [100]> then\n set [clone mode v] to [Laser Cannon]\n create clone of (_myself_ v)\n end\n end\n if <(item (C1) of [costume v]) = [\)]> then\n if <not <(direction) = [180]>> then\n point in direction (180)\n end\n switch costume to (laser cannon v)\n if <(size) = [100]> then\n set [clone mode v] to [Laser Cannon]\n create clone of (_myself_ v)\n end\n end\n if <<(x position) < [240]> and <(x position) > [-240]>> then\n stamp\n end\nend\n\ndefine Check Collision\nset [<collision?> v] to [0]\nif <<touching (_edge_ v)?> or <<touching color (#a9a9a9)?> or <<touching color (#66d3f7)?> or <<touching color (#ff7475)?> or <<touching color (#8079ea)?> or <<touching color (#00d797)?> or <touching color (#ffb400)?>>>>>>> then\n set [<collision?> v] to [1]\nend\n\nwhen I start as a clone\nchange [test1 v] by (1)\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nwait until <(PLAY) = [1]>\nif <<(PLAY) = [1]> and <([backdrop # v] of [_stage_ v]) = [2]>> then\n if <(Clone Mode) = [Enemy]> then\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n end\n switch costume to (erasor v)\n point in direction (90)\n show\n stamp\n switch costume to (enemy v)\n repeat until <(PLAY) = [0]>\n if <not <(PAUSE) > [0]>> then\n if <(Enemy Speed) > [0]> then\n repeat until <<<(PLAY) = [0]> or <(<Collision?>) = [0]>> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(Defeat-able enemies 1/0) = [1]>>> and <not <(RESTART) = [1]>>>>\n if <not <(PAUSE) > [0]>> then\n move (Enemy Speed) steps\n Check Collision\n end\n end\n repeat until <<<(PLAY) = [0]> or <(<Collision?>) = [1]>> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(Defeat-able enemies 1/0) = [1]>>> and <not <(RESTART) = [1]>>>>\n if <not <(PAUSE) > [0]>> then\n move (Enemy Speed) steps\n Check Collision\n end\n end\n repeat until <<<(PLAY) = [0]> or <(<Collision?>) = [0]>> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(Defeat-able enemies 1/0) = [1]>>> and <not <(RESTART) = [1]>>>>\n if <not <(PAUSE) > [0]>> then\n move ((Enemy Speed) * (-1)) steps\n Check Collision\n end\n end\n repeat until <<<(PLAY) = [0]> or <(<Collision?>) = [1]>> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(Defeat-able enemies 1/0) = [1]>>> and <not <(RESTART) = [1]>>>>\n if <not <(PAUSE) > [0]>> then\n move ((Enemy Speed) * (-1)) steps\n Check Collision\n end\n end\n end\n if <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(Defeat-able enemies? 1/0) = [1]>>> and <not <(RESTART) = [1]>>> then\n switch costume to (enemydie v)\n if <(SFX ON/OFF) = [ON]> then\n start sound [Stomp v]\n end\n repeat (5)\n change size by (-20)\n change y by (-2)\n end\n hide\n set size to (100) %\n wait until <<(PLAY) = [0]> or <<(RESTART) = [1]> or <key (r v) pressed?>>>\n if <(PLAY) = [0]> then\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n end\n switch costume to (enemy v)\n show\n stamp\n delete this clone\n else\n if <not <(costume [number v]) = [24]>> then\n switch costume to (enemy v)\n end\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n end\n show\n end\n end\n end\n end\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n end\n switch costume to (enemy v)\n show\n stamp\n delete this clone\n end\n if <(Clone Mode) = [Laser Cannon]> then\n if <not <(costume [number v]) = [23]>> then\n switch costume to (laser cannon v)\n end\n show\n repeat until <(PLAY) = [0]>\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n end\n if <<not <(PAUSE) > [0]>> and <<(Cannon Fire Rate) > [0]> and <<<(CloneDir) = [0]> and <<([y position v] of [character v]) > (CloneY)> and <(((round (((CloneX) + (12)) / (24))) * (24)) - (12)) = (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12))>>> or <<<(CloneDir) = [180]> and <<([y position v] of [character v]) < (CloneY)> and <(((round (((CloneX) + (12)) / (24))) * (24)) - (12)) = (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12))>>> or <<<(CloneDir) = [90]> and <<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <(CloneX) < ([x position v] of [character v])>>> or <<(CloneDir) = [-90]> and <<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <(CloneX) > ([x position v] of [character v])>>>>>>>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound (pick random (1) to (2))\n end\n set [cannon animation v] to [-1.8]\n repeat (2)\n move (Cannon Animation) steps\n end\n set [clone mode v] to [Laser Beam]\n create clone of (_myself_ v)\n repeat (2)\n change [cannon animation v] by (2.4)\n move (Cannon Animation) steps\n end\n wait ((round (((5) / ((Cannon Fire Rate) + (1))) * (100))) / (100)) seconds\n end\n end\n end\n if <<(Clone Mode) = [Laser Beam]> and <not <(PLAY) = [0]>>> then\n if <not <(costume [number v]) = [26]>> then\n switch costume to (laser beam v)\n end\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n end\n show\n set [<collision?> v] to [0]\n repeat (((24) / (Cannon Fire Rate)) + (1))\n if <not <(PAUSE) > [0]>> then\n move ((Cannon Fire Rate) * (1.5)) steps\n if <<touching (character v)?> and <(RESTART) = [0]>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound (pick random (6) to (7))\n end\n set [restart v] to [1]\n end\n end\n end\n if <not <<(PLAY) = [0]> or <(<Collision?>) = [1]>>> then\n repeat until <<(PLAY) = [0]> or <(<Collision?>) = [1]>>\n if <not <(PAUSE) > [0]>> then\n move ((Cannon Fire Rate) * (1.5)) steps\n if <<touching (character v)?> and <(RESTART) = [0]>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound (pick random (6) to (7))\n end\n set [restart v] to [1]\n end\n Check Collision\n end\n end\n end\n if <<(<Collision?>) = [1]> and <(SFX ON/OFF) = [ON]>> then\n start sound (pick random (3) to (4))\n end\n end\nelse\n delete this clone\nend\nchange [test1 v] by (-1)\ndelete this clone\n\ndefine Open all [] doors\nif <not <(costume [number v]) = [25]>> then\n switch costume to (erasor v)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = (index)> then\n go to x: (item (C1) of [blocks-x v]) y: (item (C1) of [blocks-y v])\n stamp\n end\nend\nhide\n\ndefine Draw Clone Blocks\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [O]> then\n go to x: (item (C1) of [blocks-x v]) y: (item (C1) of [blocks-y v])\n if <not <(costume [number v]) = [15]>> then\n switch costume to (blue door v)\n end\n stamp\n end\n if <(item (C1) of [costume v]) = [P]> then\n go to x: (item (C1) of [blocks-x v]) y: (item (C1) of [blocks-y v])\n if <not <(costume [number v]) = [16]>> then\n switch costume to (green door v)\n end\n stamp\n end\n if <(item (C1) of [costume v]) = [Q]> then\n go to x: (item (C1) of [blocks-x v]) y: (item (C1) of [blocks-y v])\n if <not <(costume [number v]) = [17]>> then\n switch costume to (red door v)\n end\n stamp\n end\n if <(item (C1) of [costume v]) = [R]> then\n go to x: (item (C1) of [blocks-x v]) y: (item (C1) of [blocks-y v])\n if <not <(costume [number v]) = [18]>> then\n switch costume to (yellow door v)\n end\n stamp\n end\nend\nhide\n\nwhen I receive [build level v]\nclear graphic effects\nerase all\nif <(#LEVEL) < (length of [levels v])> then\n broadcast (Stamp Background v) and wait\n Build Level with size: (100) at X: (0) Y: (0)\nend\n\nwhen I receive [play v]\nhide\ndelete (all) of [doors open/close v]\nrepeat (4)\n add [N/A] to [doors open/close v]\nend\nrepeat until <(Win) = [1]>\n if <<not <[doors open/close v] contains (join (<CharacterCollision>) [: Open])?>> and <<(<CharacterCollision>) = [Blue]> or <<(<CharacterCollision>) = [Green]> or <<(<CharacterCollision>) = [Red]> or <(<CharacterCollision>) = [Yellow]>>>>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound [Unlock Door v]\n end\n if <(<CharacterCollision>) = [Blue]> then\n Open all [O] doors\n replace item (1) of [doors open/close v] with (join [Blue: ] [Open])\n else\n if <(<CharacterCollision>) = [Green]> then\n Open all [P] doors\n replace item (2) of [doors open/close v] with (join [Green: ] [Open])\n else\n if <(<CharacterCollision>) = [Red]> then\n Open all [Q] doors\n replace item (3) of [doors open/close v] with (join [Red: ] [Open])\n else\n if <(<CharacterCollision>) = [Yellow]> then\n Open all [R] doors\n replace item (4) of [doors open/close v] with (join [Yellow: ] [Open])\n end\n end\n end\n end\n end\n if <<<<<key (r v) pressed?> or <(RESTART) = [1]>> and <(Reset doors on restart 1/0) = [1]>> or <<(RESTART) = [1]> and <([disable v] of [character v]) = [3]>>> and <<[doors open/close v] contains (join [Blue:] [ Open])?> or <<[doors open/close v] contains (join [Green:] [ Open])?> or <<[doors open/close v] contains (join [Red:] [ Open])?> or <[doors open/close v] contains (join [Yellow:] [ Open])?>>>>> then\n Draw Clone Blocks\n set [restart v] to [0]\n replace item (1) of [doors open/close v] with (join [Blue: ] [Close])\n replace item (2) of [doors open/close v] with (join [Green: ] [Close])\n replace item (3) of [doors open/close v] with (join [Red: ] [Close])\n replace item (4) of [doors open/close v] with (join [Yellow: ] [Close])\n end\nend\ndelete (all) of [doors open/close v]\nrepeat (4)\n add [N/A] to [doors open/close v]\nend\n\n@Save/Load engine\n\nwhen I receive [import level v]\nLoad Level from (item (#LEVEL) of [levels v])\n\ndefine Load Level from []\nif <<(letter (1) of (code)) = [{]> and <(letter (length of (code)) of (code)) = [}]>> then\n set [c1 v] to (length of (code))\n repeat (length of (code))\n change [c1 v] by (-1)\n if <(letter (C1) of (code)) = [:]> then\n set [v1 v] to [H]\n end\n if <(letter (C1) of (code)) = [;]> then\n set [v1 v] to [V]\n end\n end\n delete (all) of [placed blocks x/y v]\n delete (all) of [blocks-x v]\n delete (all) of [blocks-y v]\n delete (all) of [costume v]\n delete (all) of [teleportals v]\n delete (all) of [teleportal order v]\n if <(V1) = [H]> then\n delete (all) of [character start x/y v]\n set [c1 v] to [2]\n if <(letter (2) of (code)) = [D]> then\n add [-12] to [character start x/y v]\n add [0] to [character start x/y v]\n else\n set [v1 v] to []\n repeat (letter (2) of (code))\n change [c1 v] by (1)\n set [v1 v] to (join (V1) (letter (C1) of (code)))\n end\n add (item (V1) of [all x v]) to [character start x/y v]\n add (item (V1) of [all y v]) to [character start x/y v]\n end\n change [c1 v] by (1)\n set [save checkpoint gravity 1/0 v] to (letter (1) of (item (letter (C1) of (code)) of [level settings combinations v]))\n set [reset doors on restart 1/0 v] to (letter (2) of (item (letter (C1) of (code)) of [level settings combinations v]))\n set [defeat-able enemies 1/0 v] to (letter (3) of (item (letter (C1) of (code)) of [level settings combinations v]))\n change [c1 v] by (1)\n set [cannon fire rate v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [enemy speed v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [#background v] to (letter (C1) of (code))\n set [c2 v] to [0]\n repeat until <(letter ((C1) + (1)) of (code)) = [:]>\n change [c1 v] by (1)\n if <((letter (C1) of (code)) / (1)) = (letter (C1) of (code))> then\n set [v1 v] to (letter (C1) of (code))\n repeat until <not <((letter ((C1) + (1)) of (code)) / (1)) = (letter ((C1) + (1)) of (code))>>\n change [c1 v] by (1)\n set [v1 v] to (join (V1) (letter (C1) of (code)))\n end\n change [c1 v] by (1)\n repeat (V1)\n change [c2 v] by (1)\n if <not <(letter (C1) of (code)) = [.]>> then\n add (item (C2) of [all x/y v]) to [placed blocks x/y v]\n add (item (C2) of [all x v]) to [blocks-x v]\n add (item (C2) of [all y v]) to [blocks-y v]\n add (letter (C1) of (code)) to [costume v]\n if <(letter (C1) of (code)) = [L]> then\n add (item (C2) of [all x v]) to [teleportal order v]\n add (item (C2) of [all y v]) to [teleportal order v]\n end\n end\n end\n else\n change [c2 v] by (1)\n if <not <(letter (C1) of (code)) = [.]>> then\n add (item (C2) of [all x/y v]) to [placed blocks x/y v]\n add (item (C2) of [all x v]) to [blocks-x v]\n add (item (C2) of [all y v]) to [blocks-y v]\n add (letter (C1) of (code)) to [costume v]\n if <(letter (C1) of (code)) = [L]> then\n add (item (C2) of [all x v]) to [teleportal order v]\n add (item (C2) of [all y v]) to [teleportal order v]\n end\n end\n end\n end\n else\n delete (all) of [character start x/y v]\n set [c1 v] to [2]\n if <(letter (2) of (code)) = [D]> then\n add [-12] to [character start x/y v]\n add [0] to [character start x/y v]\n else\n set [v1 v] to []\n repeat (letter (2) of (code))\n change [c1 v] by (1)\n set [v1 v] to (join (V1) (letter (C1) of (code)))\n end\n add (item (V1) of [all x \(vertical\) v]) to [character start x/y v]\n add (item (V1) of [all y \(vertical\) v]) to [character start x/y v]\n end\n change [c1 v] by (1)\n set [save checkpoint gravity 1/0 v] to (letter (1) of (item (letter (C1) of (code)) of [level settings combinations v]))\n set [reset doors on restart 1/0 v] to (letter (2) of (item (letter (C1) of (code)) of [level settings combinations v]))\n set [defeat-able enemies 1/0 v] to (letter (3) of (item (letter (C1) of (code)) of [level settings combinations v]))\n change [c1 v] by (1)\n set [cannon fire rate v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [enemy speed v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [#background v] to (letter (C1) of (code))\n set [c2 v] to [0]\n repeat until <(letter ((C1) + (1)) of (code)) = [;]>\n change [c1 v] by (1)\n if <((letter (C1) of (code)) / (1)) = (letter (C1) of (code))> then\n set [v1 v] to (letter (C1) of (code))\n repeat until <not <((letter ((C1) + (1)) of (code)) / (1)) = (letter ((C1) + (1)) of (code))>>\n change [c1 v] by (1)\n set [v1 v] to (join (V1) (letter (C1) of (code)))\n end\n change [c1 v] by (1)\n repeat (V1)\n change [c2 v] by (1)\n if <not <(letter (C1) of (code)) = [.]>> then\n add (item (C2) of [all x/y \(vertical\) v]) to [placed blocks x/y v]\n add (item (C2) of [all x \(vertical\) v]) to [blocks-x v]\n add (item (C2) of [all y \(vertical\) v]) to [blocks-y v]\n add (letter (C1) of (code)) to [costume v]\n if <(letter (C1) of (code)) = [L]> then\n add (item (C2) of [all x \(vertical\) v]) to [teleportal order v]\n add (item (C2) of [all y \(vertical\) v]) to [teleportal order v]\n end\n end\n end\n else\n change [c2 v] by (1)\n if <not <(letter (C1) of (code)) = [.]>> then\n add (item (C2) of [all x/y \(vertical\) v]) to [placed blocks x/y v]\n add (item (C2) of [all x \(vertical\) v]) to [blocks-x v]\n add (item (C2) of [all y \(vertical\) v]) to [blocks-y v]\n add (letter (C1) of (code)) to [costume v]\n if <(letter (C1) of (code)) = [L]> then\n add (item (C2) of [all x \(vertical\) v]) to [teleportal order v]\n add (item (C2) of [all y \(vertical\) v]) to [teleportal order v]\n end\n end\n end\n end\n end\n if <(length of [teleportal order v]) > [0]> then\n delete (all) of [teleportals v]\n repeat (length of [teleportal order v])\n add [N/A] to [teleportals v]\n end\n set [c2 v] to [0]\n repeat ((length of [teleportal order v]) / (2))\n change [c1 v] by (2)\n change [c2 v] by (2)\n if <(letter (C1) of (code)) = [1]> then\n replace item (((2) * (letter ((C1) + (1)) of (code))) - (1)) of [teleportals v] with (item ((C2) - (1)) of [teleportal order v])\n replace item ((2) * (letter ((C1) + (1)) of (code))) of [teleportals v] with (item (C2) of [teleportal order v])\n else\n if <(letter (C1) of (code)) = [2]> then\n replace item (((2) * (((letter ((C1) + (1)) of (code)) * (10)) + (letter ((C1) + (2)) of (code)))) - (1)) of [teleportals v] with (item ((C2) - (1)) of [teleportal order v])\n replace item ((2) * (((letter ((C1) + (1)) of (code)) * (10)) + (letter ((C1) + (2)) of (code)))) of [teleportals v] with (item (C2) of [teleportal order v])\n change [c1 v] by (1)\n else\n if <(letter (C1) of (code)) = [3]> then\n replace item (((2) * (((letter ((C1) + (1)) of (code)) * (100)) + (((letter ((C1) + (2)) of (code)) * (10)) + (letter ((C1) + (3)) of (code))))) - (1)) of [teleportals v] with (item ((C2) - (1)) of [teleportal order v])\n replace item ((2) * (((letter ((C1) + (1)) of (code)) * (100)) + (((letter ((C1) + (2)) of (code)) * (10)) + (letter ((C1) + (3)) of (code))))) of [teleportals v] with (item (C2) of [teleportal order v])\n change [c1 v] by (2)\n end\n end\n end\n end\n end\nelse\nend\n\n@Fader\n\nwhen I receive [fade v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [play v] to [0]\nwait (1) seconds\nbroadcast (Next Level v)\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nset [play v] to [1]\n\nwhen I receive [main menu v]\nhide\n\n@Level Name\n\nwhen I receive [fade v]\nwait (0.25) seconds\nhide\ngo to x: (0) y: (-138)\npoint in direction (90)\nset size to (10) %\ngo to [front v] layer\nif <(#LEVEL) = [0]> then\n switch costume to (klädsel1 v)\nelse\n switch costume to ((#LEVEL) + (1))\nend\nshow\nset [acc v] to [8]\nrepeat (10)\n set [acc v] to ((acc) * (1.05))\n change size by (acc)\n change y by (acc)\nend\nrepeat (10)\n set [acc v] to ((acc) * (0.8))\n change size by (acc)\n change y by ((acc) * (0.7))\nend\nwait (1) seconds\nrepeat (10)\n set [acc v] to ((acc) * (1.5))\n change size by ((0) - (acc))\n change y by ((acc) * (-0.7))\nend\nhide\n\nwhen I receive [main menu v]\nhide\n\n@#Level\n\nwhen I receive [build level v]\nwait (1.5) seconds\nswitch costume to (#LEVEL)\ngo to [front v] layer\nshow\nrepeat until <(Win) = [1]>\n if <<([x position v] of [character v]) < [-180]> and <([y position v] of [character v]) > [75]>> then\n go to x: (220) y: (160)\n set [ghost v] effect to ((440) - (distance to [character v]))\n else\n go to x: (-220) y: (160)\n set [ghost v] effect to ((140) - (distance to [character v]))\n end\nend\nif <(#LEVEL) < (length of [levels v])> then\n wait (1.5) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [t v] key pressed\nif <(username) = [Yllie]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\nwhen [q v] key pressed\nif <<(username) = [Yllie]> and <key (z v) pressed?>> then\n stop [all v]\nend\n\n@BSH1's Font Engine\n\ndefine Calculate Spacing! [do not use]\ndelete (all) of [spacing v]\nswitch costume to (case_sense v)\nadd [0] to [spacing v]\nrepeat (95)\n next costume\n go to x: (0) y: (0)\n repeat until <touching (_edge_ v)?>\n change x by (1)\n end\n add (((100) - (x position)) + (181)) to [spacing v]\nend\nadd [46] to [spacing v]\n\nwhen I start as a clone\nshow\nset [costume v] to (costume [number v])\nswitch costume to (o v)\nset size to (GS) %\nswitch costume to (costume)\n\ndefine None\nset [gs v] to (size)\nclear graphic effects\nif <black/white> then\n set [brightness v] effect to (0)\nelse\n set [brightness v] effect to (100)\nend\nset [ghost v] effect to (ghost)\nswitch costume to (o v)\nhide\nset size to (size) %\ngo to x: (x) y: (y)\nset [counter! v] to [0]\nrepeat (length of (text))\n if <(x position) > ((240) - (((10) / (100)) * (size)))> then\n set x to (x)\n change y by (((-65) / (100)) * (size))\n end\n change [counter! v] by (1)\n if <(letter (Counter!) of (text)) = [ ]> then\n if <not <(x position) = (x)>> then\n change x by (((50) / (100)) * (size))\n Check Length [do not use] (text) (size) (x)\n end\n else\n switch costume to (case_sense v)\n switch costume to (letter (Counter!) of (text))\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter (Counter!) of (text)) [2])\n end\n if <vector> then\n create clone of (_myself_ v)\n else\n stamp\n end\n change x by (((item (costume [number v]) of [spacing v]) / (100)) * (size))\n move (((5) / (100)) * (size)) steps\n end\nend\nhide\n\nwhen I receive [you win v]\nset [time v] to ((timer) - (Total Pause Time))\nRender Text: (join [Time: ] (join (join ([floor v] of ((Time) / (60)) ) [min ]) (join (round ((((Time) / (60)) - ([floor v] of ((Time) / (60)) )) * (60))) [s]))) At [ (-195) (25) ] In font size (35) Ghost (0) Black/White <[1] = [1]> Vector? <[1] = [1]>\nRender Text: (join [Deaths: ] (#Deaths)) At [ (-195) (-5) ] In font size (35) Ghost (0) Black/White <[1] = [1]> Vector? <[1] = [1]>\nif <<(#Deaths) < (☁ Deaths)> and <(Time) < (☁ Time)>> then\n set [☁ deaths v] to (#Deaths)\n set [☁ time v] to (Time)\nend\nRender Text: (join [Time: ] (join (join ([floor v] of ((☁ Time) / (60)) ) [min ]) (join (round ((((☁ Time) / (60)) - ([floor v] of ((☁ Time) / (60)) )) * (60))) [s]))) At [ (40) (25) ] In font size (35) Ghost (0) Black/White <[1] = [1]> Vector? <[1] = [1]>\nRender Text: (join [Deaths: ] (☁ Deaths)) At [ (40) (-5) ] In font size (35) Ghost (0) Black/White <[1] = [1]> Vector? <[1] = [1]>\n\ndefine None\nset [gs v] to (size)\nclear graphic effects\nif <black/white> then\n set [brightness v] effect to (0)\nelse\n set [brightness v] effect to (100)\nend\nset [ghost v] effect to (ghost)\nswitch costume to (o v)\nhide\nset size to (size) %\ngo to x: (x) y: (y)\nset [counter! v] to [0]\nrepeat (length of (text))\n if <(x position) > ((240) - (((10) / (100)) * (size)))> then\n set x to (x)\n change y by (((-65) / (100)) * (size))\n end\n change [counter! v] by (1)\n if <(letter (Counter!) of (text)) = [ ]> then\n if <not <(x position) = (x)>> then\n change x by (((50) / (100)) * (size))\n Check Length [do not use] (text) (size) (x)\n end\n else\n switch costume to (case_sense v)\n switch costume to (letter (Counter!) of (text))\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter (Counter!) of (text)) [2])\n end\n if <vector> then\n create clone of (_myself_ v)\n else\n stamp\n end\n change x by (((item (costume [number v]) of [spacing v]) / (100)) * (size))\n move (((5) / (100)) * (size)) steps\n end\nend\nhide\n\nwhen I receive [clear vector v]\ndelete this clone\n\ndefine Clear Vector\nbroadcast (Clear Vector v)\n\ndefine Paragraph!\nchange y by (((-100) / (100)) * (GS))\n\ndefine None\nset [counter2! v] to ((Counter!) + (1))\nset [temp length v] to [0]\nrepeat until <<(Counter2!) > (length of (text))> or <(letter (Counter2!) of (text)) = [ ]>>\n switch costume to (case_sense v)\n switch costume to (letter (Counter!) of (text))\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter (Counter!) of (text)) [2])\n end\n change [temp length v] by (((item (costume [number v]) of [spacing v]) / (100)) * (size))\n change [counter2! v] by (1)\nend\nif <((x position) + (Temp Length)) > ((240) - (((15) / (100)) * (size)))> then\n set x to (x)\n change y by (((-65) / (100)) * (size))\nend\n\nwhen I receive [start game v]\nClear Vector\n\nset [☁ deaths v] to [9999]\nset [☁ time v] to [9999]\n\n@Sprite1\n\nwhen I receive [start game v]\nhide\nrepeat until <(#LEVEL) = (length of [levels v])>\n if <<<(Win) = [0]> and <(PLAY) = [1]>> and <(PAUSE) = [1]>> then\n wait (0.1) seconds\n go to [front v] layer\n show\n wait until <not <<<(Win) = [0]> and <(PLAY) = [1]>> and <(PAUSE) = [1]>>>\n hide\n else\n hide\n end\nend\nhide\n\n
Controls:\n[ WASD ] or arrowkeys to move\n[ P ] - Toggle Pause\n[ M ] - Toggle Music ON/OFF\n[ R ] - To restart level\n\nThe Ultimate Game is a puzzle platformer with levels made entirely using the level editor in Ultimate Game Creator 6.1. There are 15 carefully crafted levels that stretch from the basic "First steps" to the extremely difficult "The Rage Machine".\nTry to finish all of them as fast as you can and with as few deaths as possible. Enjoy! :)\n\nALL levels are possible :P\n
Holiday 3 || A mobile scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [play game v]\nforever\n if <<(SCROLL X) > [5178]> and <(SCROLL X) < [6968]>> then\n stop all sounds\n set volume to (30) %\n play sound [bensound-scifi v] until done\n end\nend\n\nwhen I receive [water v]\n\nwhen I receive [tick v]\n\nif <(SCROLL X) > [5078]> then\n if <(volume) > [0]> then\n change volume by (-1)\n end\nelse\n if <[100] > (volume)> then\n change volume by (10)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <not <<(SCROLL X) > [5178]> and <(SCROLL X) < [6968]>>> then\n stop all sounds\n set volume to (100) %\n play sound [bensound-tenderness v] until done\n else\n end\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green v) and wait\n\nwhen I receive [green 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 (CheckX)\nset [y v] to ((CheckY) + (60))\nset [scroll x v] to (CheckX)\nset [scroll y v] to (CheckY)\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.8]> then\n Change Player X by (round (sx))\nend\nif <touching (bouncepads v)?> then\n set [sy v] to [24]\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> 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\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <<[-15] < (SCROLL Y)> and <(SCROLL X) < [1400]>> then\n set [scroll y v] to [-15]\nend\nif <(SCROLL Y) < [-270]> then\n set [scroll y v] to [-270]\nend\nif <<(SCROLL X) > [5200]> and <(SCROLL X) < [6968]>> then\n set [dark? v] to [J]\nelse\n set [dark? v] to [N]\nend\nif <(SCROLL X) > [8393]> then\n set [scroll x v] to [8393]\nend\nPosition\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (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 Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <key (r v) pressed?> then\n set [exit v] to [die]\nend\nif <touching (dangerturn 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\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nPosition\n\nwhen I receive [start v]\nbroadcast (Play Game v) and wait\n\nif <(SCROLL Y) < [0]> then\n set [water? v] to [N]\nend\n\n@Platforms\n\nwhen I receive [green 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 (kostüm1 v)\n Clone at x [0] y [0]\n Clone at x [0] y [-250]\n Clone at x [550] y [-250]\n Clone at x [1000] y [-250]\n Clone at x [1500] y [-250]\n Clone at x [2000] y [-250]\n Clone at x [3100] y [-250]\n Clone at x [3900] y [-250]\n Clone at x [4400] y [-250]\n Clone at x [5000] y [-250]\n Clone at x [5500] y [-250]\n Clone at x [6000] y [-250]\n Clone at x [6500] y [-250]\n Clone at x [7000] y [-250]\n Clone at x [7500] y [-250]\n Clone at x [8000] y [-250]\n Clone at x [8500] y [-250]\n switch costume to (kostüm18 v)\n Clone at x [9000] y [0]\n hide\n hide\n hide\n hide\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 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 Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nhide\n\nhide\nhide\nchange [x v] by (360)\nchange [y v] by (y)\n\nClone at x [5000] y [-250]\nhide\n\n@Exit\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\n\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 [952] y [-21]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [786] y [490]\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 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@Collectables\n\nwhen I receive [green 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 [play game 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 ( v)\n Clone at x [-199] y [18]\n Clone at x [107] y [18]\n Clone at x [422] y [-272]\n Clone at x [900] y [-311]\n Clone at x [1144] y [-328]\n Clone at x [1684] y [21]\n Clone at x [2152] y [-39]\n Clone at x [2585] y [-309]\n Clone at x [2895] y [-120]\n Clone at x [3358] y [-312]\n Clone at x [4055] y [50]\n Clone at x [4408] y [-285]\n Clone at x [4615] y [-271]\n Clone at x [4963] y [-281]\n Clone at x [5454] y [-337]\n Clone at x [5909] y [-178]\n Clone at x [6108] y [-302]\n Clone at x [6496] y [-308]\n Clone at x [6701] y [-308]\nelse\n if <(LEVEL) = [2]> then\n switch costume to ( v)\n Clone at x [-115] y [-70]\n Clone at x [94] y [-8]\n Clone at x [-67] y [79]\n Clone at x [-161] y [177]\n Clone at x [145] y [254]\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (1) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\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\nClone at x [1144] y [-328]\nClone at x [1684] y [21]\nClone at x [2152] y [-39]\nClone at x [2585] y [-309]\nClone at x [2895] y [-120]\nClone at x [3358] y [-312]\nClone at x [4055] y [50]\nClone at x [4408] y [-285]\nClone at x [4615] y [-271]\nClone at x [4963] y [-281]\n\n@Extended\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nif <not <(x) = [-0]>> then\n Position ((x) - ((SCROLL X) / (1.3))) ((y) - (SCROLL Y))\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (kostüm1 v)\n Clone at x [0] y [-250]\n Clone at x [150] y [-250]\n Clone at x [500] y [-250]\n switch costume to (kostüm5a v)\n Clone at x [400] y [-250]\n switch costume to (kostüm3 v)\n Clone at x [450] y [-250]\n switch costume to (kostüm5b v)\n Clone at x [400] y [-250]\n switch costume to (kostüm4 v)\n Clone at x [450] y [-250]\n switch costume to (kostüm5a v)\n Clone at x [450] y [-250]\n switch costume to (kostüm3 v)\n Clone at x [450] y [-250]\n switch costume to (kostüm2 v)\n Clone at x [500] y [-250]\n switch costume to (kostüm5a2 v)\n Clone at x [400] y [-250]\n switch costume to (kostüm3 v)\n Clone at x [400] y [-250]\n switch costume to (kostüm3 v)\n Clone at x [400] y [-250]\n switch costume to (kostüm3 v)\n Clone at x [500] y [-250]\n switch costume to (kostüm5 v)\n Clone at x [500] y [-250]\n switch costume to (kostüm5 v)\n Clone at x [400] y [-250]\n switch costume to (kostüm3 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 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\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nchange [x v] by (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nhide\nhide\nchange [x v] by (360)\nchange [y v] by (y)\n\ndefine Clone to x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nClone to x [7000] y [-250]\n\n@Water\n\ndefine position (y)\ngo to x: (0) y: (y)\nif <(y) = (y position)> then\n show\nelse\n hide\nend\nset [ghost v] effect to (20)\npoint in direction ((([cos v] of ((timer) * (100)) ) * (3)) + (90))\ngo to [back v] layer\ngo [backward v] (11) layers\n\nwhen I receive [tick v]\nposition (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (100)) ) * (10)))\n\nwhen I receive [setup v]\nset [y v] to [-50]\n\ngo [backward v] (10) layers\n\n@Figur2\n\ndefine position (y)\ngo to x: (0) y: (y)\nif <(y) = (y position)> then\n show\nelse\n hide\nend\nclear graphic effects\npoint in direction ((([cos v] of ((timer) * (100)) ) * (4)) + (95))\ngo to [back v] layer\ngo [backward v] (10) layers\n\nwhen I receive [tick v]\nposition (((y) - (SCROLL Y)) + ((([sin v] of ((timer) * (100)) ) + ()) * (10)))\n\nwhen I receive [setup v]\nset [y v] to [-50]\n\n@Figur3\n\ndefine position (y)\ngo to x: (0) y: (y)\nif <(y) = (y position)> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [backward v] (6) layers\nif <(Dark?) = [N]> then\n switch costume to (water \(v1.1\) v)\nelse\n switch costume to (water \(v1.2\) v)\nend\n\nwhen I receive [tick v]\nposition ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [-50]\nhack size [300]\n\ndefine hack size (size)\nswitch costume to (kostüm1 v)\nset size to (size) %\nswitch costume to (water \(v1.1\) v)\n\n@Danger\n\nwhen I receive [green 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 (kostüm1 v)\n Clone at x [0] y [0]\n Clone at x [100] y [-200]\n Clone at x [700] y [-200]\n Clone at x [1800] y [-200]\n Clone at x [2500] y [-200]\n Clone at x [3000] y [-200]\n Clone at x [4000] y [-200]\n Clone at x [4800] y [-200]\n Clone at x [6000] y [-200]\n Clone at x [6500] y [-200]\n Clone at x [7458] y [-200]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 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 Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [intro? v]\nhide\n\nwhen flag clicked\nhide\n\nchange [x v] by (x)\nchange [y v] by (y)\n\nClone at x [0] y [0]\n\n@INTRO\n\nwhen I start as a clone\nif < (cSTAT) contains [par]?> then\n show\n set size to (130) %\n go to x: (0) y: (0)\n set [v4 v] to [0]\n set [v5 v] to [0]\n set [v4 v] to [15]\n set [v5 v] to (pick random (-30) to (30))\n repeat (40)\n change y by (v4)\n change [v4 v] by (-1)\n change x by (v5)\n set [v5 v] to ((v5) * (0.8))\n end\n delete this clone\nend\n\nwhen flag clicked\nhide variable [vol v]\nreset timer\npoint in direction (90)\nset [cstat v] to [Background]\nset [stat v] to [Background]\nhide\nset [v1 v] to [0]\nswitch costume to (1 v)\nset volume to (100) %\nstart sound [Dubstep v]\nrepeat (7)\n set [v1 v] to [0]\n create clone of (_myself_ v)\n next costume\n wait (0.01) seconds\nend\nset [cstat v] to [Whisher]\nset [stat v] to (cSTAT)\nhide\nwait (0.8) seconds\nset [v1 v] to [0]\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (0)\nmove (-500) steps\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (0) y: (0)\nmove (-500) steps\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [cstat v] to [Point]\nset [stat v] to [Point]\nset [brightness v] effect to (0)\nhide\nset [v1 v] to [0]\nswitch costume to (kostüm2 v)\nrepeat (5)\n set [v1 v] to [0]\n go to [front v] layer\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nset [cstat v] to [Raster]\nset [stat v] to [Raster]\nhide\ngo to [front v] layer\nwait (0.09) seconds\nset [v1 v] to [0]\nswitch costume to (raster v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nset [cstat v] to [Logo]\nset [stat v] to [Logo]\nhide\nset [v1 v] to [0]\nswitch costume to (logo3 v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\npoint in direction (90)\nrepeat (3)\n set [cstat v] to [part]\n set [stat v] to [particle]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n repeat (10)\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n end\n clear graphic effects\n set [cstat v] to [whide]\n set [stat v] to [whide]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n wait (0.6) seconds\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n set [cstat v] to [bow]\n set [stat v] to [bow]\n hide\n set [v1 v] to [0]\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n clear graphic effects\n set [cstat v] to [whide2]\n set [stat v] to [whide2]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nwait (0.5) seconds\nset [cstat v] to [Point]\nset [stat v] to [Point]\nset [brightness v] effect to (0)\nhide\nset [v1 v] to [0]\nswitch costume to (kostüm2 v)\nrepeat (5)\n set [v1 v] to [0]\n go to [front v] layer\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait (0.05) seconds\nbroadcast (Start v)\nbroadcast (reset v)\n\nwhen I start as a clone\nif < (cSTAT) contains [Background]?> then\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [20]\n repeat (50)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [BigBack]?> then\n go to [front v] layer\n show\n set [v2 v] to [0]\n set size to (100) %\n go to x: (0) y: (0)\n set [v2 v] to [70]\n repeat (15)\n change y by (v2)\n set [v2 v] to ((v2) * (0.8))\n end\n delete this clone\nend\n\nchange size by (10)\n\ndelete this clone\n\nwait (0.09) seconds\n\nwhen I start as a clone\nif < (cSTAT) contains [Logo]?> then\n go to [front v] layer\n reset timer\n point in direction (90)\n clear graphic effects\n show\n set [v3 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v3 v] to [18]\n repeat (50)\n change size by (v3)\n set [v3 v] to ((v3) * (0.8))\n set y to ((([sin v] of ((timer) * (100)) ) * (29)) + (0))\n end\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (0)\n point in direction (90)\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (29)) + (0))\n end\nend\n\nset size to (100) %\n\nset [v2 v] to [70]\n\nchange x by (2)\nchange y by (-2)\n\nwhen I start as a clone\n\nif < (cSTAT) contains [Logo]?> then\n wait (3) seconds\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n stop [other scripts in sprite v]\n broadcast (Start v)\n delete this clone\nend\n\nwhen I start as a clone\n\nchange size by (-10)\n\nset [v1 v] to ((v1) * (0.8))\n\nif <not < (STAT) contains [Background]?>> then\n delete this clone\nend\n\nforever\n if <not < (STAT) contains [Background]?>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Whisher]?> then\n go to [front v] layer\n show\n set [v2 v] to [0]\n set size to (100) %\n set [v2 v] to [70]\n set [cstat v] to [---]\n repeat (15)\n set [v2 v] to ((v2) * (0.8))\n move (v2) steps\n create clone of (_myself_ v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Point]?> then\n go to [front v] layer\n switch costume to (kostüm3 v)\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [450]\n repeat (50)\n switch costume to (point v)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n switch costume to (kostüm2 v)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\n\nbroadcast (reset v)\nswitch costume to (kostüm3 v)\nset [cstat v] to []\nset size to (100) %\ngo to [front v] layer\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif < (cSTAT) contains [whide]?> then\n clear graphic effects\n go to [front v] layer\n switch costume to (cSTAT)\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [240]\n repeat (20)\n switch costume to (point v)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n switch costume to (cSTAT)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nrepeat (10)\n\nwhen I start as a clone\nif < (cSTAT) contains [Raster]?> then\n clear graphic effects\n set [v2 v] to [0]\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n set size to (200) %\n show\n set [ghost v] effect to (50)\n forever\n set y to ((([sin v] of ((timer) * (-100)) ) * (29)) + (0))\n set [ghost v] effect to ((([sin v] of ((timer) * (-100)) ) * (29)) + (56))\n end\nend\n\nswitch costume to (point v)\n\nset [v2 v] to [70]\n\nswitch costume to (raster v)\n\nshow\n\nif < (cSTAT) contains [Raster]?> then\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [start v]\nif < (cSTAT) contains [Logo]?> then\n point in direction (90)\n repeat (25)\n turn left (15) degrees\n change [ghost v] effect by (2)\n change size by (-10)\n end\n delete this clone\nend\n\nstop [other scripts in sprite v]\ndelete this clone\n\n@Figur1\n\ndefine position (y)\ngo to x: (y) y: ((cY) - ((SCROLL Y) + (200)))\nif <<(y) = (x position)> and <((cY) - ((SCROLL Y) + (200))) = (y position)>> then\n show\nelse\n hide\nend\n\npoint in direction ((([cos v] of ((timer) * (100)) ) * (4)) + (95))\ngo to [back v] layer\ngo [backward v] (11) layers\n\nwhen flag clicked\nset [csta v] to [no]\nhide\n\nwhen I receive [tick v]\nset rotation style [left-right v]\nif <(cSta) = [no]> then\n if <<(pick random (1) to (200)) = [50]> and <(SCROLL Y) < [-249]>> then\n set [csta v] to [jo]\n create clone of (_myself_ v)\n set [csta v] to [no]\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nif <(pick random (1) to (2)) = [2]> then\n set [cx v] to ((SCROLL X) + (300))\n position ((cX) - (SCROLL X))\n set [cy v] to (pick random (-100) to (0))\n point in direction (-90)\n set [cver v] to [r]\nelse\n set [cx v] to ((SCROLL X) - (300))\n position ((cX) - (SCROLL X))\n set [cy v] to (pick random (-100) to (0))\n point in direction (90)\n set [cver v] to [l]\nend\nclear graphic effects\nshow\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (40) layers\nif <(cSta) = [jo]> then\n position ((cX) - (SCROLL X))\n if <(cVer) = [r]> then\n change [cx v] by (-3)\n if <(x position) < [-220]> then\n hide\n end\n else\n change [cx v] by (3)\n if <(x position) > [220]> then\n hide\n end\n end\nend\n\nif <touching (platforms v)?> then\n delete this clone\nend\n\nif <touching (platforms v)?> then\n delete this clone\nend\n\nwhen I receive [setup v]\ndelete this clone\n\n@BouncePads\n\nwhen I receive [green 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 [clon? v] to [NO]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [4493] y [-374]\n Clone at x [552] y [-390]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\nClone at x [3590] y [-30]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <(clon?) = [JES]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [intro? v]\nhide\n\nwhen I start as a clone\nset [clon? v] to [JES]\n\nif <(transparence) < [100]> then\n\n\nwhen flag clicked\nclear graphic effects\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nchange [x v] by (360)\n\nset [checkx v] to [0]\n\n@DangerTurn\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(round (high)) = [0]> then\n set [high v] to [50]\nend\nset [high v] to ((high) * (0.8))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [clon? v] to [NO]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [1007] y [-402]\n Clone at x [1250] y [-402]\n Clone at x [3226] y [-402]\n Clone at x [3475] y [-402]\n Clone at x [4412] y [-396]\n Clone at x [6199] y [-398]\n Clone at x [7323] y [-398]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [forward v] (34) layers\ngo to x: (x) y: (y)\nif <(clon?) = [JES]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n turn right (high) degrees\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nchange [x v] by (x)\n\nwhen I receive [intro? v]\nhide\n\nwhen I start as a clone\nset [clon? v] to [JES]\n\nnext costume\n\nset [checkx v] to [0]\n\nwhen flag clicked\nhide\n\n@Figur4\n\n@Platforms2\n\nwhen I receive [green 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 (kostüm1 v)\n Clone at x [0] y [0]\n Clone at x [0] y [-250]\n Clone at x [550] y [-250]\n Clone at x [1000] y [-250]\n Clone at x [5500] y [-250]\n Clone at x [6000] y [-250]\n Clone at x [6600] y [-250]\n Clone at x [8000] y [-250]\n Clone at x [8500] y [0]\n hide\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 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 Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nhide\nchange [x v] by (360)\nchange [y v] by (y)\n\n@Exit2\n\nwhen I receive [green v]\nset [checktime v] to [0]\nset [checkx v] to [-150]\nset [checky v] to [100]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n set [checkx v] to (x)\n set [checktime v] to (TIME)\n reset timer\n set [checky v] to (y)\n switch costume to (open2 v)\n set [true? v] to [true]\n set [collected v] to [0]\nend\nif <<(COLLECTED) > ((CollectCheck) - (1))> and <(True?) = [false]>> then\n switch costume to (open v)\nelse\n switch costume to (closed v)\n if <(True?) = [true]> then\n switch costume to (open2 v)\n end\nend\n\nwhen I receive [play game v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [true? v] to [false]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n set [collectcheck v] to [5]\n Clone at x [1364] y [-402]\n set [collectcheck v] to [2]\n Clone at x [2415] y [-402]\n set [collectcheck v] to [3]\n Clone at x [3626] y [-393]\n set [collectcheck v] to [1]\n Clone at x [5078] y [-394]\n set [collectcheck v] to [5]\n Clone at x [7156] y [-394]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [786] y [490]\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]\n\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [intro? v]\nhide\n\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nset [checkx v] to [7059]\n\nset [checkx v] to [7156]\nset [checky v] to [-394]\n\n@Figur5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nSize [1000]\n\ndefine Size (size)\nswitch costume to (kostüm2 v)\nset size to (size) %\nswitch costume to (kostüm1 v)\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to [front v] layer\ngo [forward v] (100000000000) layers\nif <(Dark?) = [J]> then\n if <not <(size) < [100]>> then\n Size ((size) - (50))\n end\nelse\n if <not <(size) > [1000]>> then\n Size ((size) + (100))\n end\nend\n\n@Music2\n\nwhen I receive [play game v]\nforever\n play sound [1-3-10015 v] until done\nend\n\n@Thumb\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n
♦ Holiday 3 ♦\n-------------------------------------------------------------------------\n The underwater world\n\n - A mobile scrolling Platformer -\n - 10+ Days hard work -\n\n Instructions \n ----------------\n\n- Avoid the dangers!\n- Travel a breathtaking underwater world!\n- Explore a sunken city and explore dark, underground caves!\n- collect coins to touch checkpoints!\n- Swim with fish!\n- Have fun with the 3rd part of the Holiday series\n\n- Weiche den Gefahren aus!\n- Bereise eine atemberaubende Unterwasserwelt!\n- Erkunde eine Versunkene Stadt und erforsche dunkle, unterirdische Höhlen!\n- sammle Münzen ein, um Checkpoints zu berühren!\n- Schwimme mit Fischen!\n- Viel Spaß beim 3. Teil der Holiday-Serie\n\n News\n ----------------\n04.07.21 - share\n Infos\n ----------------\nPart 1: https://scratch.mit.edu/projects/416180896/\nPart 2: https://scratch.mit.edu/projects/416180896/\n\n Credits\n ----------------\n- @TimMcCool for the water effect\n- @griffpatch for the scrolling platfomer tutorial\n- bensound.com for the music\n- hörspielbox.de for the water audio\n\nPlease Like, Fav and Follow if you like it :)\nBitte Liken, Faven und folgen, wenn du dieses Spiel magst :)\n\n#AsterixDavid #underwater #world #Holiday #Sun #Water #Adventure #Explore #Discover #Games #Animations #music #design #all #fun #Platformer #Scrolling #AsterixDavid #underwater #world #Holiday #Sun #Water #Adventure #Explore #Discover #Games #Animations #music #design #all #fun #Platformer #Scrolling #AsterixDavid #underwater #world #Holiday #Sun #Water #Adventure #Explore #Discover #Games #Animations #music #design #all #fun #Platformer #Scrolling #AsterixDavid #underwater #world #Holiday #Sun #Water #Adventure #Explore #Discover #Games #Animations #music #design #all #fun #Platformer #Scrolling\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n... and yes, I like Percy Jackson ;)
Odyssey - scrolling mobile platformer
@Stage\n\ndefine Next Level\nbroadcast (Reset v)\nset [level v] to ((LEVEL) + (1))\nbroadcast (Setup v)\n\ndefine Reset\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [main music v] until done\n play sound [side music v] until done\nend\n\nwhen flag clicked\nset [exit v] to [0]\nset [level v] to [2]\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n switch backdrop to (backdrop1 v)\n end\n if <(LEVEL) = [2]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [0]\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 [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [sx v] by (-2.2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n set [sy v] to [35]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (obstacles v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\ngo to [back v] layer\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\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 (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]\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [3]> then\n stop [all v]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\n@top art\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (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]\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\n\n\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Art\n\nwhen I receive [green flag v]\ngo to [back v] layer\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 (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\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 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\nwhen flag clicked\nset [level v] to [1]\n\n@Obstacles\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 (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]\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\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 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 [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\n\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nswitch costume to (open portal v)\nif <touching (player v)?> then\n set [exit v] to [Win]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\nend\n\nif <<(COLLECTED) = (COLLECTED MAX)> or <(COLLECTED MAX) < (COLLECTED)>> then\nelse\n switch costume to (closed portal v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [4318] y: [30]\nend\nif <(LEVEL) = [2]> then\n Clone At x: [4195] y: [70]\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(type) = [clone]> then\n if <touching (player v)?> then\n change [collected v] by (1)\n start sound [Coin2 v]\n if <(Check Point) = [1]> then\n change [collected after check point v] by (1)\n end\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nset [type v] to [OG]\nhide\nswitch costume to (gem1 v)\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [432] y: [250]\n Clone at x: [582] y: [190]\n Clone at x: [854] y: [50]\n Clone at x: [896] y: [50]\n Clone at x: [1025] y: [226]\n Clone at x: [1070] y: [226]\n Clone at x: [1429] y: [162]\n Clone at x: [1871] y: [152]\n Clone at x: [2706] y: [60]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [292] y: [30]\n Clone at x: [350] y: [30]\n Clone at x: [549] y: [220]\n Clone at x: [1112] y: [230]\n Clone at x: [1665] y: [-20]\n Clone at x: [1730] y: [-20]\n Clone at x: [1795] y: [-20]\n Clone at x: [2370] y: [160]\n Clone at x: [3033] y: [70]\n Clone at x: [3138] y: [70]\n Clone at x: [3915] y: [40]\nend\n\ndefine Position (x) (y)\nif <(type) = [clone]> then\n set size to ((100) + (([abs v] of ([sin v] of ((size) / (2)) ) ) * (4))) %\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\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 I start as a clone\nset [type v] to [clone]\nswitch costume to (pick random (1) to (6))\n\nwhen flag clicked\nforever\nend\n\n@Check Point\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [spawn x v] to (([x position v] of [player v]) + (SCROLL X))\n set [spawn y v] to (([y position v] of [player v]) + (SCROLL Y))\n set [check point v] to [1]\nend\nif <(Check Point) = [0]> then\n switch costume to (nope v)\nelse\n switch costume to (yup v)\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (off v)\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [2397] y: [40]\nend\nif <(LEVEL) = [2]> then\n Clone At x: [2195] y: [-20]\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n go to [front v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I receive [new start v]\nset [check point v] to [0]\n\n@Sprite1\n\nwhen [timer v] > (0.002)\nset volume to (100) %\nstart sound [end v]\ngo to [front v] layer\nbroadcast (hide v)\ngo to x: (0) y: (200)\nset [brightness v] effect to (45)\nshow\nrepeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n reset timer\n hide\nend\n\n@Intro\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (capture2 v)\n show\n go to x: (-240) y: (0)\n set size to (10) %\n repeat (2)\n change x by (6)\n change size by (5)\n end\n repeat (3)\n change x by (9)\n change size by (6)\n end\n repeat (4)\n change x by (12)\n change size by (8)\n end\n repeat (3)\n change x by (12)\n change size by (8)\n end\n repeat (3)\n change x by (12)\n change size by (6)\n end\n repeat (3)\n change x by (9)\n change size by (6)\n end\n repeat (3)\n change x by (7)\n change size by (6)\n end\n repeat (3)\n change x by (5)\n change size by (4)\n end\n repeat (3)\n change x by (3)\n change size by (3)\n end\n repeat (3)\n change x by (3)\n change size by (3)\n end\n repeat (3)\n change x by (2)\n change size by (2)\n end\n repeat (3)\n change x by (1)\n change size by (1)\n end\n wait (1) seconds\n repeat (2)\n change size by (-6)\n end\n repeat (3)\n change size by (-8)\n end\n repeat (4)\n change size by (-10)\n end\n repeat (5)\n change size by (-14)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\n\n
<--------- ODYSSEY REMAKE ---------> \n\nHow to play: \n~Use WASD or ARROW keys to move, if you are on mobile you can tap and drag. \n~Try not to touch the red spikes and also try not to fall into the water/void. \n~there is a checkpoint at the middle of the level. collecting all the gems is optional, but you can as an extra challenge.\n\nI made a remake because of performance issues\n\nCredit train!!\n\nI made all of the art, The music goes to their respected owners (my way of saying I forgot where I got it from), and finally, I used Griffpatch's scrolling engine but I did have to fix issues and recode it to my purposes.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #art #platformer -Why you here? SUS
- Platformer -
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [playgame v]\nswitch backdrop to (backdrop2 v)\n\n@intro \n\ndefine float\nmove ((i) + (1)) steps\nset [i v] to ((i) * (0.9))\nchange x by (xv)\nset [xv v] to ((xv) * (0))\n\nwhen flag clicked\nreset timer\nstart sound [Inferno2 v]\npoint in direction (90)\nset rotation style [all around v]\nhide\ncreate clone [top slide]\ncreate clone [bottom slide]\nwait until <(timer) > [0]>\nclone [6] start id at [30]\nwait until <(timer) > [1.3]>\nclone [8] start id at [40]\nwait until <(timer) > [1.8]>\nclone [8] start id at [50]\nwait until <(timer) > [2.2]>\nclone [8] start id at [60]\nwait until <(timer) > [3.3]>\nshow\ngo to [front v] layer\ngo to x: (260) y: (0)\nswitch costume to (logo2 v)\nset [brightness v] effect to (-100)\nset size to (0) %\nset [i v] to [0]\nset [ii v] to [0]\npoint in direction (180)\nrepeat (25)\n set [i v] to (((i) * (0.7)) + (((0) - (x position)) / (6)))\n set [ii v] to (((ii) * (0.7)) + (((90) - (direction)) / (4)))\n change size by (((150) - (size)) / (6))\n turn right (ii) degrees\n change x by (i)\nend\nwait until <(timer) > [4.2]>\nswitch costume to (logo2 v)\nset size to (300) %\nset [brightness v] effect to (100)\ncreate [10] lines\nbroadcast (p v)\nrepeat (10)\n change [brightness v] effect by (-10)\n set x to (([sin v] of ((timer) * (400)) ) * (60))\n set y to ((([sin v] of ((timer) * (800)) ) * (40)) + (40))\n point in direction ((([sin v] of ((timer) * (400)) ) * (15)) + (90))\n change size by (((125) - (size)) / (10))\nend\nrepeat until <(timer) > [7.7]>\n set x to (([sin v] of ((timer) * (400)) ) * (60))\n set y to ((([sin v] of ((timer) * (800)) ) * (40)) + (40))\n point in direction ((([sin v] of ((timer) * (400)) ) * (15)) + (90))\n change size by (((125) - (size)) / (10))\nend\ncreate [12] lines\nset size to (250) %\nswitch costume to (name2 v)\nhide\nclone [5] start id at [20]\nwait until <(timer) > [8.3]>\nrepeat until <(timer) > [11.5]>\n point in direction (pick random (-179) to (180))\n set [id v] to [lines]\n create clone of (_myself_ v)\nend\nclone [48] start id at [70]\nrepeat until <(timer) > [12.5]>\n point in direction (pick random (-179) to (180))\n set [id v] to [lines]\n create clone of (_myself_ v)\nend\nwait until <(timer) > [14]>\nbroadcast (PlayGame v)\n\nwhen I start as a clone\n( [the big sliding things at the beginning ] )\nif <(id) = [top slide]> then\n switch costume to (top v)\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (-100)\n set [brightness v] effect to (-100)\n show\n wait until <(timer) > [0.1]>\n repeat (18)\n go to [front v] layer\n switch costume to (bottom v)\n change y by (((182) - (y position)) / (5))\n switch costume to (top v)\n end\n delete this clone\nend\nif <(id) = [bottom slide]> then\n switch costume to (bottom v)\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (100)\n set [brightness v] effect to (-100)\n show\n wait until <(timer) > [0.1]>\n repeat (18)\n switch costume to (top v)\n change y by (((-182) - (y position)) / (5))\n switch costume to (bottom v)\n end\n delete this clone\nend\n\ndefine create clone (id)\n( [creates a clone with a specific id] )\n( [good for clones where theres only one of them] )\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\ndefine clone (n) start id at (i)\n( [makes any number of clones i use this with an id starting at 10, 20, 30 etc] )\n( [this is for many clones doing the same thing like a particle effect for example] )\nset [id v] to (i)\nrepeat (n)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<(id) > [10]> and <(id) < [19]>> then\n ( [dashes] )\n switch costume to (- v)\n clear graphic effects\n set size to (50) %\n point in direction (90)\n go to x: (160) y: (0)\n hide\n if <((id) mod (2)) = [0]> then\n set x to ((x position) * (-1))\n end\n wait (([ceiling v] of (((id) - (10)) / (2)) ) * (0.1)) seconds\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n repeat (10)\n change x by ((((([abs v] of (x position) ) / (x position)) * (230)) - (x position)) / (5))\n change [ghost v] effect by (6)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <<(id) > [20]> and <(id) < [30]>> then\n ( [letters of name] )\n switch costume to (join [L] ((id) - (20)))\n clear graphic effects\n point in direction (90)\n set size to (300) %\n set [brightness v] effect to (60)\n go to x: (240) y: (0)\n show\n set [i v] to [270]\n set [ii v] to [100]\n repeat (10)\n change [i v] by (((90) - (i)) / (2))\n letter positioning [0] (([sin v] of (((timer) * (300)) + (((id) - (20)) * (30))) ) * (10)) (i)\n change size by (((ii) - (size)) / (3))\n change [brightness v] effect by (-6)\n go to [front v] layer\n end\n set [iii v] to [0]\n repeat (20)\n change [i v] by (iii)\n change [iii v] by (1)\n letter positioning [0] (([sin v] of (((timer) * (300)) + (((id) - (20)) * (30))) ) * (10)) (i)\n change size by (((ii) - (size)) / (3))\n go to [front v] layer\n end\n set [iiii v] to [0]\n repeat (20)\n set [iiii v] to (((iiii) * (0.5)) + (((450) - (i)) / (4)))\n change [i v] by (iiii)\n letter positioning [0] (([sin v] of (((timer) * (300)) + (((id) - (20)) * (30))) ) * (10)) (i)\n change size by (((ii) - (size)) / (3))\n go to [front v] layer\n end\n set size to (300) %\n set [brightness v] effect to (75)\n repeat (15)\n change [brightness v] effect by (-5)\n letter positioning [0] (([sin v] of (((timer) * (300)) + (((id) - (20)) * (30))) ) * (10)) (i)\n change size by (((ii) - (size)) / (3))\n go to [front v] layer\n end\n repeat (10)\n letter positioning [0] (([sin v] of (((timer) * (300)) + (((id) - (20)) * (30))) ) * (10)) (i)\n change size by (((ii) - (size)) / (3))\n go to [front v] layer\n end\n set [i v] to [90]\n set [iii v] to [0]\n set rotation style [all around v]\n repeat (20)\n point in direction (i)\n change [i v] by (iii)\n if <(iii) < [24]> then\n change [iii v] by (2)\n end\n letter positioning [0] (([sin v] of (((timer) * (300)) + (((id) - (20)) * (30))) ) * (10)) (i)\n change size by (((ii) - (size)) / (3))\n go to [front v] layer\n end\n set [iiii v] to [0]\n repeat until <(timer) > [12]>\n point in direction (i)\n set [iiii v] to (((iiii) * (0.6)) + (((450) - (i)) / (4)))\n change [i v] by (iiii)\n letter positioning [0] (([sin v] of (((timer) * (300)) + (((id) - (20)) * (30))) ) * (10)) (i)\n change size by (((ii) - (size)) / (3))\n end\n set [i v] to [-1]\n set [brightness v] effect to (80)\n repeat (20)\n change [i v] by (-1)\n change [brightness v] effect by (-4)\n change size by (i)\n end\n hide\n delete this clone\nend\n\ndefine ( (comment) )\n\ndefine letter positioning (x) (y) (direction)\nchange x by ((((x) + (([sin v] of (direction) ) * (((id) - (23)) * (((ii) / (100)) * (50))))) - (x position)) / (3))\nchange y by ((((y) + (([cos v] of (direction) ) * (((id) - (23)) * (((ii) / (100)) * (50))))) - (y position)) / (3))\n\ngo to x: (0) y: (0)\n\npoint in direction (direction)\n\nwhen I start as a clone\nif <<(id) > [30]> and <(id) < [40]>> then\n ( [growing circles at start] )\n switch costume to (resize2 v)\n set size to (1) %\n hide\n clear graphic effects\n point in direction (90)\n go to x: (240) y: (-180)\n switch costume to (big circle v)\n if <((id) mod (2)) = [0]> then\n go to x: ((x position) * (-1)) y: ((y position) * (-1))\n switch costume to (big circle2 v)\n end\n wait (((id) - (30)) * (0.15)) seconds\n show\n set [ghost v] effect to (100)\n set [i v] to [0]\n repeat (16)\n if <(x position) < [0]> then\n change [i v] by (1)\n else\n change [i v] by (-1)\n end\n glide to [0] [0] [7] [5]\n change [ghost v] effect by (-10)\n if <(size) < [150]> then\n switch costume to (resize2 v)\n else\n switch costume to (resize v)\n end\n change size by (([abs v] of (i) ) * (1.1))\n if <(x position) < [0]> then\n switch costume to (big circle2 v)\n else\n switch costume to (big circle v)\n end\n end\n wait (0.2) seconds\n if <(id) = [36]> then\n repeat until <(timer) > [13]>\n go to [back v] layer\n end\n end\n delete this clone\nend\n\ngo to [front v] layer\n\ndefine glide to (x) (y) (x speed) (y speed)\nchange x by (((x) - (x position)) / (x speed))\nchange y by (((y) - (y position)) / (y speed))\n\nwhen I start as a clone\nif <<(id) > [40]> and <(id) < [50]>> then\n ( [vertical bar effect] )\n switch costume to (vertical bar v)\n set size to (50) %\n hide\n clear graphic effects\n point in direction (90)\n go to x: ((-210) + (((id) - (41)) * (60))) y: (-180)\n wait (((id) - (40)) * (0.05)) seconds\n show\n set [ghost v] effect to (25)\n set [i v] to [0]\n set [xv v] to [40]\n repeat (35)\n set [i v] to (((i) * (0.8)) + (((0) - (y position)) / (3)))\n change y by (i)\n set [xv v] to (((xv) * (0.6)) + ((((-210) + (((id) - (41)) * (60))) - (x position)) / (3)))\n change x by (xv)\n change size by (((110) - (size)) / (5))\n end\n wait (0.3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <<(id) > [50]> and <(id) < [60]>> then\n ( [vertical bar effect] )\n switch costume to (vertical bar2 v)\n set size to (50) %\n hide\n clear graphic effects\n point in direction (90)\n set [brightness v] effect to (0)\n go to x: ((-210) + (((id) - (51)) * (60))) y: (180)\n wait (((id) - (50)) * (0.05)) seconds\n show\n set [ghost v] effect to (25)\n set [i v] to [0]\n set [xv v] to [40]\n repeat (35)\n set [i v] to (((i) * (0.8)) + (((0) - (y position)) / (3)))\n change y by (i)\n set [xv v] to (((xv) * (0.6)) + ((((-210) + (((id) - (51)) * (60))) - (x position)) / (3)))\n change x by (xv)\n change size by (((110) - (size)) / (5))\n change [ghost v] effect by (-1)\n end\n wait (0.3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <<(id) > [60]> and <(id) < [70]>> then\n ( [arrows in background] )\n hide\n switch costume to (angled bar v)\n set size to (50) %\n clear graphic effects\n point in direction (90)\n set [brightness v] effect to (0)\n go to x: (240) y: (0)\n wait (((id) - (60)) * (0.2)) seconds\n show\n set [ghost v] effect to (0)\n set size to ((60) * <(((-600) + (((id) - (61)) * (200))) + (((timer) * (-100)) mod (400))) < [-320]>) %\n repeat (30)\n switch costume to (wide v)\n if <(((-600) + (((id) - (61)) * (200))) + (((timer) * (-100)) mod (400))) < [-320]> then\n change x by (((-320) - (x position)) / (3))\n else\n change x by (((((-600) + (((id) - (61)) * (200))) + (((timer) * (-100)) mod (400))) - (x position)) / (3))\n end\n change size by (((100) - (size)) / (4))\n switch costume to (angled bar v)\n end\n repeat until <(timer) > [4.2]>\n left\n end\n switch costume to (resize v)\n set size to (300) %\n switch costume to (angled bar v)\n set rotation style [left-right v]\n point in direction (-90)\n repeat until <(timer) > [7.7]>\n switch costume to (wide v)\n set x to (((-600) + (((id) - (61)) * (200))) + (((timer) * (100)) mod (400)))\n change x by (0)\n change size by (((100) - (size)) / (3))\n switch costume to (angled bar v)\n end\n switch costume to (resize v)\n set size to (300) %\n switch costume to (angled bar v)\n point in direction (90)\n repeat until <(timer) > [13]>\n left\n end\n delete this clone\nend\n\ndefine left\nswitch costume to (wide v)\nset x to (((-600) + (((id) - (61)) * (200))) + (((timer) * (-100)) mod (400)))\nchange x by (0)\nchange size by (((100) - (size)) / (6))\nswitch costume to (angled bar v)\n\nwhen I start as a clone\nif <<(id) > [70]> and <(id) < [120]>> then\n ( [end squares] )\n hide\n switch costume to (costume2 v)\n set size to (10) %\n set rotation style [all around v]\n clear graphic effects\n point in direction (-90)\n go to x: (0) y: (180)\n set [brightness v] effect to (100)\n wait ((([sqrt v] of ((([abs v] of ((-210) + ((((id) - (71)) - ((8) * ([floor v] of (((id) - (71)) / (8)) ))) * (60))) ) * ([abs v] of ((-210) + ((((id) - (71)) - ((8) * ([floor v] of (((id) - (71)) / (8)) ))) * (60))) )) + (((180) - ((150) - (([floor v] of (((id) - (71)) / (8)) ) * (60)))) * ((180) - ((150) - (([floor v] of (((id) - (71)) / (8)) ) * (60)))))) ) / (5)) * (0.01)) seconds\n show\n set [ghost v] effect to (100)\n repeat (30)\n set [i v] to (((i) * (0.6)) + ((((150) - (([floor v] of (((id) - (71)) / (8)) ) * (60))) - (y position)) / (3)))\n change y by (i)\n set [xv v] to (((xv) * (0.6)) + ((((-210) + ((((id) - (71)) - ((8) * ([floor v] of (((id) - (71)) / (8)) ))) * (60))) - (x position)) / (3)))\n change x by (xv)\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((116) - (size)) / (3))\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\n wait (0.5) seconds\n set [i v] to (pick random (3) to (10))\n set [xv v] to (pick random (-4) to (4))\n repeat (20)\n change [ghost v] effect by (5)\n change x by (xv)\n change y by (i)\n turn right (xv) degrees\n change [i v] by (-1)\n set [xv v] to ((xv) * (0.9))\n end\n delete this clone\nend\n\ndefine position (id)\ngo to x: ((-205) + (((id) - ((8) * ([floor v] of ((id) / (8)) ))) * (60))) y: ((155) - (([floor v] of ((id) / (8)) ) * (60)))\n\nclone [48] start id at [70]\n\nwhen I start as a clone\nif <(id) = [lines]> then\n switch costume to (line1 v)\n clear graphic effects\n set rotation style [all around v]\n go to x: (0) y: (0)\n set size to (100) %\n set [brightness v] effect to (100)\n move (100) steps\n show\n repeat (7)\n change [ghost v] effect by (7)\n next costume\n move (10) steps\n end\n delete this clone\nend\n\ndefine create (n) lines\nset [id v] to [lines]\npoint in direction (90)\nrepeat (n)\n create clone of (_myself_ v)\n turn right ((360) / (n)) degrees\nend\n\nreset timer\nclone [5] start id at [20]\n\nset [id v] to [10]\nrepeat (4)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [id v] by (1)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nrepeat (10)\n\ngo to [front v] layer\n\nclear graphic effects\n\n\n\nwhen I start as a clone\nif <(id) = [p]> then\n ( [particles] )\n set size to (80) %\n switch costume to (p4 v)\n clear graphic effects\n show\n set rotation style [all around v]\n set [ghost v] effect to (25)\n go to x: (0) y: (0)\n set [xv v] to (pick random (4) to (-4))\n set [i v] to (pick random (8) to (12))\n repeat (30)\n float\n end\n repeat (15)\n float\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine particles (n)\nset [id v] to [p]\npoint in direction (pick random (-179) to (179))\nrepeat (n)\n create clone of (_myself_ v)\n turn right ((360) / (n)) degrees\nend\n\nif <touching (_edge_ v)?> then\n change [ghost v] effect by (10)\nend\n\nif <not <touching (_edge_ v)?>> then\n\nif <([abs v] of (direction) ) < [90]> then\n turn right (((0) - (direction)) / (30)) degrees\nelse\n if <(direction) < [0]> then\n turn right (((-180) - (direction)) / (30)) degrees\n else\n turn right (((180) - (direction)) / (30)) degrees\n end\nend\n\npoint in direction (90)\n\nwait (0.1) seconds\n\ndefine make particles\nrepeat (5)\n particles [20]\nend\n\nwhen I receive [p v]\nif <(costume [number v]) = [1]> then\n rings\n repeat (5)\n particles [20]\n point in direction ((([sin v] of ((timer) * (400)) ) * (15)) + (90))\n end\n wait (0.4) seconds\n rings\n repeat until <(timer) > [7.7]>\n particles [15]\n point in direction ((([sin v] of ((timer) * (400)) ) * (15)) + (90))\n wait (0.3) seconds\n end\n wait until <(timer) > [9.49]>\n rings\n repeat (3)\n particles [20]\n wait (0.05) seconds\n end\nend\n\nset [dklf;ja;dlkjgaklj v] to (timer)\n\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (2curve v)\nrepeat (9)\n next costume\n turn right (5) degrees\nend\n\nchange size by (10)\n\nwhen I start as a clone\nif <<(id) = [-10]> or <(id) = [-11]>> then\n go to x: (0) y: (0)\n show\n set size to (150) %\n if <(id) = [-10]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n clear graphic effects\n set [brightness v] effect to (100)\n switch costume to (curve1 v)\n repeat (13)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (4)\n turn right (5) degrees\n end\nend\n\ndefine rings\nset [id v] to [-10]\ncreate clone of (_myself_ v)\nset [id v] to [-11]\ncreate clone of (_myself_ v)\n\nrings\n\n@Player\n\ndefine xcoll\nrepeat until <not <touching (ground v)?>>\n if <(Xvel) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (ground v)?>>\n if <(Yvel) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [playgame v]\ngo to [front v] layer\ngo to x: (-200) y: (150)\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n switch costume to (costume1 v)\n change [yvel v] by (-1.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [xvel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [xvel v] by (-1)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (ground v)?> then\n fast\n if <touching (ground v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to [12]\n if <([abs v] of (Xvel) ) = (Xvel)> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n else\n set [xvel v] to [0]\n end\n end\n end\n change y by (Yvel)\n if <touching (ground v)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Yvel) < [0]>> then\n set [yvel v] to [18]\n else\n set [yvel v] to [0]\n end\n end\n if <touching (bouncepad v)?> then\n set [yvel v] to [24]\n end\nend\n\nwhen I receive [playgame v]\nforever\n if <<<(y position) < [-170]> or <<touching (danger1 v)?> or <touching (danger2 v)?>>> or <touching (danger3 v)?>> then\n go to x: (-200) y: (10)\n end\nend\n\nwhen I receive [playgame v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nrepeat (6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [playgame v]\nforever\n if <(x position) > [230]> then\n broadcast (Level + v)\n go to x: (-241) y: (10)\n end\nend\n\nwhen I receive [playgame v]\nset volume to (100) %\nforever\n play sound [Logic - 5am \(Instrumental\) \(online-audio-converter.com\) v] until done\nend\n\nwhen [down arrow v] key pressed\nrepeat until <not <key (down arrow v) pressed?>>\n switch costume to (squish v)\nend\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n if <key (down arrow v) pressed?> then\n repeat until <not <key (down arrow v) pressed?>>\n switch costume to (squish v)\n end\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nhide\ngo to [back v] layer\nhide variable [☁ highscore v]\nhide variable [☁ highscore holder v]\nhide variable [time v]\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [playgame v]\nswitch costume to (lv1 v)\nshow\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [level + v]\nnext costume\n\n@BouncePad\n\nwhen flag clicked\nhide\n\nwhen I receive [playgame v]\nshow\nswitch costume to (lvl1 v)\n\nwhen I receive [level + v]\nnext costume\n\n@Danger1\n\nwhen flag clicked\nhide\n\nwhen I receive [playgame v]\nswitch costume to (lvl 1 v)\nshow\n\nwhen I receive [level + v]\nnext costume\n\n@Danger2\n\nwhen flag clicked\nhide\n\nwhen I receive [playgame v]\nswitch costume to (lvl 1 v)\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n set y to (0)\n change y by (([cos v] of (((timer) - (3)) * (250)) ) * (12))\nend\n\nwhen I receive [level + v]\nnext costume\n\n@Danger3\n\nwhen flag clicked\nhide\n\nwhen I receive [playgame v]\ngo to [back v] layer\nswitch costume to (lvl 1 v)\nshow\nset [vel v] to [0]\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change [vel v] by (1)\n end\n repeat (40)\n change [vel v] by (-1)\n end\n repeat (20)\n change [vel v] by (1)\n end\n set [vel v] to [0]\nend\n\nwhen I receive [level + v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [playgame v]\nset [level v] to [1]\nforever\n turn right (VEl) degrees\nend\n\nwhen I receive [level + v]\nforever\n if <(Level) = [4]> then\n go to x: (-50) y: (-118)\n end\n if <(Level) = [8]> then\n delete all of [x v]\n delete all of [y v]\n add [-118 ] to [y v]\n add [-118] to [y v]\n add [-118] to [y v]\n add [0] to [x v]\n add [110] to [x v]\n set [n v] to [1]\n create clone of (_myself_ v)\n set [n v] to [2]\n create clone of (_myself_ v)\n go to x: (-110) y: (-118)\n wait until <not <(Level) = [8]>>\n delete all of [x v]\n delete all of [y v]\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (item (N) of [x v]) y: (item (N) of [y v])\nrepeat until <not <(Level) = [8]>>\n repeat (20)\n change [vel v] by (1)\n end\n repeat (40)\n change [vel v] by (-1)\n end\n repeat (20)\n change [vel v] by (1)\n end\n set [vel v] to [0]\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <not <(Level) = [8]>>\n turn right (VEl) degrees\nend\n\n@BackRect\n\n@CloudHigh\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nhide variable [time v]\nhide variable [☁ highscore holder v]\nhide variable [☁ highscore v]\nset [level v] to [0]\nset [time v] to [0]\n\nwhen I receive [playgame v]\nwait (.1) seconds\nrepeat until <(Level) = [12]>\n wait (.1) seconds\n change [time v] by (.1)\nend\nshow\nshow variable [☁ highscore v]\nshow variable [☁ highscore holder v]\nshow variable [time v]\n\nwhen I receive [playgame v]\nwait until <(Level) = [12]>\nif <(Time) < (☁ Highscore)> then\n repeat until <<(Time) = (☁ Highscore)> and <(☁ Highscore Holder) = (username)>>\n set [☁ highscore v] to (Time)\n set [☁ highscore holder v] to (username)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (123456789098764321) layers\nset size to (108) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\n\n
Moonlight || A Platformer || Contest Entry ||
@Stage\n\nwhen flag clicked\nset volume to (pick random (50) to (100)) %\nforever\n play sound [World 2 v] until done\nend\n\n@Art\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag clicked v)\n\nwhen I receive [green flag clicked v]\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> 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 steep (([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 steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\n go to [front v] layer\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.8))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\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) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> 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 steep (max steep)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (w v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<<touching (ground v)?> or <touching (hidden v)?>> or <touching (moving v)?>> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (35) %\nset rotation style [left-right v]\ngo to x: (-215) y: (0)\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\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [green flag clicked v]\nforever\n if <<(costume [number v]) = [1]> and <touching (ground v)?>> then\n broadcast (Dirt puff v) and wait\n end\n if <<touching (saws v)?> or <touching (lava v)?>> then\n Reset Level\n broadcast (Death v)\n end\n if <<(x position) > [239]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [next level v]\nReset Level\n\nwhen I receive [green flag clicked v]\nforever\n if <touching (moving v)?> then\n set x to (round ([x position v] of [moving v]))\n end\nend\n\nwhen I receive [yay! v]\nReset Level\nhide\n\n@Lava\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n set [ghost v] effect to (20)\n go to x: (0) y: (0)\n repeat (25)\n change y by (-0.5)\n change [ghost v] effect by (-0.5)\n end\n repeat (25)\n change y by (0.5)\n change [ghost v] effect by (0.5)\n end\nend\n\nwhen I receive [create v]\nHide/show level: [3]\nHide/show level: [4]\nHide/show level: [5]\nHide/show level: [8]\nHide/show level: [9]\nHide/show level: [12]\n\ndefine Hide/show level: (lvl)\nif <(lvl) = (Level)> then\n show\nend\n\nwhen I receive [death v]\nbroadcast (Create v)\ndelete this clone\n\nwhen I receive [next level v]\nhide\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Key\n\nwhen flag clicked\nhide\nforever\n set size to (5) %\n if <touching (player v)?> then\n repeat (5)\n set [key v] to [Yes]\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\ndefine Show level: (lvl) Go to x: (x) y: (y)\nclear graphic effects\nif <(lvl) = (Level)> then\n show\n go to x: (x) y: (y)\nend\n\nwhen I receive [create v]\nset [key v] to []\nhide\nShow level: [6] Go to x: [-140] y: [123]\nShow level: [7] Go to x: [-228] y: [105]\nShow level: [8] Go to x: [-50] y: [-30]\n\n@Hidden\n\nwhen flag clicked\nforever\n if <(Key) = [Yes]> then\n hide\n else\n show\n end\n switch costume to (Level)\nend\n\n@Moving\n\ndefine Glide to: x: (x) y: (y) Speed: (speed) Level (lvl) To x: (to x) To y: (to y)\ngo to x: (x) y: (y)\nif <(lvl) = (Level)> then\n repeat until <not <(lvl) = (Level)>>\n show\n glide (speed) secs to x: (x) y: (y)\n glide (speed) secs to x: (to x) y: (to y)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [create v]\nhide\nGlide to: x: [-78] y: [-97] Speed: [2] Level [9] To x: [123] To y: [-97]\nGlide to: x: [9] y: [-100] Speed: [2] Level [10] To x: [9] To y: [50]\n\n@Shooting stars\n\nwhen flag clicked\nforever\n Star\n hide\n wait (pick random (1) to (5)) seconds\nend\n\ndefine Star\ngo to x: (pick random (-150) to (150)) y: (150)\nset size to (5) %\npoint in direction (pick random (-360) to (360))\nrepeat until <<<touching color (#449a9a)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n go to [back v] layer\n go [backward v] (10000000000000000000000000000000) layers\n move (2) steps\n go to [back v] layer\n create clone of (_myself_ v)\n go to [back v] layer\nend\nhide\n\nwhen I start as a clone\nshow\nrepeat (50)\n change [ghost v] effect by (2)\n change size by (-20)\n go [backward v] (1000000000000000000000000000000000) layers\n move (pick random (0) to (0.5)) steps\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (([x position v] of [player v]) / (-10)) y: (([y position v] of [player v]) / (10))\n go to [back v] layer\n go [backward v] (500000) layers\n point in direction (90)\nend\n\n@Saws\n\ndefine Clone at x: (x) y: (y) Level: (lvl)\nhide\nif <(lvl) = (Level)> then\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [create v]\nClone at x: [-74] y: [-128] Level: [1]\nClone at x: [-115] y: [-145] Level: [2]\nClone at x: [120] y: [-112] Level: [2]\nClone at x: [97] y: [3] Level: [4]\nClone at x: [-80] y: [-58] Level: [5]\nClone at x: [-8] y: [-162] Level: [6]\nClone at x: [-108] y: [-25] Level: [6]\nClone at x: [180] y: [-130] Level: [6]\nClone at x: [-190] y: [55] Level: [7]\nClone at x: [-8] y: [-118] Level: [7]\nClone at x: [101] y: [47] Level: [7]\nClone at x: [-135] y: [-50] Level: [7]\nClone at x: [-74] y: [-128] Level: [10]\nClone at x: [98] y: [-97] Level: [10]\nClone at x: [98] y: [-27] Level: [10]\nClone at x: [165] y: [90] Level: [10]\nClone at x: [-92] y: [-140] Level: [11]\nClone at x: [30] y: [-118] Level: [11]\nClone at x: [145] y: [-122] Level: [11]\n\nwhen I start as a clone\ngo to [front v] layer\ngo [forward v] (4) layers\nshow\nforever\n go to [front v] layer\n go [forward v] (3) layers\n turn right (6) degrees\n set size to (50) %\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nbroadcast (Create v)\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.02) seconds\nbroadcast (Create v)\n\nwhen I receive [death v]\nbroadcast (Create v)\ndelete this clone\n\nwhen I receive [create v]\ndelete this clone\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n turn left (5) degrees\n set size to (50) %\n go to [front v] layer\nend\n\nwhen I receive [create v]\nhide\nHide/show lvl: [13]\n\ndefine Hide/show lvl: (level)\nif <(level) = (Level)> then\n show\n go to x: (85) y: (-128)\n set [ghost v] effect to (50)\n create clone of (_myself_ v)\n forever\n set size to (50) %\n turn right (5) degrees\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (YAY! v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [yay! v]\nif <(username) = [Cybermoonlight303]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n go to x: (pick random (-30) to (30)) y: (pick random (-30) to (30))\n change [ghost v] effect by (-2)\nend\ngo to x: (0) y: (0)\nwait (3) seconds\nstop [all v]\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\n go to [front v] layer\nend\n\n
Get it? Cyber-MOONLIGHT-303?? XD why did no one tell me i didnt add music? •-•\nI actually like the art here.. woohoo 1st place!\nAnyway….\nAll levels possible? ✓\nMoving platforms ✓\nWall jumping ✘\nLava and saws ✓\nKey for hiding platforms ✓\nA player ✓\nArrow keys and WASD to move ✓\nMobile controls ✘\nA parallax background ✓\nGo to the edge of the screen to go to the next level ✓\nGet to the portal at the end of the game to win ✓\nA great game that I think is my best ✘\nShooting stars that grant your wishes ✘\nNormal shooting stars ✓\nThas it
The Grasslands - A Platformer Game #Games #Games #Games #Games #Games #All #All #All
@Stage\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n repeat (5)\n wait (0.01) seconds\n change y by (-3)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Text and Decoration\n\ndefine position: x: (x) , y: (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (100)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nforever\n play sound [song v] until done\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
please heart and star...please \n\nPART 2 IS OUT: https://scratch.mit.edu/projects/548305720/ \n\nfeel free to remix!\n
A Platformer engine!!
@Stage\n\n@Player \n\nwhen flag clicked\nreset\nforever\n physics\nend\n\ndefine physics\nif <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\nend\nset [x velocity v] to ((X Velocity) * (0.9))\nchange x by (X Velocity)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y Velocity)\nchange [y velocity v] by (-1)\nif <touching (level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-2)\nif <key (up arrow v) pressed?> then\n if <touching (level v)?> then\n set [y velocity v] to [15]\n end\nend\nchange y by (2)\nif <(x position) > [230]> then\n broadcast (Next Level v)\n reset\nend\nif <<touching (spikes v)?> or <touching (enimies v)?>> then\n broadcast (die v)\n spin off screen\nend\n\ndefine reset\npoint in direction (90)\ngo to [front v] layer\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-184) y: (-99)\ngo [backward v] (1) layers\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ndefine spin off screen\nset [y velocity v] to [10]\nrepeat until <(y position) < [-175]>\n turn right (15) degrees\n change [y velocity v] by (-1)\n change y by (Y Velocity)\nend\nreset\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [deafeat v]\nset [y velocity v] to [10]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (LEVEL)\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nshow\nset y to ((round (pick random (100) to (1000))) / (10))\nif <(pick random (1) to (2)) = [1]> then\n set x to (131)\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n end\nelse\n set x to (-131)\n repeat until <touching (_edge_ v)?>\n change x by (10)\n end\nend\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n set y to (([sin v] of ((timer) * (400)) ) * (5))\nend\n\n@Enimies\n\nwhen flag clicked\nhide\n\ndefine clone enemy (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\nwhen I receive [setup v]\nif <(LEVEL) = [3]> then\n clone enemy [-5] [25]\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n show\n if <([x position v] of [player v]) > (x position)> then\n change [x velocity v] by (0.5)\n end\n if <([x position v] of [player v]) < (x position)> then\n change [x velocity v] by (-0.5)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <not <(y position) = ([y position v] of [player v])>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y Velocity)\n change [y velocity v] by (-1)\n if <touching (level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <([y position v] of [player v]) > (y position)> then\n if <touching (level v)?> then\n set [y velocity v] to [10]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (bottom sensor v)?>> then\n broadcast (deafeat v)\n die\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine die\nset [y velocity v] to [-10]\ngo to [back v] layer\nrepeat until <(y position) < [-175]>\n change [y velocity v] by (-0.05)\n change y by (Y Velocity)\nend\ndelete this clone\n\n@Bottom sensor\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (player v)\n change y by (10)\nend\n\nwhen I receive [die v]\nhide\n\nwhen I receive [reset v]\nshow\n\n
Arrow keys to move \nRemix for your own levels\n2200+ views thank you so much!!
Always Explore || Platformer ^Mobile Friendly^
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nhide variable [mouse v]\nswitch backdrop to (backdrop2 v)\nwait (0.5) seconds\nforever\n\nplay sound [TheFatRat - Fly Away feat. Anjulie.mp3 v] until done\n\nwhen flag clicked\nhide variable [coins v]\n\nwait (11.50) seconds\n\nset volume to (50) %\n\n@player\n\nwhen flag clicked\nforever\n if <<touching (bounce v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [sy v] to [33]\n else\n if <touching (bounce v)?> then\n set [sy v] to [37]\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (150) to (250)) %\ngo to x: (pick random (-231) to (231)) y: (173)\nrepeat until <<<touching (art v)?> or <<touching (player v)?> or <touching (platforms v)?>>> or <<touching (_edge_ v)?> or <touching (clouds v)?>>>\n change y by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [-100]\nset [y v] to [200]\nset [scroll x v] to [-100]\nset [scroll y v] to [200]\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\nswitch costume to (middle v)\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (right v)\n change [sx v] by (-1.9)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n change [sx v] by (1.9)\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 y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n switch costume to (up v)\n set [sy v] to [17]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nchange [scroll x v] by (round (((X) - (SCROLL X)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-200]> then\n set [exit v] to [die]\nend\n\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) / (5))\n set [in air v] to [0]\nend\nPosition\nrepeat until <not <<touching (platform v)?> or <touching (clouds v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (platform v)?> or <touching (clouds v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (clouds v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (clouds v)?> or <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\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\nelse\n set [sx v] to [0]\nend\n\ndefine Game - Die\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Test - Die\nif <<<<<touching (spikes v)?> or <touching (saws v)?>> or <touching (show hide v)?>> or <<touching (enemi v)?> or <touching (enemi2 v)?>>> or <<touching (saws1 v)?> or <touching (saws2 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 [tick v]\nset [coins v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\n\nwhen flag clicked\nset [timer v] to [0.1]\nforever\n set [timer v] to (timer)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n change [now you can v] by (1)\n end\nend\n\nwhen flag clicked\nset [now you can v] to [0]\n\nwhen I receive [green flag v]\nforever\n play sound [Allison & Vexento - Banana Breeze v] until done\nend\n\nwhen flag clicked\nset [scroll x v] to [0]\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n wait (0.1) seconds\n switch costume to (middle v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [green flag v]\nforever\n if <touching (coins v)?> then\n start sound [Collect v]\n end\nend\n\nwhen I receive [green flag v]\nwait (2) seconds\n\nforever\n play sound [Subtact - Falling.mp3 v] until done\nend\n\nset volume to (50) %\n\nwhen I receive [green flag v]\nforever\n play sound [mixkit-meadow-birds-isolated-28 v] until done\nend\n\nwhen flag clicked\nchange [☁ cloud v] by (1)\n\n@Platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y)) (costume [name 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 (level 1 1 v)\n Clone at x: [500] y: [0]\n switch costume to (level 1 2 v)\n Clone at x: [500] y: [0]\n switch costume to (level 1 3 v)\n Clone at x: [200] y: [100]\n switch costume to (level 1 4 v)\n Clone at x: [300] y: [300]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [500]\n switch costume to (level 1 8 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 9 v)\n Clone at x: [360] y: [500]\n switch costume to (level 1 10 v)\n Clone at x: [360] y: [500]\n switch costume to (level 1 11 v)\n Clone at x: [200] y: [360]\n switch costume to (level 1 12 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 13 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 14 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 15 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 16 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 17 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 18 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 19 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 20 v)\n Clone at x: [200] y: [100]\n switch costume to (level 1 21 v)\n Clone at x: [360] y: [100]\n switch costume to (level 1 22 v)\n Clone at x: [360] y: [100]\n switch costume to (level 1 23 v)\n Clone at x: [360] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\nend\n\nswitch costume to (level 1 18 v)\n\nClone at x: [200] y: [0]\n\ndefine Position (x) (y) (costume name)\nswitch costume to (big thung v)\ngo to x: (x) y: (y)\nswitch costume to (small thung v)\nset size to (100) %\nswitch costume to (costume name)\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)\nset [y v] to (y)\nnext costume\n\nClone at x: [360] y: [0]\n\nwhen flag clicked\ngo to [front v] layer\n\nset [ghost v] effect to (3)\n\nwhen flag clicked\nhide\n\nswitch costume to (level 1 12 v)\nClone at x: [0] y: [400]\nswitch costume to (level 1 13 v)\nClone at x: [0] y: [500]\nswitch costume to (level 1 14 v)\nClone at x: [0] y: [600]\nswitch costume to (level 1 15 v)\nClone at x: [0] y: [700]\n\nswitch costume to (level 1 20 v)\nClone at x: [360] y: [100]\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Love and Fave \n\nwhen flag clicked\n\nforever\n go to [front v] layer\n hide\n set [ghost v] effect to (0)\n go to x: (0) y: (100)\n wait (pick random (15) to (20)) seconds\n start sound [Spiral v]\n show\n repeat (25)\n change y by (((0) - (y position)) / (7))\n end\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (20)\n change y by (((100) - (y position)) / (7))\n end\nend\n\n@Level Design\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 2 v)\n Clone at x: [500] y: [1000]\n switch costume to (level 1 3 v)\n Clone at x: [248] y: [360]\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [300]\n switch costume to (level 1 6 v)\n Clone at x: [360] y: [300]\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [300]\n switch costume to (level 1 8 v)\n Clone at x: [360] y: [300]\n switch costume to (level 1 9 v)\n Clone at x: [360] y: [300]\n switch costume to (level 1 10 v)\n Clone at x: [360] y: [300]\n switch costume to (level 1 11 v)\n Clone at x: [360] y: [300]\n switch costume to (level 1 12 v)\n Clone at x: [360] y: [300]\n switch costume to (level 1 13 v)\n Clone at x: [360] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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)\nset [y v] to (y)\nnext costume\n\nClone at x: [396] y: [-131]\nClone at x: [396] y: [-131]\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\nend\n\nswitch costume to (level 1 8 v)\n\n@Saws\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\nturn right (([sin v] of ((days since 2000) * (5000000)) ) * (3)) degrees\ngo to x: (x) y: (y)\ngo to [back v] layer\ngo [forward v] (20) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [-50]\nswitch costume to (level 1 1 v)\n\nClone at x: [2386] y: [450]\nClone at x: [-300] y: [175]\n\nswitch costume to (level 2 v)\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(Play) = [1]> then\n show\n end\nend\n\n@Coins\n\nwhen I receive [flip v]\nnext costume\n\nwhen flag clicked\nforever\n broadcast (Flip v)\n wait (0.1) seconds\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> 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\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [-99999]\nend\nset [x v] to [-99999]\n\nClone at x: [137] y: [140]\nClone at x: [1545] y: [387]\n\nClone at x: [130] y: [922]\n\nClone at x: [-90] y: [878]\nClone at x: [-50] y: [878]\n\nClone at x: [-220] y: [1032]\n\nClone at x: [-35] y: [200]\nClone at x: [-80] y: [200]\n\nClone at x: [805] y: [-91]\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@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 3 v)\n Clone at x: [360] y: [500]\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 6 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 7 v)\n Clone at x: [560] y: [500]\n switch costume to (level 1 8 v)\n Clone at x: [560] y: [360]\n switch costume to (level 1 9 v)\n Clone at x: [560] y: [5]\n switch costume to (level 1 10 v)\n Clone at x: [560] y: [5]\n switch costume to (level 1 11 v)\n Clone at x: [560] y: [5]\n switch costume to (level 1 2 v)\n Clone at x: [1000000000] y: [5]\n switch costume to (costume1 v)\n Clone at x: [1000000000] y: [5]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [458] y: [-100]\n switch costume to (level 2 3 v)\n Clone at x: [456] y: [-103]\n switch costume to (level 2 3 v)\n Clone at x: [575] y: [-104]\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)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\n\nwhen flag clicked\nrepeat (8)\n switch costume to (level 1 1 v)\nend\nswitch costume to (level 1 2 v)\n\nClone at x: [456] y: [-103]\nClone at x: [575] y: [-104]\n\nwhen flag clicked\nforever\n\nwhen flag clicked\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Portal\n\nwhen flag clicked\nforever\n broadcast (Flip v)\n wait (0.1) seconds\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [4465]\nset [y v] to [281]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [677] y: [299]\n else\n set [x v] to [-99999]\n end\nend\n\nClone at x: [-198] y: [336]\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\nwhen flag clicked\nforever\n if <touching (player v)?> then\nend\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 flag clicked\nforever\n if <touching (player v)?> then\n stop [all v]\n end\nend\n\n@Thumbnail\n\nset size to (30000) %\n\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (Timer2)\nswitch costume to (skärmavbild 2021-07-07 kl v)\ngo to x: (-240) y: (180)\nshow\nwait (0.001) seconds\ngo to [front v] layer\nglide (0.2) secs to x: (0) y: (0)\n\nwhen flag clicked\nbroadcast (Start Intro v)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n set [timer v] to ((timer) + (0.0000000000000001))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\ngo to [back v] layer\nshow variable [coins v]\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nhide variable [coins v]\nrepeat until <(round (size)) = [100]>\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (skärmavbild 2021-07-07 kl v)\n change [ghost v] effect by (-1.5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nset size to (500) %\nswitch costume to (vector3 v)\nforever\n go to [front v] layer\nend\n\nswitch costume to (costume4 v)\n\n@Water\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 [4091]\nset [y v] to [126]\nswitch costume to (1 v)\nClone at x: [0] y: [-300]\n\nrepeat (3)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [ghost v] effect to (70)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nchange y by ((([sin v] of ((days since 2000) * (join [1000000] ((costume [number v]) / (2)))) ) * (3)) * ((costume [number v]) * (0.7)))\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)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Bounce\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (30) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [-100]\nswitch costume to (level 1 1 v)\n\nClone at x: [2922] y: [281]\nClone at x: [2763] y: [-43]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\n@Mountain\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 [500]\nif <(LEVEL) = [1]> then\n Clone at x: [3600] y: [500]\n Clone at x: [3600] y: [500]\n Clone at x: [3600] y: [500]\n Clone at x: [3600] y: [500]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: ((x) / (8)) y: ((y) / (8))\nshow\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)\nset [y v] to (y)\n\nClone at x: [360] y: [0]\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nswitch costume to (level 1 12 v)\nClone at x: [0] y: [400]\nswitch costume to (level 1 13 v)\nClone at x: [0] y: [500]\nswitch costume to (level 1 14 v)\nClone at x: [0] y: [600]\nswitch costume to (level 1 15 v)\nClone at x: [0] y: [700]\n\nswitch costume to (level 1 20 v)\nClone at x: [360] y: [100]\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n\n@Trees\n\nwhen this sprite clicked\nnext costume\n\n@Outside\n\nrepeat (25)\n change x by (((0) - (x position)) / (7))\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n change size by (((107) - (size)) / (9))\n end\nend\n\nwhen flag clicked\nforever\n if <not <mouse down?>> then\n change size by (((100) - (size)) / (9))\n end\nend\n\n@Clouds\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [500] y: [0]\n switch costume to (level 1 2 v)\n Clone at x: [500] y: [0]\n switch costume to (level 1 3 v)\n Clone at x: [500] y: [100]\n switch costume to (level 1 4 v)\n Clone at x: [300] y: [0]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 8 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 9 v)\n Clone at x: [360] y: [200]\n switch costume to (level 1 10 v)\n Clone at x: [360] y: [200]\n switch costume to (level 1 11 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 12 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 13 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 14 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 15 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 16 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 17 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 18 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 19 v)\n Clone at x: [200] y: [0]\n switch costume to (level 1 20 v)\n Clone at x: [200] y: [100]\n switch costume to (level 1 21 v)\n Clone at x: [360] y: [100]\n switch costume to (level 1 22 v)\n Clone at x: [360] y: [100]\n switch costume to (level 1 23 v)\n Clone at x: [360] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\nend\n\nswitch costume to (level 1 18 v)\n\nClone at x: [200] 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 [x v] by (x)\nset [y v] to (y)\nnext costume\n\nClone at x: [360] y: [0]\n\nwhen flag clicked\nforever\n go [forward v] (34) layers\n go to [front v] layer\n set [ghost v] effect to (40)\nend\n\nset [ghost v] effect to (3)\n\nwhen flag clicked\nhide\n\nswitch costume to (level 1 12 v)\nClone at x: [0] y: [400]\nswitch costume to (level 1 13 v)\nClone at x: [0] y: [500]\nswitch costume to (level 1 14 v)\nClone at x: [0] y: [600]\nswitch costume to (level 1 15 v)\nClone at x: [0] y: [700]\n\nswitch costume to (level 1 20 v)\nClone at x: [360] y: [100]\n\n@Words\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
             ✦\n         Aʅɯαყʂ Exρʅσɾҽ\n        Created By 321321em\n       _________________________\n\n\n\n↘︎ Scrolling Platformer.\n↘︎ Art 100% made by me.\n↘︎ Non Generic\n\n↘︎ Credits\n\n↘︎ @Griffpatch for the scrolling tutorial.\n↘︎ Trees by @INorth (he made it to me)\n↘︎ Music is by Vexento\n
♦︎ LEGO 2 ♦︎ | A Platformer #Games #Platformer #All
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nforever\n play sound [Kevin_MacLeod_-_Monkeys_Spinning_Monkeys.mp3 v] until done\nend\n\nwhen flag clicked\nwait until <(Level) = [14]>\nwait (.25) seconds\nstop [other scripts in sprite v]\nbroadcast (another detect v)\nforever\n play sound [Super Mario Bros v] until done\nend\n\nwhen I receive [another detect v]\nwait until <(Level) = [15]>\nwait (.25) seconds\nstop [other scripts in sprite v]\nforever\n play sound [Super Mario Bros \(NES\) Music - Ending Theme v] until done\nend\n\n@lego\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine physics <touch>\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nchange [yv v] by (-1)\nif <touching (trampoline v)?> then\n start sound [Boing sound effect v]\n change [yv v] by (20)\nend\nif <key (r v) pressed?> then\n broadcast (Reset v)\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 <<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 (barrier v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (barrier v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (barrier v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (barrier v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (barrier 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 start sound [smb_jump-small v]\n set [xv v] to [-10]\n else\n start sound [smb_jump-small v]\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <touching (barrier 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 (barrier v)?>>> then\n if <touching (trampoline v)?> then\n change [yv v] by (20)\n else\n change [yv v] by (14)\n end\n start sound [smb_jump-small v]\nend\nchange y by (1)\nif <(x position) > [235]> then\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<<touching (danger v)?> or <<<touching (boss v)?> and <(Boss Defeat?) = [0]>> or <touching (enemies v)?>>> or <(y position) < [-175]>> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine Tick\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-45)\n\nwhen I receive [skip meh v]\ngo to x: (-200) y: (-45)\n\ndefine Bouncy \nif <touching color (#fff800)?> then\n set [yv v] to [20]\nend\n\ndefine Wall Jump\n\nwhen I receive [start v]\nwait (1) seconds\nshow\ngo to x: (-183) y: (0)\nset [xy v] to [0]\nset [yv v] to [0]\nforever\n physics <>\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-45)\nshow\n\nwhen I receive [shape v]\nif <key (down arrow v) pressed?> then\n switch costume to (pixil-frame-2 v)\nelse\n switch costume to (pixil-frame-0 v)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\ngo to x: (-200) y: (-45)\n\nwhen I receive [resume v]\nforever\n physics <>\nend\n\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xy 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 [xy v] by (-1)\nend\nchange x by (Xy)\nset [xy v] to ((Xy) * (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 ((Xy) * (-1))\n change y by (-5)\n Wall Jump\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#000000)?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nif <(x position) > [225]> then\n broadcast (Next Level v)\nend\nBouncy \nBad\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xy) > [0]> then\n set [xy v] to [-10]\n else\n set [xy v] to [10]\n end\n set [yv v] to [15]\nelse\n set [xy v] to [0]\nend\n\ndefine Bad\nif <touching color (#ff0000)?> then\n go to x: (-183) y: (0)\nend\nif <(y position) < [-172]> then\n go to x: (-183) y: (0)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Platforms\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume6 v)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\nchange [level v] by (1)\n\n@Txtbox\n\nwhen flag clicked\nforever\n Go\nend\n\ndefine Go\ngo to (lego v)\nswitch costume to (Level)\n\n@Skip\n\nwhen this sprite clicked\nchange [# skips v] by (1)\nbroadcast (Next Level v)\n\nwhen flag clicked\nset [# skips v] to [0]\nshow\ngo to [front v] layer\nset size to (90) %\nwait (.2) seconds\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (3))\n else\n change size by (((70) - (size)) / (3))\n end\n if <(Level) = [15]> then\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n hide\n else\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Danger\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait until <(Level) = [2]>\nbroadcast (Wait v)\nshow\nforever\n glide (pick random (.1) to (.2)) secs to x: (0) y: (10)\n glide (pick random (.1) to (.2)) secs to x: (0) y: (0)\nend\n\nwhen I receive [wait v]\nwait until <(Level) = [3]>\nhide\nstop [other scripts in sprite v]\nwait until <(Level) = [5]>\ngo to x: (0) y: (6)\nswitch costume to (costume2 v)\nshow\nwait until <(Level) = [6]>\nhide\nwait until <(Level) = [11]>\ngo to x: (-12) y: (47)\nswitch costume to (costume3 v)\nshow\nwait until <(Level) = [12]>\nhide\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nshow\ngo to x: (-270) y: (pick random (178) to (116))\nset [ghost v] effect to (100)\nset [random v] to (pick random (6) to (10))\nrepeat (Random)\n change [ghost v] effect by (-10)\n change x by (pick random (4) to (5))\nend\nrepeat until <(x position) > [250]>\n change x by (pick random (4) to (5))\nend\nrepeat (Random)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@House\n\nwhen flag clicked\ngo to x: (-60) y: (-66)\nhide\nwait until <(Level) = [9]>\nshow\nwait until <(Level) = [10]>\nhide\n\n@NPC\n\ndefine typewrite (text) for (wait) seconds\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n wait (0.01) seconds\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\n start sound [B Sax v]\nend\nwait (wait) seconds\nsay []\n\nwhen flag clicked\ngo to x: (-75) y: (-100)\nset [touching?? v] to [0]\nhide\nset [touching2?? v] to [0]\nwait until <(Level) = [9]>\nrepeat (1)\n switch costume to (a v)\n create clone of (_myself_ v)\nend\ngo to x: (75) y: (-100)\nswitch costume to (a v)\ncreate clone of (_myself_ v)\nswitch costume to (b v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait until <(Level) = [10]>\nbroadcast (Delete interactives v)\nwait until <(Level) = [14]>\nwait until <<not <(Level) = [14]>> or <key (h v) pressed?>>\nif <key (h v) pressed?> then\n switch costume to (b2 v)\n go to x: (-16) y: (-197)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\nwhen I start as a clone\nif <<(costume [name v]) = [a]> and <[-75] = (x position)>> then\n show\n forever\n if <touching (lego v)?> then\n set [touching?? v] to [1]\n else\n set [touching?? v] to [0]\n end\n end\nelse\n if <<(costume [name v]) = [a]> and <[75] = (x position)>> then\n show\n forever\n if <touching (lego v)?> then\n set [touching2?? v] to [1]\n else\n set [touching2?? v] to [0]\n end\n end\n else\n if <(costume [name v]) = [b]> then\n hide\n forever\n if <<(Touching??) = [1]> or <(Touching2??) = [1]>> then\n go to (lego v)\n show\n if <key (a v) pressed?> then\n hide\n broadcast (interact v) and wait\n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [interact v]\nif <(costume [name v]) = [a]> then\n if <(Touching??) = [1]> then\n if <[-75] = (x position)> then\n typewrite [Hello Young Fellow! If you are looking for the lego village, you have to go a little further!] for [2] seconds\n end\n else\n if <[75] = (x position)> then\n typewrite [Hi! Check My Profile!!] for [2] seconds\n end\n end\nend\n\nwhen I receive [delete interactives v]\nif <not <(costume [name v]) = [costume2]>> then\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@BARRIER\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait until <(Level) = [14]>\nshow\nwait (.15) seconds\nglide (.1) secs to x: (0) y: (-220)\nwait until <(Boss Defeat?) = [1]>\nshow\nwait (.15) seconds\nglide (.1) secs to x: (0) y: (0)\nwait until <(Level) = [15]>\nhide\n\n@BOSS\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nset [loop v] to [0]\nhide\nset [boss defeat? v] to [0]\nwait until <(Level) = [14]>\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\n\ngo to x: (-13) y: (57)\n\nwhen I start as a clone\nif <(costume [name v]) = [costume1]> then\n show\n go to x: (-13) y: (177)\n glide (.1) secs to x: (-13) y: (57)\n forever\n show\n repeat (pick random (1) to (5))\n repeat (5)\n change [color v] effect by (0)\n change [brightness v] effect by (2)\n end\n repeat (5)\n change [color v] effect by (0)\n change [brightness v] effect by (-2)\n end\n end\n set [loop v] to [1]\n create clone of (_myself_ v)\n end\nelse\n if <(costume [name v]) = [costume2]> then\n show\n go to x: (-13) y: (177)\n glide (.1) secs to x: (-13) y: (57)\n broadcast (detetct v)\n forever\n go to [front v] layer\n show\n repeat (5)\n change [color v] effect by (0)\n change [brightness v] effect by (2)\n end\n repeat (5)\n change [color v] effect by (0)\n change [brightness v] effect by (-2)\n end\n end\n end\nend\n\nwhen I receive [detetct v]\nif <(costume [name v]) = [costume2]> then\n forever\n if <touching (lego v)?> then\n set [boss defeat? v] to [1]\n broadcast (defeat v)\n delete this clone\n end\n end\nend\n\nwhen I receive [defeat v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\nend\ndelete this clone\n\nif <(costume [name v]) = [costume1]> then\nend\n\nwhen I start as a clone\nif <(loop) = [1]> then\n hide\n switch costume to (podoboosmw v)\n broadcast (costume v)\n wait (.2) seconds\n point in direction (90)\n go to x: (pick random (-240) to (240)) y: (-187)\n show\n set [fire vel v] to [1]\n repeat until <(y position) > (pick random (0) to (-80))>\n change [fire vel v] by (2)\n change y by (Fire vel)\n end\n point in direction (-90)\n repeat until <[0] > (Fire vel)>\n change [fire vel v] by (-2)\n end\n set [fire vel v] to [0]\n repeat until <[-155] > (y position)>\n change [fire vel v] by (-2)\n change y by (Fire vel)\n end\n delete this clone\nend\n\nwhen I receive [costume v]\nif <(costume [name v]) = [PodobooSMW]> then\n set size to (20) %\n forever\n switch costume to (podoboosmw v)\n wait (.1) seconds\n switch costume to (podoboosmw2 v)\n wait (.1) seconds\n end\nend\n\n@Ending\n\nwhen flag clicked\nhide\nwait until <(Level) = [15]>\nswitch costume to (4 v)\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: ((-68) + ((40) * ((costume [name v]) - (1)))) y: (-108)\nset [color v] effect to ((20) * ((costume [name v]) - (0)))\n\n@Last\n\nwhen flag clicked\nhide variable [☁ finished people without skips! :d v]\nhide variable [# skips v]\nhide\nwait until <(Level) = [15]>\nbroadcast (defeat v)\nshow variable [# skips v]\nshow\nif <(# SKIPS) = [0]> then\n change [☁ finished people without skips! :d v] by (1)\n show variable [☁ finished people without skips! :d v]\nend\n\n
♦︎ LEGO 2 ♦︎ | A Platformer\n\nLEGO 1: https://scratch.mit.edu/projects/542862750/\nLEGO 2: https://scratch.mit.edu/projects/547644658/\n\n- 36th On GAMES!!! TYSM! \n\n⌙ Hi Guys!! This is Part 2!! I was getting a lot of requests to make part 2, so here it is!!! I Hope you Enjoy!!\n~~~~~~~~~~~CONTROLS~~~~~~~~~~~~~\nMobile- Friendly, Arrow Keys To Move, And Press Skip to Skip Levels (I don't recommend that...)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\n★ Leave a ♥︎ and a ★ if you liked this!!\n★ I might make part 3 if I get 100 hearts, stars!!\n★ See what happens if you don't Skip!!\n\n-Credits-\nMe For Pixel Art (Lego)\nMe For Coding\nBGM: Monkey Spinning Monkey\nBGM: SMB3 Hammer Bros Theme\nSFX: Super Mario, Scratch
Starter Project Scrolling Platformer Game _ Scratch Scrolling Platformer copy copy
@Stage\n\n@Laggy\n\n@Player\n\n@Platforms\n\n@Danger\n\n@Colectables\n\n@Exit\n\n@Saw\n\n@Play\n\n@Words\n\n@You Win\n\n@Thumbnail\n\n@Trampoline\n\n
Hi Guys,\nThis is the Starter Project. No need to upload or create variables.\nif you want to learn how to make this game, you can go to our YouTube channel \nSL SMART MIND.\nhttps://www.youtube.com/channel/UC96UGbXH7n_ZVq6MnwP9Kbg\nLOV,FAV,FOLLOW
2player platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [ステージ替え v]\nstart sound [Rip v]\nwait (0.5) seconds\nnext backdrop\n\nwhen I receive [垂れ幕 v]\nstop all sounds\nswitch backdrop to (背景1 v)\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (-211) y: (-65)\nset [黄緑y v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <[240] < (x position)> then\n broadcast (ステージ替え v)\n hide\n wait (1) seconds\n end\nend\n\nwhen I receive [キャラ再生 v]\nshow\nset [黄緑y v] to [0]\ngo to x: (-211) y: (-65)\n\nwhen I receive [ステージ替え v]\nhide\n\nwhen flag clicked\ngo to x: (-211) y: (-65)\n\nwhen flag clicked\nforever\n if <touching color (#609116)?> then\n set [黄緑y v] to [0]\n change y by (-13)\n end\nend\n\nwhen I receive [垂れ幕 v]\nforever\n if <<touching color (#ffc4c4)?> or <touching color (#b0b1b3)?>> then\n go to x: (-211) y: (-65)\n set [黄緑y v] to [0]\n end\nend\n\nwhen I receive [垂れ幕 v]\ngo to x: (-211) y: (-65)\n\nwhen I receive [垂れ幕 v]\ngo to x: (-211) y: (-65)\nshow\n\nwhen I receive [垂れ幕 v]\nforever\n if <key (d v) pressed?> then\n change [黄緑x v] by (1.5)\n switch costume to (コスチューム2 v)\n end\n if <key (a v) pressed?> then\n change [黄緑x v] by (-1.5)\n switch costume to (コスチューム3 v)\n end\n change x by (黄緑x)\n set [黄緑x v] to ((黄緑x) * (0.85))\n if <touching color (#6b5815)?> then\n change y by (1)\n if <<touching color (#6b5815)?> and <key (d v) pressed?>> then\n change x by (-0.23)\n end\n if <<key (a v) pressed?> and <touching color (#6b5815)?>> then\n change x by (0.23)\n end\n if <touching color (#6b5815)?> then\n change y by (1)\n if <touching color (#6b5815)?> then\n change y by (1)\n if <touching color (#6b5815)?> then\n change y by (1)\n if <touching color (#6b5815)?> then\n change y by (1)\n if <touching color (#6b5815)?> then\n change y by (-5)\n change x by ((黄緑x) * (-1))\n if <key (w v) pressed?> then\n set [黄緑y v] to [12]\n start sound [suck1 v]\n if <(黄緑x) > [0]> then\n set [黄緑x v] to [-10]\n else\n set [黄緑x v] to [10]\n end\n else\n set [黄緑x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (黄緑y)\n if <touching color (#7ddd2c)?> then\n change y by ((0) - (黄緑y))\n set [黄緑y v] to [0]\n end\n change y by (-1)\n if <<key (w v) pressed?> and <touching color (#7ddd2c)?>> then\n set [黄緑y v] to [15]\n start sound [suck1 v]\n else\n change [黄緑y v] by (-1)\n end\n change y by (1)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (-65)\nforever\n if <[240] < (x position)> then\n broadcast (ステージ替え v)\n hide\n wait (1) seconds\n end\nend\n\nwhen I receive [キャラ再生 v]\nshow\nset [紫y v] to [0]\ngo to x: (-210) y: (-67)\n\nwhen flag clicked\nforever\n if <touching color (#609116)?> then\n set [紫y v] to [0]\n change y by (-13)\n end\nend\n\nwhen I receive [ステージ替え v]\nhide\n\nwhen I receive [垂れ幕 v]\nforever\n if <<touching color (#ffc4c4)?> or <touching color (#b0b1b3)?>> then\n go to x: (-210) y: (-65)\n set [紫y v] to [0]\n end\nend\n\nwhen I receive [垂れ幕 v]\ngo to x: (-210) y: (-65)\n\nwhen I receive [垂れ幕 v]\ngo to x: (-210) y: (-65)\nshow\n\nwhen I receive [垂れ幕 v]\nforever\n if <key (right arrow v) pressed?> then\n change [紫x v] by (1.5)\n switch costume to (コスチューム2 v)\n end\n if <key (left arrow v) pressed?> then\n change [紫x v] by (-1.5)\n switch costume to (コスチューム3 v)\n end\n change x by (紫x)\n set [紫x v] to ((紫x) * (0.85))\n if <touching color (#6b5815)?> then\n change y by (1)\n if <<touching color (#6b5815)?> and <key (right arrow v) pressed?>> then\n change x by (-0.23)\n end\n if <<key (left arrow v) pressed?> and <touching color (#6b5815)?>> then\n change x by (0.23)\n end\n if <touching color (#6b5815)?> then\n change y by (1)\n if <touching color (#6b5815)?> then\n change y by (1)\n if <touching color (#6b5815)?> then\n change y by (1)\n if <touching color (#6b5815)?> then\n change y by (1)\n if <touching color (#6b5815)?> then\n change y by (-5)\n change x by ((紫x) * (-1))\n if <key (up arrow v) pressed?> then\n set [紫y v] to [12]\n start sound [suck1 v]\n if <(紫x) > [0]> then\n set [紫x v] to [-10]\n else\n set [紫x v] to [10]\n end\n else\n set [紫x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (紫y)\n if <touching color (#7ddd2c)?> then\n change y by ((0) - (紫y))\n set [紫y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#7ddd2c)?>> then\n set [紫y v] to [15]\n start sound [suck1 v]\n else\n change [紫y v] by (-1)\n end\n change y by (1)\nend\n\n@スプライト3\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [ステージ替え v]\nshow\ngo to x: (-177) y: (260)\nrepeat until <(y position) < [-260]>\n change y by (-20)\nend\nhide\nbroadcast (キャラ再生 v)\n\n@スプライト4\n\nwhen I receive [ステージ替え v]\nshow\ngo to x: (-49) y: (260)\nrepeat until <(y position) < [-260]>\n change y by (-17)\nend\nhide\n\nwhen flag clicked\nclear graphic effects\nhide\n\n@スプライト5\n\nwhen I receive [ステージ替え v]\nshow\ngo to x: (75) y: (260)\nrepeat until <(y position) < [-260]>\n change y by (-14)\nend\nhide\n\nwhen flag clicked\nclear graphic effects\nhide\n\n@スプライト6\n\nwhen I receive [ステージ替え v]\nshow\ngo to x: (190) y: (260)\nrepeat until <(y position) < [-260]>\n change y by (-11)\nend\nhide\n\nwhen flag clicked\nclear graphic effects\nhide\n\n@スプライト7\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (10000000)\n\n@OP\n\nwhen flag clicked\nbroadcast (OP v)\n\nwhen I start as a clone\nshow\nif <(あ) = [0]> then\n if <(costume [number v]) = [2]> then\n go to x: (-1) y: (196)\n go to [front v] layer\n set [a v] to [-20]\n repeat (20)\n change [a v] by (1)\n change y by (a)\n 残像\n end\n repeat (8)\n set [a v] to [2]\n repeat (19)\n change [a v] by (-0.2)\n change size by ((a) * (3))\n 残像\n end\n wait (0.1) seconds\n end\n hide\n end\n if <(costume [number v]) = [1]> then\n hide\n wait (0.25) seconds\n show\n go to [front v] layer\n go to x: (-6) y: (-184)\n set [a v] to [10]\n repeat (10)\n change [a v] by (-1)\n change y by (a)\n 残像\n end\n repeat (8)\n set [a v] to [2]\n repeat (19)\n change [a v] by (-0.2)\n change size by ((a) * (3))\n 残像\n end\n wait (0.1) seconds\n end\n hide\n end\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n set size to (100) %\n repeat (10)\n repeat (10)\n change [fisheye v] effect by (50)\n end\n repeat (10)\n change [fisheye v] effect by (-50)\n end\n change [mosaic v] effect by (10)\n end\n hide\n broadcast (垂れ幕 v)\n end\nelse\n repeat (10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [op v]\nclear graphic effects\nset [fisheye v] effect to (0)\nset [mosaic v] effect to (0)\nset [color v] effect to (0)\nhide\nset [あ v] to [0]\npoint in direction (90)\nswitch costume to (50760c3d57efe93e71e8aa587c478451 v)\nset size to (100) %\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nrepeat (8)\n create clone of (_myself_ v)\n change [color v] effect by (20)\nend\nwait (5) seconds\nnext costume\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [op v]\nstart sound [Alex Skrindo - Jumbo2 v]\n\nwait (0.01) seconds\n\nwhen I receive [始まり! v]\ndelete this clone\n\ndefine 消える\npoint in direction (90)\nset size to (100) %\nrepeat (3)\n turn left (1) degrees\nend\nset [a v] to [20]\nrepeat (20)\n change [a v] by (-1)\n change size by (a)\n turn right (a) degrees\n change [ghost v] effect by (10)\nend\n\ndefine 残像\nset [あ v] to [1]\ncreate clone of (_myself_ v)\nset [あ v] to [0]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n change [color v] effect by (1)\n end\nend\n\n
紫は矢印キーで操作(左・右・上矢印キー)\n黄緑はwadで操作\n棘か下に落ちたら死にます\n無限湧きです\n=============================================                    \n         ☆と♡よろしく!          
List Platformer Creator
@Stage\n\ndefine convert (text) to list\ndelete all of [str v]\nset [letter # v] to [1]\nrepeat (length of (text))\n add (letter (letter #) of (text)) to [str v]\n change [letter # v] by (1)\nend\n\ndefine convert (list) to string\nset [str out v] to []\nrepeat (length of [str v])\n set [str out v] to (join (str out) (item (1) of [str v]))\n delete (1) of [str v]\nend\n\nwhen flag clicked\nhide list [list platformer creator v]\ndelete all of [blocks v]\nshow list [save code v]\nadd [~~~] to [blocks v]\nadd [===] to [blocks v]\nadd [∆∆∆] to [blocks v]\nadd [XXX] to [blocks v]\nadd [🙂] to [blocks v]\nset [code v] to []\nset [block v] to [0]\nset [editor v] to [1]\nrepeat (9)\n set [code v] to (join (code) [1111111111111111111111111111111111111111111111111111111111111111110])\nend\nrepeat (4)\n set [code v] to (join (code) [111111111111111111111111111111111111111111111111111111111111111110])\nend\nforever\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n change [editor v] by (1)\n set [x v] to [1]\n set [y v] to [12]\n set [beat level? v] to [0]\n end\n if <key (s v) pressed?> then\n show save code\n wait until <not <key (s v) pressed?>>\n wait until <key (x v) pressed?>\n show list [save code v]\n end\n if <key (l v) pressed?> then\n ask [Save Code:] and wait\n set [code v] to (answer)\n end\n if <[1] = ((editor) mod (2))> then\n edit\n else\n play\n end\nend\n\ndefine generate (code)\ndelete all of [list platformer creator v]\nset [counter v] to [1]\nset [item v] to []\ndelete all of [rows v]\nrepeat (length of (code))\n if <(letter (counter) of (code)) = [0]> then\n add (item) to [list platformer creator v]\n set [item v] to []\n end\n if <(letter (counter) of (code)) = [1]> then\n set [item v] to (join (item) [_])\n end\n if <(letter (counter) of (code)) = [2]> then\n set [item v] to (join (item) [~])\n end\n if <(letter (counter) of (code)) = [3]> then\n set [item v] to (join (item) [=])\n end\n if <(letter (counter) of (code)) = [4]> then\n set [item v] to (join (item) [∆])\n end\n change [counter v] by (1)\nend\n\ndefine draw place\nset [block_replaced v] to []\nidentify rows\nif <[rows v] contains (round (Y))?> then\n convert (item (Y) of [list platformer creator v]) to list\n if <(((block) mod ((5) - <((editor) mod (2)) = [1]>)) + (1)) = [5]> then\n replace item (X) of [str v] with (item (5) of [blocks v])\n if <<<(item # of [~] in [str v]) > (X)> or <(item # of [=] in [str v]) > (X)>> or <(item # of [∆] in [str v]) > (X)>> then\n delete (item # of [_] in [str v]) of [str v]\n end\n else\n set [counter v] to [0]\n repeat (length of (item (((block) mod ((5) - <((editor) mod (2)) = [1]>)) + (1)) of [blocks v]))\n set [block_replaced v] to (join (block_replaced) (item ((X) + (counter)) of [str v]))\n replace item ((X) + (counter)) of [str v] with (letter (1) of (item (((block) mod ((5) - <((editor) mod (2)) = [1]>)) + (1)) of [blocks v]))\n change [counter v] by (1)\n end\n end\n convert (str) to string\n replace item (Y) of [list platformer creator v] with (str out)\nelse\n set space ((X) - (1))\n replace item (Y) of [list platformer creator v] with (join (space) (item (((block) mod ((5) - <((editor) mod (2)) = [1]>)) + (1)) of [blocks v]))\n if <(Y) > [9]> then\n set space ((65) - ((X) + (2)))\n else\n set space ((66) - ((X) + (2)))\n end\n replace item (Y) of [list platformer creator v] with (join (item (Y) of [list platformer creator v]) (space))\nend\n\ndefine identify rows\nset [counter v] to [1]\nrepeat (13)\n if <not <<(item (counter) of [list platformer creator v]) = [__________________________________________________________________]> or <(item (counter) of [list platformer creator v]) = [_________________________________________________________________]>>> then\n add (counter) to [rows v]\n end\n change [counter v] by (1)\nend\n\ndefine generate new code\nset [item# v] to [1]\nset [code v] to []\nrepeat (13)\n set [counter v] to [1]\n repeat (length of (item (item#) of [list platformer creator v]))\n if <<(letter (counter) of (item (item#) of [list platformer creator v])) = [X]> or <(letter (counter) of (item (item#) of [list platformer creator v])) = [_]>> then\n set [code v] to (join (code) [1])\n end\n if <(letter (counter) of (item (item#) of [list platformer creator v])) = [~]> then\n set [code v] to (join (code) [2])\n end\n if <(letter (counter) of (item (item#) of [list platformer creator v])) = [=]> then\n set [code v] to (join (code) [3])\n end\n if <(letter (counter) of (item (item#) of [list platformer creator v])) = [∆]> then\n set [code v] to (join (code) [4])\n end\n change [counter v] by (1)\n end\n set [code v] to (join (code) [0])\n change [item# v] by (1)\nend\n\ndefine fit list\nset [item# v] to [1]\nrepeat (13)\n set [extra length v] to [0]\n set [letter # v] to [1]\n repeat (length of (item (item#) of [list platformer creator v]))\n if <(letter (letter #) of (item (item#) of [list platformer creator v])) = [~]> then\n change [extra length v] by (0.067)\n end\n if <(letter (letter #) of (item (item#) of [list platformer creator v])) = [=]> then\n change [extra length v] by (0.067)\n end\n if <(letter (letter #) of (item (item#) of [list platformer creator v])) = [∆]> then\n change [extra length v] by ((1) / (6))\n end\n if <(letter (letter #) of (item (item#) of [list platformer creator v])) = [X]> then\n change [extra length v] by (0.27)\n end\n if <(letter (letter #) of (item (item#) of [list platformer creator v])) = [🙂]> then\n change [extra length v] by (2)\n end\n change [letter # v] by (1)\n end\n set [extra length v] to ([floor v] of (extra length) )\n if <not <(((65) + <[10] > (item#)>) - (extra length)) = (length of (item (item#) of [list platformer creator v]))>> then\n convert (item (item#) of [list platformer creator v]) to list\n repeat ((extra length) - ((((65) + <[10] > (item#)>) - (length of (item (item#) of [list platformer creator v]))) + ()))\n delete (length of [str v]) of [str v]\n end\n convert (str) to string\n replace item (item#) of [list platformer creator v] with (str out)\n end\n fill list item (item#)\n change [item# v] by (1)\nend\n\ndefine show save code\nhide list [save code v]\ndelete all of [save code v]\nadd [Triple Click on the item below and copy it on to your clipboard!] to [save code v]\nadd (code) to [save code v]\nadd [Please do not post this in the comments, it's far too long.] to [save code v]\nadd [Press 'x' to exit] to [save code v]\n\ndefine clear\nset [code v] to []\nrepeat (9)\n set [code v] to (join (code) [1111111111111111111111111111111111111111111111111111111111111111110])\nend\nrepeat (4)\n set [code v] to (join (code) [111111111111111111111111111111111111111111111111111111111111111110])\nend\n\ndefine fill list item (i)\nif <not <((65) + <[10] > (i)>) = ((length of (item (i) of [list platformer creator v])) + (extra length))>> then\n repeat until <((65) + <[10] > (i)>) = ((length of (item (i) of [list platformer creator v])) + (extra length))>\n replace item (i) of [list platformer creator v] with (join (item (i) of [list platformer creator v]) (letter (length of (item (i) of [list platformer creator v])) of (item (i) of [list platformer creator v])))\n end\nend\n\ndefine play\nif <(beat level?) = [0]> then\n set [block v] to [4]\n generate (code)\n if <(letter ((X) + (-2)) of (item (Y) of [list platformer creator v])) = [~]> then\n change [x v] by (2)\n end\n if <(round (Y)) = [1]> then\n change [y v] by (2)\n end\n if <(round (X)) > [60]> then\n set [beat level? v] to [1]\n end\n replace item (5) of [blocks v] with [🙂]\n if <(letter ((round (X)) + (0)) of (item ((Y) - (1)) of [list platformer creator v])) = [~]> then\n set [player y vel v] to [0]\n change [y v] by (1)\n end\n if <(letter ((round (X)) + (0)) of (item ((Y) - (-1)) of [list platformer creator v])) = [∆]> then\n replace item (5) of [blocks v] with [😖]\n change [y v] by (-1)\n draw place\n wait (1) seconds\n set [x v] to [1]\n set [y v] to [12]\n end\n if <(block_replaced) = [∆]> then\n replace item (5) of [blocks v] with [😖]\n change [y v] by (-2)\n draw place\n fit list\n wait (1) seconds\n set [x v] to [1]\n set [y v] to [12]\n end\n if <(letter ((round (X)) + (0)) of (item ((Y) - (-1)) of [list platformer creator v])) = [=]> then\n set [player y vel v] to [0]\n set [player y vel v] to [-1.3]\n end\n if <(Y) > [13]> then\n replace item (5) of [blocks v] with [😖]\n change [y v] by (((round (Y)) - (11)) * (-1))\n draw place\n fit list\n fit item\n wait (1) seconds\n set [x v] to [1]\n set [y v] to [12]\n end\n if <(letter (([floor v] of (X) ) + (0)) of (item (round (([floor v] of (Y) ) - (-1))) of [list platformer creator v])) = [~]> then\n if <[0] > (player y vel)> then\n change [player y vel v] by (0.1)\n set [in air? v] to [1]\n change [y v] by (player y vel)\n end\n set [in air? v] to [0]\n set [player y vel v] to [0]\n else\n change [player y vel v] by (0.1)\n set [in air? v] to [1]\n change [y v] by (player y vel)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-2)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (2)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air?) = [0]>> then\n set [player y vel v] to [-0.8]\n end\n if <(letter ((X) + (0)) of (item (Y) of [list platformer creator v])) = [~]> then\n change [x v] by (-2)\n end\n if <(X) < [1]> then\n set [x v] to [2]\n end\n draw place\n fit list\n fit item\n wait (0) seconds\nelse\n draw finish screen\nend\n\ndefine edit\nif <key (c v) pressed?> then\n ask [Are you sure you want to clear? \(y/n\)] and wait\n if <(answer) = [y]> then\n clear\n end\nend\ngenerate (code)\nset [x v] to (round ((((mouse x) + (240)) / (7.5)) + ((mouse x) / (400))))\nset [y v] to (round (((180) - (mouse y)) / (25)))\nif <(Y) < [1]> then\n set [y v] to [1]\nend\nif <(X) < [1]> then\n set [x v] to [1]\nend\nif <[13] < (Y)> then\n set [y v] to [13]\nend\nif <[63] < (X)> then\n if <(Y) > [9]> then\n set [x v] to [63]\n else\n set [x v] to [64]\n end\nend\ndraw place\nfit list\nif <key (m v) pressed?> then\n wait until <not <key (m v) pressed?>>\n change [block v] by (1)\nend\nif <key (1 v) pressed?> then\n set [block v] to [4]\nend\nif <key (2 v) pressed?> then\n set [block v] to [1]\nend\nif <key (3 v) pressed?> then\n set [block v] to [2]\nend\nif <key (4 v) pressed?> then\n set [block v] to [3]\nend\nif <key (space v) pressed?> then\n generate new code\nend\n\ndefine set space (space)\nset [space v] to []\nrepeat (space)\n set [space v] to (join (space) [_])\nend\n\ndefine draw finish screen\ndelete all of [list platformer creator v]\nrepeat (5)\n add [] to [list platformer creator v]\nend\nadd [ You Beat The Level!!] to [list platformer creator v]\nadd [ Press 'p' to return to editor or press 's' to save this level] to [list platformer creator v]\nrepeat (6)\n add [] to [list platformer creator v]\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow list [list platformer creator v]\n\ndefine fit item\nrepeat (1)\n convert (item (Y) of [list platformer creator v]) to list\n delete (length of [str v]) of [str v]\n convert (str) to string\n replace item (Y) of [list platformer creator v] with (str out)\nend\n\n
Hey! After creating my variable game, i decided that I wanted to revisit something I've always wanted to do: A list platformer level creator. So, here it is! Please Read the Instructions very carefully, for there are a lot of keys the you will need to know:\nspace = place block\np = toggle editor/play mode\ns = save\nl = load\nc(or green flag) = clear(in editor)\nm = switch material(or 1-4, 1 being ground, 2 being bouncy, 3 being spikes, and 4 being eraser(which are the 'X's ))\nArrow keys or WASD to move in play mode.\n\n\nAlso, since i'm using characters, here's a quick overview of what's what:\n'~' = Ground\n'=' = Bounce pad\n'∆' = Spike\nX = Eraser(in editor) \n\nThat's all, Thanks!
Minecraft: Platformer Edition
@Stage\n\nwhen I receive [changebackdrop v]\nif <(LEVEL) = [1]> then\n switch backdrop to (newbackground2048x2 v)\nend\nif <(LEVEL) = [2]> then\n switch backdrop to (newbackground2048x2 v)\n broadcast (2 v)\nend\nif <(LEVEL) = [3]> then\n switch backdrop to (backdrop1 v)\n broadcast (4 v)\nend\nif <(LEVEL) = [4]> then\n switch backdrop to (newbackground2048x2 v)\n broadcast (5 v)\nend\nif <(LEVEL) = [5]> then\n switch backdrop to (newbackground2048x2 v)\nend\nif <(LEVEL) = [6]> then\n switch backdrop to (backdrop_2 v)\n broadcast (3 v)\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (newbackground2048x2 v)\nforever\n set volume to (30) %\n play sound [C418 - Wet Hands - Minecraft Volume Alpha v] until done\nend\n\n@You Win\n\nwhen I receive [start game v]\ngo to x: (-6) y: (120)\nwait (2) seconds\nwait until <(LEVEL) = [6]>\nwait (1) seconds\nshow\nhide variable [level v]\nbroadcast (Stop Timer v)\n\nwhen I receive [start game v]\nset [timer v] to [0]\nreset timer\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nhide variable [timer v]\nhide variable [deaths v]\nhide variable [fps v]\n\n@Player\n\nwhen I receive [start game v]\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [activate rock trap v] to [N]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game-Win\n else\n Game-Die\n set [activate rock trap v] to [N]\n change [deaths v] by (1)\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [sx v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (50) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n broadcast (Move v)\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n broadcast (Move v)\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTrap-Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\nend\nif <(ACTIVATE ROCK TRAP) = [N]> then\n if <<(LEVEL) = [3]> and <(x) > [590]>> then\n set [activate rock trap v] to [Y]\n end\n if <<(LEVEL) = [5]> and <(x) > [170]>> then\n set [activate rock trap v] to [Y]\n end\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nchange [in air v] by (1)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\n repeat until <not <touching (platforms2 v)?>>\n if <(sx) > [0]> then\n change [x v] by (0)\n else\n change [x v] by (0)\n end\n Position\n end\nend\n\ndefine Game-Die\nset [exit v] to []\nswitch costume to (costume4 v)\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Trap-Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\n start sound [crunch v]\nend\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nset [activate rock trap v] to [N]\nwait (1) seconds\nbroadcast (changeBackdrop v) and wait\n\nwhen I receive [player die v]\nset [exit v] to [Die]\n\nwhen [timer v] > (STOP TIMER)\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nset [deaths v] to [0]\nbroadcast (changeBackdrop v) and wait\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [bounce v]\nset [sy v] to [30]\nChange Player Y By (sy)\n\nwhen I receive [3 v]\nswitch costume to (costume1 v)\n\nwhen I receive [move v]\nrepeat (3)\n next costume\n wait (0.8) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (saw v)?> then\n start sound [crunch v]\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if then\n if <key (w v) pressed?> then\n next costume\n wait (0.1) seconds\n end\n if <key (a v) pressed?> then\n next costume\n wait (0.1) seconds\n end\n if <key (d v) pressed?> then\n next costume\n wait (0.1) seconds\n end\n if <key (s v) pressed?> then\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\n\ndefine block name\n\n@text\n\nwait (1.5) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nbroadcast (1 v)\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nset [text speaking? v] to [n]\n\ndefine type (text) at x: (x) y: (y) size: (size) brightness: (brightness)\nset [text speaking? v] to [y]\nclear graphic effects\nswitch costume to (yellow paper \(guide\) v)\nset y to (-130)\nset x to (0)\nset size to (50) %\nshow\ngo to [front v] layer\nrepeat (20)\n change size by (((225) - (size)) / (4))\nend\nset [# v] to [0]\nset [brightness v] to (brightness)\nset [x v] to (x)\nset [y v] to (y)\nset [spacingx v] to ((size) / (14))\nset [spacingy v] to ((size) / (11))\nrepeat (length of (text))\n change [# v] by (1)\n if <(letter (#) of (text)) > []> then\n set [asset v] to (letter (#) of (text))\n else\n set [asset v] to []\n end\n create clone of (_myself_ v)\n if <((#) mod (2)) = [0]> then\n start sound [text2 v]\n end\nend\nset [# v] to [0]\nrepeat until <<mouse down?> or <key (space v) pressed?>>\n go to [front v] layer\n if <not <(EXIT) = [wg]>> then\n broadcast (tick v) and wait\n else\n broadcast (gf v)\n end\nend\nwait until <not <<mouse down?> or <key (space v) pressed?>>>\nbroadcast (Clear v) and wait\nhide\n\nwhen I receive [clear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nset x to (x)\nset y to (y)\nswitch costume to (asset)\nif <(costume [number v]) = [56]> then\n switch costume to ( v)\n delete this clone\nend\nset [brightness v] effect to (brightness)\nchange x by (-42)\nchange y by (22)\nset [org. x v] to (x position)\nclone setup\nshow\ngo to [front v] layer\n\ndefine clone setup\nrepeat (#)\n change x by (spacingX)\n if <(x position) > [190]> then\n set x to ((org. x) + (spacingX))\n change y by ((0) - (spacingY))\n end\nend\ngo to [front v] layer\n\ntype [asfasfsfs!] at x: [-170] y: [-155] size: [190] brightness: []\n\nwhen I receive [green flag v]\nhide\nbroadcast (1 v)\n\nwhen I receive [1 v]\ntype [hi,i am steve \(space or click\)] at x: [-170] y: [-152] size: [190] brightness: []\ntype [i need to find my house!] at x: [-170] y: [-145] size: [190] brightness: []\ntype [lets go!] at x: [-170] y: [-145] size: [190] brightness: []\nset [text speaking? v] to [n]\nbroadcast (moosic v)\n\nwhen I receive [2 v]\nwait (0.8) seconds\ntype [yikes,that saw is bad news!] at x: [-170] y: [-152] size: [190] brightness: []\nset [text speaking? v] to [n]\n\ndefine render (text) at x: (x) y: (y) brightness: (brightness) size: (size)\nclear graphic effects\nswitch costume to (text box v)\nset y to (x)\nset x to (y)\nset size to (50) %\nshow\ngo to [front v] layer\nset size to (300) %\nset [# v] to [0]\nset [brightness v] to (brightness)\nset [x v] to (x)\nset [y v] to (y)\nset [spacingx v] to ((size) / (17))\nset [spacingy v] to ((size) / (11))\nrepeat (length of (text))\n change [# v] by (1)\n if <(letter (#) of (text)) > []> then\n set [asset v] to (letter (#) of (text))\n else\n set [asset v] to []\n end\n create clone of (_myself_ v)\nend\nset [# v] to [0]\n\nwhen I receive [level compete! v]\nwait (0.8) seconds\nrender (join [score:] (SCORE)) at x: [-55] y: [30] brightness: [0] size: [285]\n\nwhen I receive [3 v]\ntype [yay were home!] at x: [-170] y: [-152] size: [190] brightness: []\ntype [thank you] at x: [-170] y: [-145] size: [190] brightness: []\nset [text speaking? v] to [n]\n\nwhen I receive [4 v]\nwait (1.5) seconds\ntype [wow, very cool] at x: [-170] y: [-152] size: [190] brightness: []\nset [text speaking? v] to [n]\n\ntype [_2_wer] at x: [-170] y: [-152] size: [190] brightness: []\nset [text speaking? v] to [n]\n\nwhen I receive [5 v]\ntype [well looks at that, its bob!] at x: [-170] y: [-145] size: [190] brightness: []\ntype [don’t touch him, he does not like people touching him!] at x: [-170] y: [-152] size: [190] brightness: []\nset [text speaking? v] to [n]\n\nwhen I receive [gf v]\ngo to [front v] layer\n\nwhen I receive [7 v]\n\nwait (2) seconds\ntype [\(captain clown nose!\)] at x: [-170] y: [-152] size: [190] brightness: []\ntype [\(if you can defeat me,\)] at x: [-170] y: [-152] size: [190] brightness: []\ntype [\(you can have my boat.\)] at x: [-170] y: [-152] size: [190] brightness: []\ntype [\(sincerely, mr. crab\)] at x: [-170] y: [-152] size: [190] brightness: []\nset [text speaking? v] to [n]\n\n@Trampoline\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [-35]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [539] y: [-75]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [300] y: [-40]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [250] y: [-50]\n Clone at x: [890] y: [74]\n Clone at x: [1075] y: [220]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (springboardup v)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Bounce v)\n start sound [boing v]\n repeat (2)\n next costume\n wait (0.1) seconds\n end\n switch costume to (springboarddown2 v)\n wait (0.1) seconds\n next costume\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (99) layers\nhide\nset [stop timer v] to [0.1]\nforever\n set [stop timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (STOP TIMER)\nhide variable [level v]\nhide variable [timer v]\nhide variable [deaths v]\ngo to [front v] layer\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\nwhen I receive [start game v]\nshow variable [level v]\nshow variable [deaths v]\nshow variable [timer v]\n\n@Words\n\nwhen flag clicked\nset size to (0) %\ngo to x: (-6) y: (70)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@Play\n\nwhen flag clicked\nset size to (0) %\ngo to x: (0) y: (-90)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen flag clicked\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [pop v]\nhide\nbroadcast (Start Game v)\nstop [this script v]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open Portal]> and <touching (player v)?>> then\n start sound [portal v]\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n if <(LEVEL) = [1]> then\n switch costume to (close portal v)\n Clone at x: [1110] y: [-5]\n end\n if <(LEVEL) = [2]> then\n switch costume to (close portal v)\n Clone at x: [709] y: [541]\n end\n if <(LEVEL) = [3]> then\n switch costume to (close portal v)\n Clone at x: [1235] y: [150]\n end\n if <(LEVEL) = [4]> then\n switch costume to (close portal v)\n Clone at x: [990] y: [50]\n end\n if <(LEVEL) = [5]> then\n switch costume to (close portal v)\n Clone at x: [2480] y: [360]\n end\nelse\n set [x v] to [-9999999999]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open portal v)\n\n@Colectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [collect v]\n if <(COLLECTED) = (COINS)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [-170] y: [10]\n Clone at x: [100] y: [40]\n Clone at x: [311] y: [60]\n Clone at x: [611] y: [20]\n Clone at x: [611] y: [104]\n Clone at x: [730] y: [50]\n Clone at x: [1025] y: [-20]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [-79] y: [-76]\n Clone at x: [166] y: [232]\n Clone at x: [226] y: [232]\n Clone at x: [191] y: [270]\n Clone at x: [428] y: [339]\n Clone at x: [543] y: [396]\n Clone at x: [635] y: [481]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [-75] y: [0]\n Clone at x: [56] y: [-65]\n Clone at x: [250] y: [-10]\n Clone at x: [685] y: [20]\n Clone at x: [910] y: [-60]\n Clone at x: [988] y: [60]\n Clone at x: [1120] y: [168]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [-175] y: [5]\n Clone at x: [80] y: [40]\n Clone at x: [550] y: [75]\n Clone at x: [715] y: [195]\n Clone at x: [815] y: [90]\n Clone at x: [910] y: [90]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [-90] y: [0]\n Clone at x: [370] y: [220]\n Clone at x: [340] y: [-35]\n Clone at x: [810] y: [130]\n Clone at x: [1470] y: [460]\n Clone at x: [1920] y: [530]\n Clone at x: [2295] y: [480]\nend\nset [x v] to [-999999999]\n\nClone at x: [370] y: [60]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n next costume\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [coins v] by (1)\nset size to (20) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nforever\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 2 v)\n hide variable [deaths v]\n hide variable [timer v]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [level v] to [6]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [level v] to [6]\n\nset [level v] to [5]\n\nClone at x: [360] y: [0]\n\n@Saw\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (50) %\n go to [back v] layer\n turn right (12) degrees\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n set [player dying v] to [Y]\n broadcast (Player Die v) and wait\n set [player dying v] to [N]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [2]> then\n switch costume to (saw v)\n Clone at x: [65] y: [130]\nend\nif <(LEVEL) = [3]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (saw v)\n Clone at x: [915] y: [-20]\nend\nif <(LEVEL) = [5]> then\n switch costume to (saw v)\n Clone at x: [800] y: [70]\nend\nset [x v] to [-999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [-63] y: [-85]\nClone at x: [1128] y: [85]\n\n@villager\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (20) %\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n start sound [No! v]\n next costume\n wait (1) seconds\n next costume\n set [player dying v] to [Y]\n broadcast (Player Die v) and wait\n set [player dying v] to [N]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [4]> then\n switch costume to (picture1 v)\n point in direction (90)\n Clone at x: [360] y: [-33]\nend\nset [x v] to [-999999999]\n\npoint towards (player v)\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [-63] y: [-85]\nClone at x: [1128] y: [85]\n\n@tree\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (50) %\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [1]> then\n switch costume to (picture1 v)\n Clone at x: [92] y: [-33]\nend\nif <(LEVEL) = [2]> then\n switch costume to (picture1 v)\n Clone at x: [-151] y: [74]\nend\nset [x v] to [-999999999]\nset [x v] to [-999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\nforever\n wait (1) seconds\n next costume\nend\n\nClone at x: [-63] y: [-85]\nClone at x: [1128] y: [85]\n\nset [level v] to [4]\n\nnext costume\nwait (1) seconds\nnext costume\nset [player dying v] to [Y]\nbroadcast (Player Die v) and wait\nset [player dying v] to [N]\n\nstart sound [No! v]\n\n@villager2\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (20) %\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n start sound [No! v]\n next costume\n wait (1) seconds\n next costume\n set [player dying v] to [Y]\n broadcast (Player Die v) and wait\n set [player dying v] to [N]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [5]> then\n switch costume to (picture1 v)\n point in direction (90)\n Clone at x: [-189] y: [-43]\nend\nset [x v] to [-999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [-63] y: [-85]\nClone at x: [1128] y: [85]\n\n@house\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (100) %\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [6]> then\n switch costume to (tree3 v)\n Clone at x: [0] y: [-45]\nend\nset [x v] to [-999999999]\nset [x v] to [-999999999]\n\nClone at x: [830] y: [70]\n\nwhen I start as a clone\nforever\n wait (1) seconds\n next costume\nend\n\nClone at x: [-63] y: [-85]\nClone at x: [1128] y: [85]\n\nset [level v] to [4]\n\nnext costume\nwait (1) seconds\nnext costume\nset [player dying v] to [Y]\nbroadcast (Player Die v) and wait\nset [player dying v] to [N]\n\nstart sound [No! v]\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\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\nset [level v] to [6]\n\n
wasd or tap to move\nCollect all the coins to move onto the next level \nSpace or tap to jump
Online Outline ☁ // a cloud multiplayer scrolling platformer racing game #games #all
@Stage\n\nwhen I receive [mg intro done =d v]\nset volume to (50) %\nforever\n play sound [Nebula 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 (4.3) 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 (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 (player v)\n end\n if <(exit) = [win]> then\n Game - win\n else\n game - die\n end\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nif <touching (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 (player 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]\nset [level v] to [2]\nwait (0.1) 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\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 [don't rotate v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\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 [1220] [240] [1355] [240] [6] [-1] [8]\nclone at [515] [955] [670] [955] [6] [-1] [8]\nclone at [820] [1253] [1060] [1253] [8] [-1] [8]\nclone at [1650] [-22] [1840] [-22] [12] [-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 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 end\n repeat (wait time)\n set [costume# v] to [1]\n end\nend\n\n@opponents\n\ndefine begin decoding of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from ecoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n 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 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 (1 v)\n point in direction (90)\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 ((timer) * (50))\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: [1900] y: [25]\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: [500] y: [0]\nclone at x: [500] y: [0]\nclone at x: [400] y: [250]\nclone at x: [0] y: [0]\nclone at x: [-50] y: [0]\nclone at x: [-1250] y: [0]\nclone at x: [230] y: [330]\nclone at x: [0] y: [0]\nclone at x: [0] y: [0]\nclone at x: [330] y: [300]\nset [x v] to [1650]\nset [y v] to [-30]\ncreate clone of (_myself_ v)\nnext costume\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: [1100] y: [0]\nclone at x: [0] y: [400]\nclone at x: [-1300] y: [0]\nclone at x: [1350] y: [600]\nclone at x: [500] y: [-150]\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@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 [930] [550] [1185] [550] [6] [0.2]\nclone at [1650] [440] [1750] [440] [6] [0.2]\nclone at [1650] [800] [1750] [800] [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@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 size to (pick random (50) to (100)) %\nset [ghost v] effect to (pick random (50) to (0))\nif <(pick random (1) to (3)) = [2]> then\n set [ghost v] effect to (pick random (50) to (70))\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: [225] y: [-15]\nclone at x: [1420] y: [230]\nclone at x: [730] y: [945]\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))\nif <touching (player v)?> then\n switch costume to (1 v)\nelse\n switch costume to (2 v)\nend\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: [220] y: [285]\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: [700] y: [638]\nclone at x: [620] y: [638]\nclone at x: [540] y: [638]\nclone at x: [-80] y: [873]\nclone at x: [0] y: [873]\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
Online Outline ☁\n=======================================\n[TOP-LOVED!!! TYSM!!! (7/2/2021)]\n=======================================\nSub to my YT channel for fun tutorials and content!\nhttps://www.youtube.com/channel/UCS-MpseSsGhtijbHt0aevzw?sub_confirmation=1\n=======================================\n⚠ checkpoints were intentionally not included >:3 ⚠\n⚠ only 9 slots available ⚠\n⚠ new scratchers can't use multiplayer ⚠\n⚠ like and fav for a SURPRISE!!! ⚠\n⚠ generic? maybe, but easy to make? no way.. ⚠\n=======================================\n-story-\nthis is happening in your dream, you don't realize it's your dream, so just play along ;-; lol, there's no color fill in ANYTHING in this world, everything is an outline. and many others have the same dream as you!? find the portal to get back into reality! and for fun, there's a highscore to see the person fastest to return!\nhave fun!\n=========================================\n-instructions-\n>> W,A,S,D or arrow keys to move.\n>> reach the portal 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-\n2.5k+ blocks!\n80+ assets!\n180+ scripts!\n34+ 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- @TimMCcool for the ❤ & ⭐ detector!\n- @JTHEJET for the ad notes (edited by me)\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
The Grasslands 2 - A Platformer Game #Games #Games #Games #Games #Games #All #All #All
@Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (100)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nforever\n play sound [song v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (dimond v)?> then\n broadcast (you win! v)\n end\nend\n\nchange [level v] by (1)\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n repeat (5)\n wait (0.01) seconds\n change y by (-3)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Text and Decoration\n\ndefine position: x: (x) , y: (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@dimond\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [you win! v]\nhide\nforever\n set [level v] to [12]\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [you win! v]\nset [ghost v] effect to (99)\nshow\nrepeat (33)\n change [ghost v] effect by (-3)\n go to [front v] layer\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nnext backdrop\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen I receive [you win! v]\n\nplay sound [pop v] until done\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
SPAM THE GREEN FLAG!!!!!!!\n\nhttps://scratch.mit.edu/projects/550913658/ BRAND NEW GAME!!!!\n\nPART ONE: https://scratch.mit.edu/projects/547159445\n\n\n
tied up platformer 4
@Stage\n\nwhen I receive [開始 v]\nforever\n play sound [シャボン玉と猫 v] until done\nend\n\n@スプライト1\n\nwhen I receive [開始 v]\nforever\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n switch costume to (ブロックくん2 v)\n wait until <not <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>>>\n change y by (6)\n else\n switch costume to (ブロックくん v)\n end\nend\n\nwhen I receive [開始 v]\nset [記録(プレイ中) record \(playing\) v] to [0]\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 [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n set [加速度 v] to [1]\n point in direction (90)\n else\n if <not <<(加速度) < [0]> or <(加速度) = [0]>>> then\n change [加速度 v] by (-0.1)\n change x by (加速度)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#33ff00)?> then\n change y by (1)\n if <touching color (#33ff00)?> then\n change y by (1)\n if <touching color (#33ff00)?> then\n change y by (1)\n if <touching color (#33ff00)?> then\n change y by (1)\n if <touching color (#33ff00)?> then\n change y by (1)\n if <touching color (#33ff00)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <not <(壁キックカウント Wall kick count) = [3]>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n change [壁キックカウント wall kick count v] by (1)\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#33ff00)?> then\n if <(自爆) = [0]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <not <(ジャンプカウント Jump count) = [3]>> then\n set [yv v] to [15]\n change [ジャンプカウント jump count v] by (1)\n start sound [ジャンプ v]\n end\n end\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#33ff00)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n broadcast (次へ v) and wait\n broadcast (next level v)\n set [壁キックカウント wall kick count v] to [0]\n set [ジャンプカウント jump count v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<touching color (#ff0000)?> or <<key (space v) pressed?> or <<(自爆) = [1]> or <(y position) < [-170]>>>> then\n start sound [ナイフを投げる v]\n go to x: (-201) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n set [壁キックカウント wall kick count v] to [0]\n set [ジャンプカウント jump count v] to [0]\n if <(待機?) = [1]> then\n broadcast (待機 v)\n end\n end\nend\n\nwhen flag clicked\nshow\nset size to (50) %\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nhide variable [記録(プレイ中) record \(playing\) v]\nhide variable [記録 record v]\nhide variable [☁ 最高記録 highest record v]\nif <key (any v) pressed?> then\n set [color v] effect to (pick random (0) to (200))\nend\n\nwhen I receive [開始 v]\nforever\n if <touching color (#ffff00)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nhide variable [ジャンプカウント jump count v]\nhide variable [壁キックカウント wall kick count v]\nset [壁キックカウント wall kick count v] to [0]\nset [ジャンプカウント jump count v] to [0]\nset [自爆 v] to [0]\nset [待機? v] to [1]\n\nwhen I receive [待機 v]\nset [待機? v] to [0]\nwait (0.5) seconds\nset [自爆 v] to [0]\nset [待機? v] to [1]\n\nwhen I receive [動かないと台パン v]\nif <(☁ 最高記録 Highest record) > (タイム)> then\n set [☁ 最高記録 highest record v] to (タイム)\nend\nbroadcast (最高記録 v)\n\nwhen I receive [開始 v]\nwait until <(ステージ) > [9]>\nbroadcast (動かないと台パン v)\n\n@スプライト2\n\nwhen I receive [next level v]\nnext costume\nchange [ステージ v] by (1)\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nset [ステージ v] to [1]\n\n@スプライト3\n\nwhen flag clicked\nplay sound [ロストワンの号哭katto v] until done\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (10)\n turn right (5) degrees\nend\nrepeat (20)\n turn left (5) degrees\nend\nrepeat (10)\n turn right (5) degrees\nend\nrepeat (10)\n turn right (5) degrees\nend\nrepeat (20)\n turn left (5) degrees\nend\nrepeat (10)\n turn right (5) degrees\nend\nbroadcast (上昇 v)\nrepeat (180)\n change y by (2)\nend\nbroadcast (開始 v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@スプライト4\n\nwhen flag clicked\nshow\n\nwhen I receive [開始 v]\nhide\n\nwhen I receive [上昇 v]\nrepeat (180)\n change y by (2)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide variable [ジャンプカウント jump count v]\nhide variable [壁キックカウント wall kick count v]\nhide variable [記録(プレイ中) record \(playing\) v]\nhide variable [記録 record v]\nhide variable [☁ 最高記録 highest record v]\n\n@スプライト5\n\nwhen [timer v] > (0.05)\nset [ghost v] effect to (100)\nhide variable [☁ 最高記録 highest record v]\nhide variable [記録 record v]\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nset [自爆 v] to [1]\n\nwhen I receive [開始 v]\nshow\n\n@スプライト8\n\nwhen I start as a clone\nif <(切り替え) = [0]> then\n wait (1.025) seconds\nelse\n wait (0) seconds\nend\ndelete this clone\n\ndefine 一瞬で\nif <(costume [number v]) = [11]> then\n set [雑用 v] to [1]\n go to x: (40) y: (-160)\n set size to (100) %\n repeat (length of (タイマー))\n switch costume to (letter (雑用) of (タイマー))\n create clone of (_myself_ v)\n change x by (12)\n change [雑用 v] by (1)\n end\n switch costume to (タイム v)\n set size to (100) %\n go to x: (0) y: (-160)\nend\n\nwhen I receive [開始 v]\nset [切り替え v] to [0]\nforever\n 一瞬で\n wait (1) seconds\n change [タイマー v] by (1)\n change [タイム v] by (1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-160)\nswitch costume to (タイム v)\nset [タイマー v] to [0]\nset [タイム v] to [0]\n\nwhen I receive [開始 v]\nwait until <([costume # v] of [スプライト2 v]) = [10]>\nstop [other scripts in sprite v]\nswitch costume to (最高記録 v)\nset [切り替え v] to [1]\nforever\n 一瞬で\nend\n\n@スプライト7\n\nwhen I start as a clone\nwait (0) seconds\ndelete this clone\n\ndefine 一瞬で\nif <(costume [number v]) = [11]> then\n switch costume to (ジャンプカウント Jump count)\n go to x: (-100) y: (120)\n set size to (100) %\n create clone of (_myself_ v)\n switch costume to (タイム v)\n set size to (100) %\n go to x: (-180) y: (120)\nelse\nend\n\nwhen I receive [開始 v]\nforever\n 一瞬で\nend\n\nwhen flag clicked\ngo to x: (-180) y: (120)\nswitch costume to (タイム v)\nset [タイマー v] to [0]\nset [タイム v] to [0]\n\n@スプライト10\n\nwhen I start as a clone\nwait (0) seconds\ndelete this clone\n\nwhen I receive [最高記録 v]\nshow\nforever\n 一瞬で\nend\n\nwhen flag clicked\ngo to x: (-50) y: (-130)\nswitch costume to (タイム v)\nset [タイマー v] to [0]\nset [タイム v] to [0]\nhide\n\ndefine 一瞬で\nif <(costume [number v]) = [11]> then\n set [雑用 v] to [1]\n go to x: (40) y: (-130)\n set size to (100) %\n repeat (length of (☁ 最高記録 Highest record))\n switch costume to (letter (雑用) of (☁ 最高記録 Highest record))\n create clone of (_myself_ v)\n change x by (12)\n change [雑用 v] by (1)\n end\n switch costume to (タイム v)\n set size to (100) %\n go to x: (-50) y: (-130)\nend\n\n@スプライト11\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [次へ v]\ngo to x: (-200) y: (0)\nshow\nglide (1) secs to x: (200) y: (0)\nhide\n\n@スプライト9\n\nwhen I start as a clone\nwait (0) seconds\ndelete this clone\n\ndefine 一瞬で\nif <(costume [number v]) = [11]> then\n switch costume to (壁キックカウント Wall kick count)\n go to x: (-70) y: (160)\n set size to (100) %\n create clone of (_myself_ v)\n switch costume to (タイム v)\n set size to (100) %\n go to x: (-165) y: (160)\nend\n\nwhen I receive [開始 v]\nforever\n 一瞬で\nend\n\nwhen flag clicked\ngo to x: (-165) y: (160)\nswitch costume to (タイム v)\nset [タイマー v] to [0]\nset [タイム v] to [0]\n\n
日本語は下\n\nJumping and wall kicking are disabled after 3 times each.\nRight tap / Right key to go right\nTap Left / Left key to go left.\nUp tap / Up key Jump\nDown tap / Down key Crouch\nButton tap / Spacebar Self-destruct\nGreen Ground\nRed Start from the beginning of the stage when you touch it\nYellow Jump high when touched\nJump & Move Wall Kick\n\nジャンプ・壁キックはそれぞれ3回すると出来なくなります。\n右タップ・右キー      右に進む\n左タップ・左キー      左に進む\n上タップ・上キー      ジャンプ\n下タップ・下キー      しゃがむ\nボタンタップ・スペースキー 自爆\n緑   地面\n赤   触れるとステージの最初からになる\n黄色  触れると高くジャンプする\nジャンプ&移動  壁キック
Betta || A Platformer
@Stage\n\nwhen I receive [play game v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [next level v]\nnext backdrop\nif <(backdrop [number v]) = [??]> then\n broadcast (came back v)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [done intro v]\nhide variable [betta name v]\ngo to x: (0) y: (0)\nhide\nask [Whats your name? \( Keep in mind that in this game you are a Betta \)] and wait\nset [betta name v] to (answer)\nshow variable [betta name v]\nbroadcast (what do you look like v)\nswitch backdrop to (backdrop2 v)\nhide\n\n@Character\n\nwhen I receive [next level v]\ngo to x: (-196) y: (13)\n\nwhen I receive [end end end v]\nhide\n\nwhen I receive [play game v]\nhide\nset size to (25) %\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(backdrop [name v]) = [backdrop??]>\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#f4edcb)?> then\n change y by (1)\n end\n if <touching color (#f4edcb)?> then\n change y by (1)\n end\n if <touching color (#f4edcb)?> then\n change y by (1)\n end\n if <touching color (#f4edcb)?> then\n change y by (1)\n end\n if <touching color (#f4edcb)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#f4edcb)?> 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 (#f4edcb)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\n if <<touching color (#000000)?> and <(coral power?) = [no]>> then\n go to x: (-196) y: (-17)\n end\n if <<touching color (#37c570)?> or <touching color (#34b969)?>> then\n set [y v] to [20]\n end\n if <<touching color (#000000)?> and <(coral power?) = [no]>> then\n go to x: (-196) y: (-17)\n end\n if <key (space v) pressed?> then\n if <<(coral power?) = [yes]> and <touching color (#000000)?>> then\n broadcast (next level v)\n end\n end\nend\ngo to x: (-166) y: (-85)\n\nwhen I receive [what do you look like v]\nset size to (75) %\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <<key (space v) pressed?> and <(backdrop [name v]) = [backdrop2]>> then\n next costume\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nset size to (35) %\nhide\n\nwhen I receive [came back v]\ngo to x: (-54) y: (-60)\nstop [all v]\n\n@Next\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [backdrop2]>\nshow\nset size to (50) %\ngo to x: (179) y: (-126)\nrepeat until <(backdrop [name v]) = [backdrop3]>\n if <touching (mouse-pointer v)?> then\n switch costume to (fish2 v)\n else\n switch costume to (fish v)\n end\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [2]>>> then\n broadcast (play game v)\n hide\n end\nend\n\n@Coral\n\nwhen flag clicked\ngo to [front v] layer\nset [coral power? v] to [no]\nhide\nset [brightness v] effect to (0)\ngo to x: (-26) y: (-81)\nforever\n repeat (5)\n change [brightness v] effect by (2)\n change y by (3)\n end\n wait (0.2) seconds\n repeat (5)\n change [brightness v] effect by (-2)\n change y by (-3)\n end\n wait (0.2) seconds\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [backdrop11]>\nwait (2) seconds\nshow\nwait until <touching (character v)?>\nset [coral power? v] to [yes]\nhide\n\n@Seashell\n\nwhen flag clicked\nhide\nset [brightness v] effect to (0)\ngo to x: (165) y: (-70)\nforever\n repeat (5)\n change [brightness v] effect by (2)\n change y by (3)\n end\n wait (0.2) seconds\n repeat (5)\n change [brightness v] effect by (-2)\n change y by (-3)\n end\n wait (0.2) seconds\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [backdrop12]>\nshow\nwait until <touching (character v)?>\nbroadcast (came back v)\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [came back v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@intro\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 Cool turning!\nrepeat (60)\n point in direction ((([tan v] of (turn) ) * (13)) + (90))\n change y by (([sin v] of (turn) ) * (3))\n change [turn v] by (5)\nend\n\nwhen flag clicked\nhide\nset [clone id v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nwhen I start as a clone\nif <(clone ID) = [1]> then\n switch costume to (betta2 v)\n show\n go to [front v] layer\n go to x: (-280) y: (0)\n set size to (50) %\n Smooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [10]\n Cool turning!\n point in direction (90)\nend\nif <(clone ID) = [2]> then\n wait (4) seconds\n switch costume to (alba v)\n show\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth glide to x: [0] y: [-150] size: [100] direction [90] smoothness: [10]\nend\nif <(clone ID) = [3]> then\n switch costume to (backround v)\n show\n go to [back v] layer\n set [xposition v] to [480]\n set [xposition v] to [0]\n go to x: (Xposition) y: (ypostion)\n forever\n change [xposition v] by (-10)\n go to x: (Xposition) y: (ypostion)\n end\nend\nif <(clone ID) = [4]> then\n wait (6.32) seconds\n switch costume to (end v)\n show\n go to [front v] layer\n go to x: (0) y: (431)\n repeat (60)\n change y by ((y position) / (-5))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [done intro v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nplay sound [5 sec Intro Music v] until done\nplay sound [Splash v] until done\n\nwhen flag clicked\nwait (8.5) seconds\nbroadcast (Done intro v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n
Do you like Bettas?\nDo you like platformers?\nThis is the perfect game fo you!\nUse arrow keys ( other instructions are inside the game )\nCLICK TWICE THE FLAG⚠️CLICK TWICE THE FLAG⚠️ CLICK TWICE THE FLAG.CLICK TWICE THE FLAG ⚠️⚠️⚠️⚠️⚠️⚠️CLICK TWICE THE FLAG⚠️⚠️\nALL LEVELS ARE POSSIBLE✅✅✅✅✅✔️✔️✔️✔️\n\nIf I get 10 hearts or 5 favs, i'll add more Bettas & maybe i'll do a second part.\n\nPLEASE DON'T ADD THIS TO RANDOM STUDIOS
Platformer || A Platformer
@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 (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]\nset volume to (100) %\nforever\n play sound [Jon Bellion - Kingdom Come v] until done\nend\n\nset [level v] to [13]\n\nbroadcast (Start v)\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n go to (player v)\nend\n\n@My Intro\n\nwhen I start as a clone\nshow\nif <(ID) = [Particle]> then\n switch costume to (bg v)\n set size to (pick random (10) to (75)) %\n go to [front v] layer\n go to x: (pick random (-400) to (240)) y: (-300)\n point in direction (60)\n if <(timer) > [5]> then\n show\n else\n hide\n end\n set [ghost v] effect to (50)\n if <(size) < [40]> then\n go [backward v] (1) layers\n end\n set [i v] to (pick random (3) to (7))\n set [id v] to (pick random (2) to (6))\n repeat until <<(x position) > [399]> or <<(x position) < [-399]> or <<(y position) > [399]> or <(y position) < [-399]>>>>\n switch costume to (movehack v)\n move (i) steps\n change y by (ID)\n change [id v] by (.01)\n switch costume to (particle v)\n if <(timer) > [5]> then\n show\n if <(timer) > [8.7]> then\n hide\n end\n end\n end\n delete this clone\nend\nif <(ID) = [Line]> then\n point in direction (135)\n switch costume to (blank v)\n set size to (100) %\n if <(timer) > [1.5]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n switch costume to (movehack v)\n go to x: (-325) y: (200)\n go to [back v] layer\n go [forward v] (5) layers\n repeat until <(x position) > [300]>\n switch costume to (movehack v)\n if <(timer) > [1.5]> then\n if <(timer) > [7.5]> then\n delete this clone\n else\n change x by (5)\n change y by (-5)\n change [ghost v] effect by (-10)\n end\n else\n change x by (10)\n change y by (-10)\n end\n switch costume to (linething v)\n end\n delete this clone\nend\nif <(ID) = [BG]> then\n switch costume to (bg v)\n set size to (1) %\n go to [front v] layer\n go [backward v] (2) layers\n repeat (5)\n change size by (((10) - (size)) / (8))\n end\n repeat (50)\n switch costume to (blank v)\n change size by (((700) - (size)) / (12))\n switch costume to (bg v)\n end\n wait until <(timer) > [8.7]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(ID) = [CE]> then\n switch costume to (ce v)\n set size to (1) %\n go to [back v] layer\n go [forward v] (1) layers\n set [i v] to [1]\n repeat (15)\n change [i v] by ((i) / (8))\n change size by (i)\n end\n repeat (7)\n change size by (((100) - (size)) / (12))\n end\n repeat (14)\n change size by (((100) - (size)) / (12))\n change size by (2)\n next costume\n end\n delete this clone\nend\nif <(ID) = [BG2]> then\n switch costume to (bg2 v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to [back v] layer\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <(timer) > [8]>\n delete this clone\nend\nif <(ID) = [CT]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (-133) y: (-46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn right (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn right (2) degrees\n end\n delete this clone\nend\nif <(ID) = [CT2]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (133) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn left (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn left (2) degrees\n end\n delete this clone\nend\nif <(ID) = [Name]> then\n set [id v] to [2]\n if <(ID) = [1]> then\n set [brightness v] effect to (-100)\n switch costume to (logo3 v)\n else\n switch costume to (name v)\n end\n set size to (250) %\n set [ghost v] effect to (100)\n go to [front v] layer\n point in direction (45)\n repeat (50)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (12))\n turn right (((90) - (direction)) / (12)) degrees\n end\n repeat until <(timer) > [5]>\n change size by (-.25)\n end\n repeat (5)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n if <(ID) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (logo3 v)\n else\n switch costume to (name2 v)\n end\n repeat (15)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n go to x: (0) y: (0)\n set [-kami's intro x v] to [0]\n set [-kami's intro y v] to [0]\n repeat until <(timer) > [8]>\n change size by (-.25)\n end\n set [i v] to [1]\n set [id v] to [1]\n repeat (10)\n change size by (i)\n turn right (ID) degrees\n change [i v] by ((i) / (4))\n change [id v] by ((ID) / (8))\n end\n repeat (5)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n end\n repeat (10)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n broadcast (Pizzarush's Intro v)\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (-Kami's Intro v)\n\nwhen I start as a clone\nif <(ID) = [BG]> then\n go to x: (-Kami's Intro X) y: (-Kami's Intro Y)\nend\n\nwhen I receive [-kami's intro v]\nforever\n Clone [Particle]\nend\n\nwhen I receive [-kami's intro v]\nset [-kami's intro x v] to [0]\nset [-kami's intro y v] to [0]\nreset timer\nstart sound [MUSICA v]\nset volume to (100) %\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <(timer) > [1.5]>\nClone [Skip]\nClone [BG2]\nClone [CE]\nClone [Name]\nClone [CT]\nClone [CT2]\nwait until <(timer) > [5]>\nClone [BG]\n\ndefine Clone (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [-kami's intro v]\nrepeat until <(timer) > [1.5]>\n Clone [Line]\n wait (.13) seconds\nend\nrepeat until <(timer) > [7.5]>\n Clone [Line]\n wait (.3) seconds\nend\n\nwhen I receive [skip -kami's intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nbroadcast (Pizzarush's Intro v)\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [Skip]> then\n forever\n show\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (skip v)\n if <<key (space v) pressed?> or <mouse down?>> then\n broadcast (Skip -Kami's Intro v)\n end\n if <(timer) > [9]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [pizzarush's intro v]\nbroadcast (Start v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\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 go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [start v]\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@Lava\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 go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [start v]\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@Spikes\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 go to [back v] layer\n switch costume to (Level)\nend\n\n@Saws\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 go to [back v] layer\n switch costume to (Level)\n turn right (5) degrees\n if <(Level) = [5]> then\n go to x: (142) y: (73)\n end\nend\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 go to [back v] layer\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nif <(Level) = [5]> then\n go to x: (142) y: (73)\nend\n\n@Speed Ups\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 go to [back v] layer\n switch costume to (Level)\nend\n\nif <(Level) = [5]> then\n go to x: (142) y: (73)\nend\n\n@Fireworks\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n if <mouse down?> then\n add (pick random (3) to (4)) to [particles v]\n add (mouse x) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [7] to [pyv v]\n add [1] to [type v]\n Random colour\n else\n add (pick random (3) to (4)) to [particles v]\n add (pick random (-200) to (200)) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [11] to [pyv v]\n add [1] to [type v]\n Random colour\n end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n if <[10] < (item (iterate) of [particles v])> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n else\n if <[7] < (item (iterate) of [particles v])> then\n if <[1] = (item (iterate) of [type v])> then\n replace item (iterate) of [type v] with [0]\n repeat (50)\n add (pick random (2) to (-2)) to [particles v]\n add (item (iterate) of [px v]) to [px v]\n add (item (iterate) of [py v]) to [py v]\n add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n add [0] to [type v]\n add (item (iterate) of [colour v]) to [colour v]\n end\n end\n end\n end\n if <(item (iterate) of [py v]) < [-200]> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n set pen color to (join [0x] (item (iterate) of [colour v]))\n if <(item (iterate) of [particles v]) < [9]> then\n if <[5] < (item (iterate) of [particles v])> then\n if <(item (iterate) of [type v]) = [1]> then\n set pen color to (join [0x] (item (iterate) of [colour v]))\n else\n set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n end\n end\n set pen size to (1)\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n pen down\n if <(item (iterate) of [type v]) = [1]> then\n set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n else\n set pen size to (item (iterate) of [particles v])\n end\n go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n pen up\n end\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n repeat (pick random (1) to (pick random (1) to (2)))\n set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n if <(item (iterate) of [particles v]) < [3]> then\n set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n end\n pen down\n pen up\n end\n if <[1] = (item (iterate) of [type v])> then\n repeat (3)\n set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n pen down\n pen up\n end\n end\n end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n else\n add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n end\nend\n\nwhen I receive [start v]\nset rotation style [don't rotate v]\nhide\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nforever\n Render\n Edit\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume2 v)\n end\n if <not <<(Level) = [8]> or <(Level) = [11]>>> then\n switch costume to (costume1 v)\n end\nend\n\n@Thumb\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@Mute Unmute\n\nwhen this sprite clicked\nif <(costume [name v]) = [Non-volume]> then\n switch costume to (volume v)\n forever\n stop all sounds\n end\nend\nif <(costume [name v]) = [Volume]> then\n switch costume to (non-volume v)\n stop all sounds\n play sound [Jon Bellion - Kingdom Come v] until done\nend\n\nwhen flag clicked\nswitch costume to (non-volume v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n show\n go to [front v] layer\nend\n\n@Mouse Trail\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nturn right (pick random (-180) to (360)) degrees\nset size to (pick random (80) to (100)) %\nclear graphic effects\ngo to (mouse-pointer v)\nset [color v] effect to (pick random (1) to (100))\nrepeat (100)\n move (1) steps\n change size by (-3)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n
Platformer | A Platformer\n✂- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\nmAdE bY: @jindalsargun\n✂- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\niNsTrUcTiOnS:\n▸Use WASD or arrow keys to move\n▸Avoid lava, spikes, saws and holes\n▸You can swim in the water\n▸Jump on the trampolines\n▸Speed-Ups can be good or bad\n▸Is mobile-friendly\n▸Has 13 levels\n▸All levels are possible\n✂- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\nuPdAtEs:\n28th June 2021: shared\n29th June 2021 - added mute/unmute button and changed some of the ground and trampoline art and added mouse-trail\n30th June 2021 - added another level\n✂- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
scrolling platformer
@Stage\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nrepeat (40)\n change [ghost v] effect by (3)\nend\n\nswitch costume to (th v)\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\n\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Sun\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set size to (100) %\n clear graphic effects\n set x to (0)\n set y to (0)\n point in direction (90)\n go to x: (0) y: (0)\nend\n\n@Sprite2\n\nwhen [space v] key pressed\nwait until <not <key (space v) pressed?>>\nrepeat until <key (space v) pressed?>\n show\nend\nhide\n\nwhen flag clicked\nhide\n\n@Effec\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(CloneID) = [1]> then\n hide\n set [color v] effect to (0)\n set [coloreffec v] to (pick random (2) to (3))\n go to (player v)\n set [y v] to (([y position v] of [player v]) - (150))\n fly\n boom\nelse\n change [color v] effect by (pick random (0) to (100))\n set [xv v] to (pick random (-12) to (12))\n set [yv v] to (pick random (0) to (20))\n show\n repeat until <(y position) < [-170]>\n Physics\n end\nend\ndelete this clone\n\ndefine boom\nbroadcast (boom v)\nset [cloneid v] to [2]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\ndefine Physics\nset size to ((190) + ((Yv) * (8))) %\nchange [yv v] by (-1)\nset [xv v] to ((Xv) * (0.92))\nset [yv v] to ((Yv) * (0.92))\nchange x by (Xv)\nchange y by (Yv)\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n wait (0.5) seconds\n repeat (25)\n change [ghost v] effect by (30)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\ndefine fly\nrepeat (16)\n change [y v] by (14)\n set y to (Y)\n if <(y position) > [-175]> then\n show\n end\nend\n\nwhen I receive [die v]\nhide\nset [cloneid v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [450] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (end! v)\nend\n\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n switch costume to (end! v)\n end\nend\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset [collected max v] to [1]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <<(costume [name v]) = [OPENED]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\nforever\n if <(COLLECTED) = (COLLECTED MAX)> then\n switch costume to (opened v)\n else\n switch costume to (closed v)\n end\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [1]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [2450] y: [100]\nelse\n set [collected max v] to [2]\n Clone At x: [2237] y: [240]\nend\nif <(LEVEL) = [2]> then\n hide\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (opened v)\n\nwhen I receive [tick v]\nforever\n wait (0.5) seconds\n set [ghost v] effect to (100)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n wait (0.5) seconds\nend\n\n@coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((Ingots: x) - (SCROLL X)) ((Ingots: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone At x: (x) y: (y)\nset [ingots: x v] to (x)\nset [ingots: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [ingots: x v] to [0]\nset [ingots: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone At x: [440] y: [150]\nelse\n if <(LEVEL) = [2]> then\n Clone At x: [540] y: [30]\n else\n switch costume to (costume9 v)\n end\nend\nset [ingots: x v] to [-99999]\n\nwhen I receive [tick v]\nforever\n next costume\nend\n\nchange [level v] by (1)\n\n@Danger\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: [00] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [450] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (end! v)\nend\n\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change size by (-7)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n Change Player X By [-8]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n Change Player X By [8]\n point in direction (90)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nTest - Die\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\n\ndefine Game On\nset [player: x v] to [0]\nset [player: y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (80) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n create clone of (_myself_ v)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (5)\n set [brightness v] effect to (100)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\nclear graphic effects\nhide\nwait (0.5) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\nwhen flag clicked\nforever\n wait (pick random (3) to (5)) seconds\n switch costume to (1 v)\n repeat (16)\n next costume\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\nend\n\n
arrow keys,mouse pointer or mobile\n\nPlease join my contest: https://scratch.mit.edu/projects/548542331/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games
Wings of Fire platformer 5.5 WIP
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop20 v)\nhide variable [dragon: v]\nhide variable [treasure v]\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop5 v]\nforever\n \nend\n\nswitch backdrop to (backdrop11 v)\n\n@lvl\n\nwhen flag clicked\nhide\n\nwhen I receive [go to background 3 v]\nswitch costume to (costume3 v)\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [go to back ground 7 v]\nshow\nswitch backdrop to (backdrop7 v)\nswitch costume to (costume6 v)\n\nwhen I receive [get out v]\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop2 v)\nshow\n\nwhen I receive [go to background 4 v]\nshow\nswitch costume to (costume4 v)\nswitch backdrop to (backdrop4 v)\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [go to 5 v]\nswitch backdrop to (backdrop5 v)\nswitch costume to (costume5 v)\ngo to [back v] layer\n\nwhen I receive [go to 6 v]\nswitch costume to (costume5-2 v)\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [go to 8 v]\nswitch costume to (costume7 v)\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [go to 9 v]\nswitch backdrop to (backdrop9 v)\nswitch costume to (costume8 v)\n\nwhen I receive [go to 10 v]\nswitch backdrop to (backdrop10 v)\nswitch costume to (costume9 v)\n\nwhen I receive [the game is on v]\nwait (0.5) seconds\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [go to 11 v]\nswitch backdrop to (backdrop12 v)\nswitch costume to (costume10 v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [\(Wings of Fire- The Journey\) Calmest Night - Sandwing Kingdom Night Theme v] until done\nend\n\nwhen I receive [fates v]\nif <<<key (z v) pressed?> and <(dragon:) = [Fatespeaker]>> and <(costume [number v]) = [5]>> then\n switch costume to (fates v)\nelse\n switch costume to (costume5 v)\nend\n\nwhen I receive [go to 12 v]\nswitch backdrop to (backdrop14 v)\nswitch costume to (costume12 v)\n\nwhen I receive [go to background 3 v]\nswitch costume to (costume3 v)\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [go to 13 v]\nswitch backdrop to (backdrop15 v)\nswitch costume to (costume13 v)\n\n@player\n\nwhen flag clicked\nhide\ngo to x: (-208) y: (-111)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n platform gravity: [-1] jump height: [15] side movement speed: [3] friction: [.7] slope: [8]\nend\n\nshow\n\ndefine platform gravity: (gravity) jump height: (jump height) side movement speed: (side movement speed) friction: (friction) slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (y velocity)\nif <touching (lvl v)?> then\n repeat until <not <touching (lvl v)?>>\n change y by ((([abs v] of (y velocity) ) / (y velocity)) * (-1))\n end\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to (jump height)\n end\nend\nset [x velocity v] to (((x velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement speed) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (x velocity)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (lvl v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (lvl v)?> then\n change y by (slope)\n repeat until <not <touching (lvl v)?>>\n change x by ((([abs v] of (x velocity) ) / (x velocity)) * (-1))\n end\nend\n\n\n\nchange y by (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop2 v]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [go to background 3 v]\ngo to x: (-199) y: (25)\n\ngo to x: (130) y: (15)\n\nshow\n\nwhen flag clicked\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (clay right v)\nrepeat until <<key (6 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (clay right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (clay left v)\n end\nend\n\nwhen I receive [go to back ground 7 v]\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-211) y: (57)\n\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop5 v]\n\nwhen [4 v] key pressed\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (glory right v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (6 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (glory right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (glory left v)\n end\nend\n\nwhen [3 v] key pressed\nset [dragon: v] to [Sunny]\nset size to (250) %\nswitch costume to (sun right v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (6 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (sun right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (sun left v)\n end\n if <key (z v) pressed?> then\n repeat until <(size) = [150]>\n change size by (-10)\n end\n else\n repeat until <(size) = [250]>\n change size by (10)\n end\n end\nend\n\nwhen [2 v] key pressed\nset [dragon: v] to [Tsunami]\nset size to (250) %\nswitch costume to (tsu right v)\nrepeat until <<key (1 v) pressed?> or <<key (6 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <key (z v) pressed?> then\n set [glow v] to [1]\n switch costume to (tsu right light v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (tsu right light v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (tsu left light v)\n end\n else\n set [glow v] to [0]\n switch costume to (tsu right v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (tsu right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (tsu left v)\n end\n end\nend\n\nwhen [1 v] key pressed\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (clay right v)\nrepeat until <<key (6 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (clay right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (clay left v)\n end\nend\n\nswitch costume to (sun right v)\n\nbroadcast (go to background 4 v)\n\n\n\ngo to x: (-185) y: (96)\n\nwhen I receive [get out v]\ngo to x: (-211) y: (-108)\n\nbroadcast (go to back ground 7 v)\n\nforever\n if <touching color (#60cfff)?> then\n broadcast (go to background 4 v)\n go to x: (-211) y: (-108)\n end\nend\n\nwait (0.1) seconds\n\nforever\n if <touching color (#00b3ff)?> then\n broadcast (message1 v)\n end\nend\n\nforever\n if <touching color (#43c7ff)?> then\n broadcast (go to background 3 v)\n go to x: (-199) y: (25)\n end\nend\n\ngo to x: (-183) y: (-106)\ngo to x: (-199) y: (25)\n\nforever\n if <touching (thumbnail v)?> then\n go to x: (-130) y: (54)\n end\nend\n\ngo to x: (-214) y: (-104)\n\nwhen I receive [go to background 4 v]\ngo to x: (-199) y: (25)\n\nwhen I receive [go to 5 v]\ngo to x: (-211) y: (-80)\n\nwhen I receive [go to 6 v]\ngo to x: (-211) y: (-68)\n\nwhen [r v] key pressed\ngo to x: (-186) y: (-89)\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwhen I receive [go to 8 v]\ngo to x: (-206) y: (-66)\n\ngo to [front v] layer\n\nwhen I receive [go to 9 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [i found u v]\ngo to x: (-199) y: (-68)\n\nwhen I receive [go to 10 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [the game is on v]\nshow\n\nwhen [5 v] key pressed\nset [dragon: v] to [Starflight]\nset size to (250) %\nswitch costume to (star right v)\nrepeat until <<key (1 v) pressed?> or <<key (6 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (2 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (star right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (star left v)\n end\nend\n\nif <key (z v) pressed?> then\n broadcast (fates flash v)\nend\n\nwhen I receive [go to 11 v]\ngo to x: (-197) y: (-81)\n\nwhen [4 v] key pressed\nwait (0.5) seconds\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <key (5 v) pressed?>>>>\n if <key (z v) pressed?> then\n if <(costume [number v]) = [10]> then\n broadcast (Spit v)\n wait (3) seconds\n else\n broadcast (Spit G v)\n wait (3) seconds\n end\n end\nend\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (tsu right v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (tsu left v)\nend\n\nwhen [2 v] key pressed\nrepeat until <<key (1 v) pressed?> or <<key (6 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <key (z v) pressed?> then\n broadcast (tsunami v)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\n\nswitch costume to (thorn left v)\n\nstop [this script v]\n\nstop [this script v]\n\nforever\n\nrepeat until <not <touching (thumbnail v)?>>\n\nwhen I receive [lavaaaaa v]\ngo to x: (-196) y: (-55)\nsay [>.< too hot for me!] for (0.2) seconds\n\nwhen I receive [boooom v]\nforever\n hide\nend\n\nwhen [4 v] key pressed\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (glory right v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (6 v) pressed?> or <key (5 v) pressed?>>>>>\n if <key (q v) pressed?> then\n change [color v] effect by (25)\n end\nend\nset [color v] effect to (0)\n\nwhen [6 v] key pressed\nset [dragon: v] to [Thorn]\nset size to (250) %\nswitch costume to (thorn right v)\nrepeat until <<key (1 v) pressed?> or <<key (5 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (2 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (thorn right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (thorn left v)\n end\nend\n\nwhen I receive [cactus v]\ngo to x: (-201) y: (-50)\n\nwhen backdrop switches to [backdrop12 v]\nsay [Tell Blister to meet us ten midnights from tonight. In the stronghold's courtyard...] for (3) seconds\nbroadcast (Blister msg v)\n\nwhen backdrop switches to [backdrop10 v]\nrepeat until <(backdrop [number v]) = [11]>\n if <key (z v) pressed?> then\nend\n\nwhen backdrop switches to [backdrop8 v]\nsay [Tell Blaze to meet us at the stronghold in 3 midnights...] for (3) seconds\nbroadcast (Blaze msg v)\n\nwhen I receive [go to 11 v]\ngo to x: (-211) y: (-68)\n\nwhen I receive [go to 12 v]\ngo to x: (-211) y: (-68)\n\nwhen I receive [go to 13 v]\ngo to x: (-211) y: (-68)\n\nwhen I receive [go to 14 v]\ngo to x: (-211) y: (-68)\n\n@Level Changer\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (get out v)\n stop [this script v]\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 4 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 5 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 6 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to back ground 7 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 8 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 9 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 10 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 11 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 12 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop14 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 13 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 14 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (get out v)\n stop [this script v]\n end\nend\n\n@Artifacts\n\nwhen flag clicked\nset [treasure v] to [0]\nhide\n\nforever\n change y by (3)\n wait (0.3) seconds\n change y by (-3)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (5) y: (-15)\nshow\nswitch costume to (pick random (1) to (3))\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop4 v]\ngo to [back v] layer\ngo to x: (49) y: (-100)\nswitch costume to (pick random (1) to (3))\nshow\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (83) y: (65)\nshow\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (185) y: (-100)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-104) y: (-99)\nshow\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-81) y: (2)\nshow\nswitch costume to (pick random (1) to (3))\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (171) y: (-18)\nshow\nswitch costume to (pick random (1) to (3))\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [boooom v]\nhide\n\nswitch costume to (pick random (1) to (3))\n\nwhen flag clicked\nforever\n set size to (70) %\n set [v1 v] to [-5]\n repeat (10)\n change size by (V1)\n change [v1 v] by (1)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nturn right (15) degrees\nforever\n repeat (10)\n turn left (3) degrees\n end\n repeat (10)\n turn left (-3) degrees\n end\nend\n\n@PlayButton\n\nwhen flag clicked\ngo to x: (114) y: (158)\n\nwhen this sprite clicked\nhide\nbroadcast (the game is on v)\nshow variable [dragon: v]\nshow variable [treasure v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen flag clicked\nhide\nwait (2.8) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Magical death spit\n\nwhen I receive [spit v]\nswitch costume to (costume1 v)\nshow\ngo to (player v)\nchange y by (13)\nchange x by (31)\nrepeat until <<touching (_edge_ v)?> or <touching (lvl v)?>>\n move (15) steps\nend\nswitch costume to (costume2 d v)\nwait (0.02) seconds\nswitch costume to (costume3 d v)\nwait (0.02) seconds\nswitch costume to (costume4 d v)\nwait (0.02) seconds\nhide\n\nwhen I receive [spit g v]\nswitch costume to (costume1 v)\nshow\ngo to (player v)\nchange y by (13)\nchange x by (-31)\nrepeat until <<touching (_edge_ v)?> or <touching (lvl v)?>>\n move (-15) steps\nend\nswitch costume to (costume2 g v)\nwait (0.02) seconds\nswitch costume to (costume3 g v)\nwait (0.02) seconds\nswitch costume to (costume4 g v)\nwait (0.02) seconds\nhide\n\nwhen I receive [boooom v]\nhide\n\n@Tsunami Glowww\n\nwhen flag clicked\nhide\nforever\n wait (0.18) seconds\n next costume\nend\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [tsunami v]\nrepeat until <not <key (z v) pressed?>>\n show\nend\nhide\n\nwhen I receive [boooom v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide variable [treasure v]\nhide variable [dragon: v]\nbroadcast (fade 1 v)\nwait (0.5) seconds\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nwait (2) seconds\nbroadcast (fade 1 v)\nwait (0.75) seconds\nnext costume\nwait (4) seconds\nbroadcast (fade 1 v)\nwait (0.75) seconds\nnext costume\nwait (4) seconds\nbroadcast (fade 1 v)\nwait (0.75) seconds\nnext costume\nwait (4) seconds\nbroadcast (fade 1 v)\nwait (0.75) seconds\nnext costume\nwait (3) seconds\nbroadcast (fade 1 v)\nwait (0.75) seconds\nnext costume\nbroadcast (fade 1 v)\nwait (0.75) seconds\nhide\nshow variable [treasure v]\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nhide\n\n@Fade in/out\n\nwhen I receive [fade 1 v]\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Powers Tab\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-6) y: (240)\nswitch costume to (arrow down v)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n glide (0.35) secs to x: (-6) y: (119)\n switch costume to (arrow up v)\nelse\n glide (0.35) secs to x: (-6) y: (240)\n switch costume to (arrow down v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nhide\n\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwait (1) seconds\n\n@Dragon INDICATOR\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nshow\n\nwhen I receive [the game is on v]\nwait (3) seconds\nshow\n\nwhen flag clicked\nforever\n if <(dragon:) = [Clay]> then\n switch costume to (costume1 v)\n end\n if <(dragon:) = [Tsunami]> then\n switch costume to (costume2 v)\n end\n if <(dragon:) = [Sunny]> then\n switch costume to (costume3 v)\n end\n if <(dragon:) = [Glory]> then\n switch costume to (costume4 v)\n end\n if <(dragon:) = [Starflight]> then\n switch costume to (costume5 v)\n end\n if <(dragon:) = [Thorn]> then\n switch costume to (costume6 v)\n end\nend\n\n@TREASURE N0\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\nforever\n if <(Treasure) = [1]> then\n switch costume to (1 v)\n end\n if <(Treasure) = [2]> then\n switch costume to (2 v)\n end\n if <(Treasure) = [3]> then\n switch costume to (3 v)\n end\n if <(Treasure) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Cacti\n\nwhen backdrop switches to [backdrop5 v]\nstop [other scripts in sprite v]\ngo to x: (-120) y: (-81)\nswitch costume to (costume2 v)\ngo to [back v] layer\nshow\nforever\n if <touching (player v)?> then\n broadcast (Cactus v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nstop [other scripts in sprite v]\ngo to x: (-32) y: (-69)\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nforever\n if <touching (player v)?> then\n broadcast (Cactus v)\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Snowflake\n\nwhen I start as a clone\nif <(backdrop [number v]) > [8]> then\n delete this clone\nelse\n set [s v] to (pick random (1) to (pick random (2) to (pick random (4) to (pick random (7) to (pick random (11) to (15))))))\n go to x: (pick random (-240) to (240)) y: (170)\n set size to ((s) * (50)) %\n show\n set [st v] to ((s) * (s))\n forever\n if <(s) > [3]> then\n go to [front v] layer\n else\n go [backward v] (10) layers\n end\n change [st v] by (0.01)\n move (st) steps\n if <<(y position) < [-150]> or <touching (_edge_ v)?>> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(backdrop [number v]) > [8]> then\n delete this clone\nelse\n set [d v] to (pick random (170) to (190))\n forever\n set [d2 v] to (pick random (170) to (190))\n repeat until <(d) = (d2)>\n point in direction (d)\n if <(d) < (d2)> then\n change [d v] by (1)\n else\n change [d v] by (-1)\n end\n end\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\nforever\n create clone of (snowflake v)\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\nforever\n create clone of (snowflake v)\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\ndelete this clone\n\n\nend\n\n@3 queens\n\nwhen flag clicked\nhide\n\n@Snow Thumbnail\n\nwhen I start as a clone\nset [s v] to (pick random (1) to (pick random (2) to (pick random (4) to (pick random (7) to (pick random (11) to (15))))))\ngo to x: (pick random (-240) to (0)) y: (170)\nset size to ((s) * (50)) %\nshow\nset [st v] to ((s) * (s))\nforever\n if <(s) > [3]> then\n go to [front v] layer\n else\n go [backward v] (10) layers\n end\n change [st v] by (0.01)\n move (st) steps\n if <<(y position) < [-150]> or <touching (_edge_ v)?>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [d v] to (pick random (170) to (190))\nforever\n set [d2 v] to (pick random (170) to (190))\n repeat until <(d) = (d2)>\n point in direction (d)\n if <(d) < (d2)> then\n change [d v] by (1)\n else\n change [d v] by (-1)\n end\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nforever\n create clone of (snowflake v)\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\nforever\n create clone of (snowflake v)\nend\n\nshow\n\nwhen I start as a clone\nforever\n if <(x position) > [0]> then\n delete this clone\n end\nend\n\n@Mouse pointer\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n@Letter\n\nwhen I receive [blaze msg v]\nswitch costume to (blaze v)\nshow\npoint in direction (90)\ngo to [front v] layer\nset size to (10) %\nset [ghost v] effect to (100)\nrepeat (10)\n turn right (36) degrees\n change [ghost v] effect by (-10)\n change size by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nrepeat (10)\n turn right (36) degrees\n change [ghost v] effect by (10)\n change size by (-10)\nend\n\nwhen I receive [blister msg v]\nswitch costume to (blister v)\nshow\npoint in direction (90)\ngo to [front v] layer\nset size to (10) %\nset [ghost v] effect to (100)\nrepeat (10)\n turn right (36) degrees\n change [ghost v] effect by (-10)\n change size by (10)\nend\n\nbroadcast (Blaze msg v)\n\n@Dark\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume1 v)\nshow\nrepeat until <(backdrop [number v]) = [12]>\n if <(glow) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume2 v)\nshow\nrepeat until <(backdrop [number v]) = [12]>\n if <(glow) = [1]> then\n hide\n else\n show\n end\nend\n\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop11 v]\nstop [other scripts in sprite v]\nhide\n\n@Dark2\n\nwhen backdrop switches to [backdrop10 v]\nrepeat until <(backdrop [number v]) = [11]>\n if <(glow) = [1]> then\n show\n else\n hide\n end\nend\nhide\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen backdrop switches to [backdrop12 v]\nrepeat until <(backdrop [number v]) = [11]>\n if <(glow) = [1]> then\n show\n else\n hide\n end\nend\nhide\n\n@Dreams..\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (0) y: (-80)\nhide\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (0) y: (-80)\nhide\nwait (0.15) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (00.34) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (-200)\nhide\nwait (0.4) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-200)\nhide\nwait (0.55) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.6) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.65) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.7) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.75) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.8) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (500) y: (0)\nhide\nwait (1) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\nwait (1.5) seconds\nset size to (200) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change size by (-20)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (2) seconds\nset size to (200) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change size by (-20)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite15\n\nwhen flag clicked\nhide\nwait (2.2) seconds\nset size to (200) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change size by (-20)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (2.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [the game is on v]\nhide\n\n@Sprite16\n\n@Sprite17\n\n@Sprite18\n\n
WORK IN PROGRESS- Well not really in progress but..\n\nWelcome to Wings of fire platformer 5.5!\n\nDISCLAIMER: As many of you have noticed, I don't have enough time to finish this platformer, thus why I'm releasing what I have right now. \n-This platformer has mostly been art revamp and easier play through! \n-You can remix this project and add an ending if you want!\n\n[1-6] Dragon Change\n[SPACE] Skip Intro\n[R] Reset dragon\n[Z] Activate certain dragon abilities\n\nAlthough I'm not sure WoF platf 6 will be a thing, there might be a chance :)\nHave fun!\n\n\n
Bubuś - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n set [frametime v] to (timer)\n reset timer\n Set Camera\n broadcast (frameTick v)\nend\n\nwhen flag clicked\nset [secondframe? v] to [0]\nforever\n if <(secondFrame?) = [0]> then\n broadcast (worldTick v)\n set [secondframe? v] to [1]\n else\n set [secondframe? v] to [0]\n end\nend\n\nwait () seconds\n\ndefine Set Camera\nchange [camx v] by (((PlayerX) - (CamX)) / (4))\nchange [camy v] by (((PlayerY) - (CamY)) / (4))\n\nwhen flag clicked\nclear graphic effects\nset [brightness v] effect to (0)\nset [smoothtransition v] to [0]\nset [gravityforce v] to [-10.04]\n\nwhen I receive [frametick v]\nif <[2500] < (PlayerY)> then\n change [smoothtransition v] by (((-80) - (smoothTransition)) / (15))\nelse\n change [smoothtransition v] by (((0) - (smoothTransition)) / (5))\nend\nif <[3000] < (PlayerY)> then\n change [gravityforce v] by (((-6) - (GravityForce)) / (8))\nelse\n change [gravityforce v] by (((-10.04) - (GravityForce)) / (5))\nend\nset [brightness v] effect to (smoothTransition)\n\n@Character\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (0) y: (0)\nswitch costume to (idle1 v)\nset [jetpackequipped? v] to [false]\n\nwhen I receive [frametick v]\nif <(screenCovered?) = [0]> then\n Physics (costume [name v]) (direction)\n Apply Physics\nend\n\ndefine Physics (costume) (rotation)\npoint in direction (90)\nswitch costume to (hitbox2 v)\nchange x by ((XVNR) * (-2))\nif <touching (map v)?> then\n set [grounded? v] to [true]\nelse\n set [grounded? v] to [false]\nend\nchange x by (XVNR)\nif <(jetpackEquipped?) = [true]> then\n if <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n broadcast (StartJetpack v)\n change [jetpackthrottle v] by (((1) - (jetpackThrottle)) / (5))\n set [velocityy v] to ((4.5) * (jetpackThrottle))\n else\n if <(jumpDebounce) = [1]> then\n start sound [jetpackShutdown v]\n end\n set [jumpdebounce v] to [0]\n set [jetpackthrottle v] to [0]\n end\nelse\n if <<<<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <(Grounded?) = [true]>> and <(jumpDebounce) = [0]>> then\n set [jumpdebounce v] to [1]\n broadcast (Jump v)\n start sound [thud1 v]\n start sound [hm1 v]\n Jump\n end\nend\nswitch costume to (hitbox v)\nWalk <<key (a v) pressed?> or <key (left arrow v) pressed?>> <<key (d v) pressed?> or <key (right arrow v) pressed?>>\ngo to x: (((PlayerX) + (VelocityX)) - (CamX)) y: (((PlayerY) + (VelocityY)) - (CamY))\nif <not <touching (map v)?>> then\n change [velocityy v] by ((GravityForce) * (Frametime))\nend\nif <touching (map v)?> then\n set [slope v] to [0]\n if <(VelocityY) < [0.1]> then\n Calculate Y Touch Up\n else\n repeat until <<not <touching (map v)?>> or <(Slope) < [-8]>>\n change y by (-0.5)\n change [slope v] by (-0.5)\n end\n if <(Slope) < [-50]> then\n change y by ((Slope) * (-1))\n Calculate Y Touch Up\n else\n if <(Slope) < [-8]> then\n change x by ((XVNR) * (-3))\n change y by ((Slope) * (-1))\n if <(Grounded?) = [false]> then\n if <touching (map v)?> then\n change [playery v] by ((Slope) - (3))\n set [velocityy v] to [0]\n else\n change [velocityy v] by ((GravityForce) * (Frametime))\n end\n change x by (XVNR)\n end\n change y by (Slope)\n set [velocityx v] to [0]\n else\n change [playery v] by ((Slope) - (3))\n set [velocityy v] to [0]\n end\n end\n end\nend\nif <<<(Grounded?) = [true]> and <(lastGroundValue) = [false]>> and <(dropDebounce) = [0]>> then\n set [dropdebounce v] to [1]\n broadcast (Drop v)\n if <(surface) = [grass]> then\n start sound [drop1 v]\n else\n if <(surface) = [rock]> then\n start sound [drop2 v]\n else\n if <(surface) = [metal]> then\n start sound [drop3 v]\n end\n end\n end\nend\nset [lastgroundvalue v] to (Grounded?)\ngo to x: ((PlayerX) - (CamX)) y: ((PlayerY) - (CamY))\npoint in direction (rotation)\nswitch costume to (costume)\n\nset [grounded? v] to [false]\n\ndefine Apply Physics\nchange [playery v] by (VelocityY)\nchange [playerx v] by (VelocityX)\n\ndefine Walk <left> <right>\nset [velocityx v] to [0]\nif <<left> or <right>> then\n set [walkstatus v] to [1]\n if <right> then\n change [velocityx v] by ((Walkspeed) * (Frametime))\n set [xvnr v] to ((Walkspeed) * (Frametime))\n end\n if <left> then\n change [velocityx v] by (((Walkspeed) * (Frametime)) * (-1))\n set [xvnr v] to (((Walkspeed) * (Frametime)) * (-1))\n end\n if <<left> and <right>> then\n set [xvnr v] to (lastXVNR)\n end\n set [lastxvnr v] to (XVNR)\nelse\n set [walkstatus v] to [0]\nend\n\nwhen I receive [worldtick v]\nif <(Grounded?) = [true]> then\n point in direction (90)\n if <<(WalkStatus) = [1]> and <not <(VelocityX) = [0]>>> then\n if <(WalkSwitch) = [1]> then\n set [walkswitch v] to [2]\n set [pitch v] effect to (pick random (20) to (50))\n if <(surface) = [grass]> then\n start sound [step2 v]\n else\n if <(surface) = [rock]> then\n start sound [step1 v]\n else\n if <(surface) = [metal]> then\n start sound [step3 v]\n end\n end\n end\n else\n set [walkswitch v] to [1]\n wait (0) seconds\n end\n if <(jetpackEquipped?) = [true]> then\n switch costume to (join (join [move] (WalkSwitch)) [jetpack])\n else\n switch costume to (join [move] (WalkSwitch))\n end\n else\n if <(jetpackEquipped?) = [true]> then\n switch costume to (idle1jetpack v)\n else\n switch costume to (idle1 v)\n end\n end\nelse\n set [walkswitch v] to [1]\n if <<(jetpackEquipped?) = [true]> and <[0.3] < (jetpackThrottle)>> then\n if <<(WalkStatus) = [1]> and <not <(VelocityX) = [0]>>> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (80)\n else\n point in direction (100)\n end\n else\n point in direction (90)\n end\n switch costume to (idle1jetpack2 v)\n else\n if <[-2] < (VelocityY)> then\n if <(jetpackEquipped?) = [true]> then\n switch costume to (jump1jetpack v)\n else\n switch costume to (jump1 v)\n end\n else\n if <(jetpackEquipped?) = [true]> then\n switch costume to (fall1jetpack v)\n else\n switch costume to (fall1 v)\n end\n end\n if <<(WalkStatus) = [1]> and <not <(VelocityX) = [0]>>> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (80)\n else\n point in direction (100)\n end\n else\n point in direction (90)\n end\n end\nend\nif <<(PlayerY) < [-400]> and <(dbDeath) = [0]>> then\n broadcast (Death v)\nend\n\ndefine Jump\nset [velocityy v] to [7.3]\n\ndefine Calculate Y Touch Up\nrepeat until <<not <touching (map v)?>> or <[8] < (Slope)>>\n change y by (0.5)\n change [slope v] by (0.5)\nend\nchange y by ((Slope) * (-1))\nif <[8] < (Slope)> then\n set [walkstatus v] to [0]\n change x by ((XVNR) * (-2))\n if <touching (map v)?> then\n set [velocityy v] to [0]\n else\n change [velocityy v] by ((GravityForce) * (Frametime))\n end\n change x by (XVNR)\n set [velocityx v] to [0]\nelse\n change [playery v] by ((Slope) - (3))\n set [velocityy v] to [0]\nend\n\nwhen I receive [jump v]\nwait (0.2) seconds\nset [jumpdebounce v] to [0]\n\nwhen I receive [drop v]\nwait (0.4) seconds\nset [dropdebounce v] to [0]\n\nwhen I receive [activateloadingscreen v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [endloadingscreen v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [death v]\nset [dbdeath v] to [1]\nbroadcast (activateLoadingScreen v)\nstart sound [death1 v]\n\nwhen I receive [preloadassets v]\nif <(checkpoint) = [0]> then\n set [playerx v] to [0]\n set [playery v] to [70]\nend\nif <(checkpoint) = [1]> then\n set [playerx v] to [3870]\n set [playery v] to [700]\nend\nif <(checkpoint) = [2]> then\n set [playerx v] to [4138]\n set [playery v] to [3100]\nend\nset [camx v] to (PlayerX)\nset [camy v] to (PlayerY)\nset [velocityx v] to [0]\nset [velocityy v] to [0]\nset [jumpdebounce v] to [0]\nset [dropdebounce v] to [0]\nset [dbdeath v] to [0]\nset [xvnr v] to [1]\n\nwhen I receive [enemykill v]\nset [velocityy v] to [5]\n\nset [playerx v] to [0]\nset [playery v] to [0]\nset [camx v] to [0]\nset [camy v] to [0]\nset [velocityx v] to [0]\nset [velocityy v] to [0]\nset [jumpdebounce v] to [0]\nset [dropdebounce v] to [0]\nset [xvnr v] to [1]\nset [dbdeath v] to [0]\nset [walkspeed v] to [138]\n\nset [jetpackequipped? v] to [true]\n\nwhen I receive [startjetpack v]\nif <(jumpDebounce) = [0]> then\n start sound [jetpackStartup v]\nend\nset [jumpdebounce v] to [1]\n\nstart sound [jetpackIdle v]\n\nset [jetpackequipped? v] to [false]\n\nset [velocityx v] to [0]\n\nset [walkstatus v] to [0]\nchange [velocityy v] by ((GravityForce) * (Frametime))\n\nset [velocityx v] to ((VelocityX) * (-1))\n\nset [jetpackequipped? v] to [true]\n\nset [checkpoint v] to [2]\n\nchange [velocityy v] by ((GravityForce) * (Frametime))\n\nchange [velocityy v] by ((GravityForce) * (Frametime))\nset [velocityy v] to [0]\n\n\n\nset [velocityx v] to ((VelocityX) * (-1))\nset [velocityy v] to [0]\nchange [playery v] by ((Slope) - (3))\n\nchange [debug v] by (1)\n\nset [xvnr v] to [0]\n\nchange [debug v] by (1)\n\nchange [playery v] by (20)\n\n@Map\n\nwhen I receive [frametick v]\nif <(pClone?) = [1]> then\n go to x: ((pCloneX) - (CamX)) y: (((pCloneY) + (mapVar)) - (CamY))\nend\n\ndefine Spawn (costume) at: (x) (y)\nSpawn (costume) (x) (y)\nwait until <(length of [launchdata v]) = [0]>\n\nwhen flag clicked\nset [pclone? v] to [0]\nhide\n\nwhen I start as a clone\nset [pclone? v] to [1]\nset [pclonex v] to (item (2) of [launchdata v])\nset [pcloney v] to (item (3) of [launchdata v])\nset [mapvar v] to [0]\nset [ghost v] effect to (100)\nswitch costume to (item (1) of [launchdata v])\ngo to x: ((pCloneX) - (CamX)) y: ((pCloneY) - (CamY))\ndelete all of [launchdata v]\nshow\nrepeat (6)\n change [ghost v] effect by (-17)\nend\nif <(costume [name v]) = [platform4]> then\n forever\n if <(touch?) = [true]> then\n start sound [bouldersFalling v]\n repeat (60)\n change [mapvar v] by (((-20) - (mapVar)) / (20))\n point in direction ((pick random ((mapVar) / (-10)) to ((mapVar) / (10))) + (90))\n end\n point in direction (90)\n repeat (30)\n change [mapvar v] by (((-600) - (mapVar)) / (20))\n end\n hide\n wait (3) seconds\n show\n else\n repeat until <[-0.2] < (mapVar)>\n change [mapvar v] by (((0) - (mapVar)) / (5))\n end\n set [mapvar v] to [0]\n point in direction (90)\n end\n end\nend\nif <(costume [name v]) = [doors1]> then\n forever\n if <<[3020] < (PlayerY)> and <(costume [name v]) = [doors1]>> then\n broadcast (nextLayer v)\n if <[0] < (VelocityY)> then\n start sound [doorClosing v]\n end\n wait () seconds\n switch costume to (doors1a1 v)\n wait () seconds\n switch costume to (doors1a2 v)\n wait () seconds\n switch costume to (doors1a3 v)\n end\n end\nend\n\ndefine Spawn (c) (x) (y)\ndelete all of [launchdata v]\nadd (c) to [launchdata v]\nadd (x) to [launchdata v]\nadd (y) to [launchdata v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(DespawnAllClones) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [preloadassets v]\nSpawn [platform1] at: [0] [-70]\nSpawn [platform2] at: [-272] [-30]\nSpawn [platform3] at: [350] [-20]\nSpawn [platform3] at: [560] [40]\nSpawn [platform1] at: [1000] [100]\nSpawn [platform3] at: [1200] [-300]\nSpawn [platform3] at: [1350] [160]\nSpawn [platform4] at: [1570] [200]\nSpawn [platform1] at: [1950] [260]\nSpawn [platform4] at: [2300] [300]\nSpawn [platform4] at: [2500] [350]\nSpawn [platform1] at: [2900] [400]\nSpawn [platform2] at: [3170] [400]\nSpawn [platform4] at: [3280] [567]\nSpawn [platform4] at: [3390] [567]\nSpawn [platform4] at: [3390] [567]\nSpawn [platform4] at: [3500] [567]\nSpawn [platform4] at: [3610] [567]\nSpawn [platform4] at: [3720] [567]\nSpawn [platform3] at: [3870] [600]\nSpawn [platform3] at: [4140] [650]\nSpawn [platform3] at: [2750] [650]\nSpawn [platform3] at: [2500] [700]\nSpawn [platform3] at: [2250] [750]\nSpawn [platform3] at: [2000] [820]\nSpawn [platform3] at: [1885] [820]\nSpawn [platform4] at: [-500] [200]\nSpawn [platform1] at: [-940] [250]\nSpawn [doors1] at: [4130] [3000]\nSpawn [platform6] at: [3980] [3000]\nSpawn [platform6b] at: [4380] [3000]\nSpawn [wall1] at: [3900] [3246]\nSpawn [wall1] at: [4435] [3246]\nSpawn [platform6b] at: [4400] [3130]\nSpawn [platform6] at: [3970] [3240]\nSpawn [platform6b] at: [4400] [3350]\nSpawn [platform6] at: [3980] [3520]\nSpawn [platform6b] at: [4380] [3520]\nSpawn [wall2] at: [4030] [3620]\nSpawn [platform6] at: [4200] [3720]\nSpawn [wall2] at: [4415] [3620]\nSpawn [wall2] at: [4415] [3810]\nSpawn [platform6b] at: [4350] [3920]\nSpawn [platform6b] at: [3980] [3720]\nSpawn [wall2] at: [4415] [3810]\nSpawn [wall2] at: [4030] [3830]\nSpawn [wall2] at: [4030] [4020]\nSpawn [wall2] at: [4200] [4020]\nSpawn [platform6b] at: [3976] [4130]\nSpawn [platform6] at: [4354] [4130]\n\nbroadcast (activateLoadingScreen v)\n\nwhen I receive [worldtick v]\nMoveTest\nif <(touch?) = [true]> then\n if <(costume [name v]) = [platform1]> then\n set [surface v] to [grass]\n else\n if <(costume [name v]) = [platform2]> then\n set [surface v] to [grass]\n else\n if <(costume [name v]) = [platform3]> then\n set [surface v] to [grass]\n else\n if <(costume [name v]) = [platform4]> then\n set [surface v] to [rock]\n else\n if <(costume [name v]) = [platform4]> then\n set [surface v] to [rock]\n else\n if < (costume [name v]) contains [doors1]?> then\n set [surface v] to [metal]\n else\n set [surface v] to [metal]\n end\n end\n end\n end\n end\n end\nend\nif <(costume [name v]) = [platform4]> then\n set volume to (((12000) / (([abs v] of ((pCloneX) - (CamX)) ) + ([abs v] of ((pCloneY) - (CamY)) ))) - (20)) %\n set [pan left/right v] effect to (((pCloneX) - (CamX)) / (2))\nend\n\ndefine MoveTest\nchange y by (20)\nif <touching (character v)?> then\n set [touch? v] to [true]\nelse\n set [touch? v] to [false]\nend\nchange y by (-20)\n\nset [checkpoint v] to [2]\n\nbroadcast (activateLoadingScreen v)\n\n@Entities\n\ndefine Spawn (costume) at (x) (y) with tag (tag) with parameter (param)\nCreate (costume) (x) (y) (tag) (param)\nwait until <(length of [launchentity v]) = [0]>\n\ndefine Create (c) (x) (y) (tag) (p)\ndelete all of [launchentity v]\nadd (c) to [launchentity v]\nadd (x) to [launchentity v]\nadd (y) to [launchentity v]\nadd (tag) to [launchentity v]\nadd (p) to [launchentity v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [despawnallclones v] to [0]\nset size to (100) %\nclear sound effects\nhide\nset [type v] to [0]\nset [isentity? v] to [0]\n\nwhen I start as a clone\npoint in direction (90)\nclear graphic effects\nset [soundvolume v] to [1]\nset [isentity? v] to [1]\nset [entityx v] to (item (2) of [launchentity v])\nset [entityy v] to (item (3) of [launchentity v])\nset [type v] to (item (4) of [launchentity v])\nset [entityparameter v] to (item (5) of [launchentity v])\nswitch costume to (item (1) of [launchentity v])\ndelete all of [launchentity v]\nset [entityvariable v] to [0]\nset [ghost v] effect to (100)\nshow\nif <<(type) = [tut]> or <(type) = [tut2]>> then\n go to [back v] layer\nend\nif <<<(type) = [sus]> or <(type) = [lau]>> or <(type) = [ps5]>> then\n go to [back v] layer\nend\nif <(type) = [tel]> then\n go to [back v] layer\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nif <(type) = [ene]> then\n repeat until <(entityParameter) = [-1]>\n wait (1) seconds\n repeat until <(entityParameter) < (entityVariable)>\n if <[98] < (size)> then\n change [entityvariable v] by ((50) * (Frametime))\n end\n end\n if <[98] < (size)> then\n set [entityvariable v] to (entityParameter)\n end\n wait (1) seconds\n repeat until <(entityVariable) < [0]>\n if <[98] < (size)> then\n change [entityvariable v] by ((-50) * (Frametime))\n end\n end\n if <[98] < (size)> then\n set [entityvariable v] to [0]\n end\n end\n set [entityvariable v] to [0]\nend\nif <(type) = [sus]> then\n forever\n play sound [loop1 v] until done\n end\nend\nif <(type) = [tel]> then\n forever\n start sound [static v]\n switch costume to (tv1 v)\n wait (1) seconds\n switch costume to (tv2 v)\n wait (1) seconds\n switch costume to (tv3 v)\n wait (1) seconds\n end\nend\nif <(type) = [lau]> then\n forever\n if <(entityVariable) = [1]> then\n repeat (3)\n switch costume to (join [launcher2a] (entityVariable))\n change [entityvariable v] by (2)\n end\n wait (1) seconds\n set [entityvariable v] to [6]\n repeat (5)\n switch costume to (join [launcher2a] (entityVariable))\n change [entityvariable v] by (-1)\n end\n switch costume to (launcher1 v)\n set [entityvariable v] to [0]\n end\n end\nend\nif <(type) = [spo]> then\n forever\n if <(entityVariable) = [3]> then\n set [walkspeed v] to (entityParameter)\n start sound [powerup v]\n wait (1) seconds\n set [entityvariable v] to [-1]\n wait (5) seconds\n set [walkspeed v] to [138]\n wait (10) seconds\n set [entityvariable v] to [0]\n end\n end\nend\n\nwhen I receive [frametick v]\nif <(isEntity?) = [1]> then\n go to x: (((entityX) + (entityVariable)) - (CamX)) y: ((entityY) - (CamY))\n if <(type) = [ene]> then\n if <<touching (character v)?> and <[99] < (size)>> then\n if <<((entityY) + (10)) < (PlayerY)> and <(VelocityY) < [0]>> then\n change size by (-2)\n start sound [buttonClick1 v]\n start sound [death1 v]\n start sound [whoosh1 v]\n broadcast (enemyKill v)\n else\n change size by (-1)\n broadcast (Death v)\n end\n end\n end\n if <(type) = [sus]> then\n change [color v] effect by (7)\n end\n if <(type) = [lau]> then\n go to x: ((entityX) - (CamX)) y: ((entityY) - (CamY))\n if <<touching (character v)?> and <(entityVariable) = [0]>> then\n start sound [spring1 v]\n set [entityvariable v] to [1]\n set [velocityy v] to (entityParameter)\n end\n end\n if <(type) = [spo]> then\n go to x: ((entityX) - (CamX)) y: ((entityY) - (CamY))\n if <(entityVariable) = [0]> then\n set [ghost v] effect to (0)\n change size by (((110) - (size)) / (4))\n if <[105] < (size)> then\n set [entityvariable v] to [1]\n end\n else\n if <(entityVariable) = [-1]> then\n change size by (((pick random (40) to (60)) - (size)) / (4))\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n if <(entityVariable) = [3]> then\n change size by (((pick random (110) to (130)) - (size)) / (4))\n else\n change size by (((60) - (size)) / (4))\n if <(size) < [65]> then\n set [entityvariable v] to [0]\n end\n end\n end\n end\n end\n if <(type) = [chk]> then\n go to x: ((entityX) - (CamX)) y: ((entityY) - (CamY))\n if <(entityVariable) = [3]> then\n change size by (((130) - (size)) / (4))\n else\n if <(entityVariable) = [0]> then\n change size by (((110) - (size)) / (4))\n if <[105] < (size)> then\n set [entityvariable v] to [1]\n end\n else\n change size by (((60) - (size)) / (4))\n if <(size) < [65]> then\n set [entityvariable v] to [0]\n end\n end\n end\n end\n if <(type) = [jtp]> then\n go to x: ((entityX) - (CamX)) y: ((entityY) - (CamY))\n if <(entityVariable) = [3]> then\n change size by (((110) - (size)) / (4))\n else\n if <(entityVariable) = [0]> then\n change size by (((100) - (size)) / (4))\n if <[95] < (size)> then\n set [entityvariable v] to [1]\n end\n else\n change size by (((60) - (size)) / (4))\n if <(size) < [65]> then\n set [entityvariable v] to [0]\n end\n end\n end\n end\nend\n\nwhen I receive [activateloadingscreen v]\nrepeat (20)\n change [soundvolume v] by (-0.05)\nend\n\nwhen I receive [endloadingscreen v]\nrepeat (20)\n change [soundvolume v] by (0.05)\nend\n\nwhen I receive [worldtick v]\nif <(type) = [ene]> then\n if <<<(entityVariable) = [0]> or <(entityVariable) = (entityParameter)>> or <(size) < [99]>> then\n if <(size) < [99]> then\n switch costume to (enemy1dead v)\n change [ghost v] effect by (20)\n change size by (-4)\n change [entityy v] by (-3)\n if <(size) < [50]> then\n set [entityparameter v] to [-1]\n end\n else\n switch costume to (enemy1 v)\n end\n else\n if <(costume [name v]) = [enemy1move1]> then\n switch costume to (enemy1move2 v)\n set [pitch v] effect to (pick random (10) to (40))\n start sound [step2 v]\n else\n switch costume to (enemy1move1 v)\n end\n end\nend\nif <(type) = [tut]> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n if <key (d v) pressed?> then\n switch costume to (tutorial1d v)\n set [pitch v] effect to (-20)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (tutorial1< v)\n set [pitch v] effect to (20)\n end\n if <key (a v) pressed?> then\n switch costume to (tutorial1a v)\n set [pitch v] effect to (-10)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (tutorial1> v)\n set [pitch v] effect to (30)\n end\n start sound [beacon v]\n else\n switch costume to (tutorial1 v)\n end\nend\nif <(type) = [tut2]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n if <key (w v) pressed?> then\n switch costume to (tutorial2w v)\n end\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n switch costume to (tutorial2> v)\n end\n else\n switch costume to (tutorial2 v)\n end\nend\nif <(type) = [chk]> then\n if <not <(entityVariable) = [3]>> then\n if <(checkpoint) < (entityParameter)> then\n if <touching (character v)?> then\n start sound [powerup v]\n set [checkpoint v] to (entityParameter)\n set [entityvariable v] to [3]\n switch costume to (checkpoint1set v)\n set [ghost v] effect to (40)\n end\n else\n set [entityvariable v] to [3]\n switch costume to (checkpoint1set v)\n set [ghost v] effect to (40)\n end\n else\n set [ghost v] effect to (40)\n end\nend\nif <(type) = [spo]> then\n if <<touching (character v)?> and <not <<(entityVariable) = [-1]> or <(entityVariable) = [3]>>>> then\n set [entityvariable v] to [3]\n end\nend\nif <(type) = [jtp]> then\n if <<touching (character v)?> and <not <<(entityVariable) = [-1]> or <(entityVariable) = [3]>>>> then\n set [entityvariable v] to [3]\n set [jetpackequipped? v] to [true]\n start sound [powerup v]\n end\nend\nif <<(type) = [sus]> or <(type) = [tel]>> then\n set volume to ((((7500) / (([abs v] of ((entityX) - (CamX)) ) + ([abs v] of ((entityY) - (CamY)) ))) - (20)) * (soundVolume)) %\nelse\n set volume to ((((15000) / (([abs v] of ((entityX) - (CamX)) ) + ([abs v] of ((entityY) - (CamY)) ))) - (8)) * (soundVolume)) %\nend\nset [pan left/right v] effect to (((entityX) - (CamX)) / (2))\n\nwhen I start as a clone\nforever\n if <(DespawnAllClones) = [1]> then\n delete this clone\n end\n if <(entityParameter) = [-1]> then\n delete this clone\n end\nend\n\nwhen I receive [preloadassets v]\nSpawn [susak] at [1200] [-200] with tag [sus] with parameter [0]\nSpawn [tv1] at [1945] [930] with tag [tel] with parameter [0]\nSpawn [ps5] at [-947] [347] with tag [ps5] with parameter [0]\nif <(checkpoint) < [1]> then\n Spawn [tutorial1] at [0] [40] with tag [tut] with parameter [0]\n Spawn [tutorial2] at [1000] [147] with tag [tut2] with parameter [0]\n Spawn [enemy1] at [1050] [147] with tag [ene] with parameter [0]\n Spawn [enemy1] at [1844] [307] with tag [ene] with parameter [150]\n Spawn [enemy1] at [2785] [448] with tag [ene] with parameter [100]\nend\nif <[0] < (checkpoint)> then\n Spawn [launcher1] at [-146] [-50] with tag [lau] with parameter [12]\nend\nSpawn [launcher1] at [3030] [420] with tag [lau] with parameter [12]\nSpawn [orb1] at [3164] [631] with tag [spo] with parameter [300]\nSpawn [launcher1] at [4138] [688] with tag [lau] with parameter [40]\nSpawn [checkpoint1] at [3870] [670] with tag [chk] with parameter [1]\nSpawn [checkpoint1] at [4138] [3035] with tag [chk] with parameter [2]\nSpawn [jetpackUpgrade] at [4297] [3397] with tag [jtp] with parameter [0]\n\n\n\nchange [entityvariable v] by (6)\n\n@Particles\n\nwhen I receive [jump v]\nif <(clone?) = [0]> then\n Generate Jump Effect\nend\n\nwhen I receive [frametick v]\nif <(clone?) = [1]> then\n go to x: ((cloneX) - (CamX)) y: ((cloneY) - (CamY))\n change [clonex v] by (([sin v] of (direction) ) * (2))\n change [cloney v] by (([cos v] of (direction) ) * (2))\n change [clonetimer v] by (1)\n change [ghost v] effect by (1)\n change size by (((200) - (size)) / (20))\n if <(cloneTimer) = [2]> then\n show\n end\n if <[30] < (cloneTimer)> then\n delete this clone\n end\nend\n\ndefine Generate Jump Effect\ngo to x: ((PlayerX) - (CamX)) y: (((PlayerY) - (CamY)) - (60))\nrepeat (6)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nset [clone? v] to [0]\n\nwhen I start as a clone\ngo to [front v] layer\nset [clone? v] to [1]\nset [clonex v] to (PlayerX)\nset [cloney v] to ((PlayerY) - (30))\nset [clonetimer v] to [0]\nset size to (pick random (20) to (40)) %\nset [ghost v] effect to (75)\nif <(pick random (1) to (0)) = [1]> then\n point in direction (pick random (60) to (120))\nelse\n point in direction (pick random (-60) to (-120))\nend\n\nchange x by (10)\n\n@Background\n\nwhen flag clicked\nset volume to (0) %\nrepeat (20)\n change volume by (2)\nend\n\nwhen flag clicked\nforever\n if <(checkpoint) < [2]> then\n play sound [forestAmbient v] until done\n end\nend\n\nwhen I receive [activateloadingscreen v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [endloadingscreen v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [cloudlayeroffset v] to [0]\ngo to [back v] layer\nswitch costume to (cloudlayer1 v)\ncreate clone of (_myself_ v)\nswitch costume to (cloudlayer2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n set [cloudlayeroffset v] to [560]\n forever\n go to x: (((CamX) / (-10)) + (CloudLayerOffset)) y: (((CamY) / (-10)) + (2))\n if <(CloudLayerOffset) < [-550]> then\n set [cloudlayeroffset v] to [560]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n set [cloudlayeroffset v] to [0]\n forever\n go to x: (((CamX) / (-10)) + (CloudLayerOffset)) y: (((CamY) / (-10)) + (2))\n if <(CloudLayerOffset) < [-550]> then\n set [cloudlayeroffset v] to [560]\n end\n end\nend\n\nforever\n\nwhen I receive [frametick v]\nchange [cloudlayeroffset v] by (-0.1)\ngo to [back v] layer\n\nwhen flag clicked\nset [camx v] to [0]\nwait until <[450] < (CamX)>\nforever\n if <(checkpoint) < [2]> then\n play sound [sound1alpha v] until done\n end\n if <[1] < (checkpoint)> then\n wait (1) seconds\n play sound [sound2alpha v] until done\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (smoothTransition)\nend\n\nwhen I receive [nextlayer v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nrepeat (30)\n change volume by (4)\nend\n\n@LoadingScreen\n\nwhen I receive [activateloadingscreen v]\nswitch costume to (background v)\ngo to [front v] layer\nset [smoothbackgr v] to [100]\nset [screencovered? v] to [0]\nset [ghost v] effect to (100)\ncreate clone of (_myself_ v)\nshow\nset size to (100) %\nrepeat (20)\n change [smoothbackgr v] by (((0) - (smoothBackgr)) / (3))\n set [ghost v] effect to (smoothBackgr)\nend\nset [ghost v] effect to (0)\nset [screencovered? v] to [1]\nset [despawnallclones v] to [1]\nwait (1) seconds\nset [despawnallclones v] to [0]\nbroadcast (preloadAssets v)\nwait (1.5) seconds\nbroadcast (EndLoadingScreen v)\nset [screencovered? v] to [0]\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [screencovered? v] to [0]\nset [checkpoint v] to [0]\nbroadcast (preloadAssets v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (loader v)\nset [ghost v] effect to (100)\nset size to (70) %\nshow\nwait (0.4) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\n change size by (((120) - (size)) / (5))\nend\n\nwait (1) seconds\n\nset [ghost v] effect to (smoothBackgr)\n\nset size to (100) %\n\nwhen I receive [endloadingscreen v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@JetpackSound\n\nwhen flag clicked\nset volume to (((jetpackThrottle) * (200)) - (150)) %\nforever\n play sound [jetpackIdle v] until done\nend\n\nwhen I receive [frametick v]\nset volume to (((jetpackThrottle) * (100)) - (5)) %\n\n@EndScreen\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nshow\nforever\n if <[4180] < (PlayerY)> then\n repeat (100)\n change [ghost v] effect by (-4)\n end\n wait (2) seconds\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
プラットフォーマー 白黒の世界 platformer ~ White Black world ~
@Stage\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [Nebula v] until done\nend\n\n@たけしくん\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\ngo to x: (-183) y: (-4)\nset [x v] to [0]\nforever\n switch costume to (たけしくん本体 v)\n set rotation style [left-right v]\n if <key (any v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n create clone of (_myself_ v)\n end\n else\n if <mouse down?> then\n if <(mouse x) > (x position)> then\n point in direction (90)\n change [x v] by (1)\n create clone of (_myself_ v)\n else\n point in direction (-90)\n change [x v] by (-1)\n create clone of (_myself_ v)\n end\n end\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (まぐまくん。 v)?> then\n go to x: (-195) y: (-84)\n start sound [crashed oof v]\n end\n if <touching (ステージ君 v)?> then\n change x by ((0) - (x))\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 [15]\n if <(x) > [0]> then\n set [x v] to [-7]\n start sound [suck1 v]\n else\n set [x v] to [7]\n start sound [suck1 v]\n end\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (まぐまくん。 v)?> then\n go to x: (-194) y: (-147)\n start sound [crashed oof v]\n end\n if <touching (ステージ君 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ステージ君 v)?> then\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 [15]\n start sound [suck1 v]\n end\n end\n change y by (1)\n if <(x position) > [200]> then\n broadcast (next v)\n go to x: (-194) y: (-146)\n end\nend\n\ngo to x: (-194) y: (-147)\n\nchange x by (x)\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by (7)\n switch costume to (たけしのクローン v)\n change size by (-2)\nend\ndelete this clone\n\ngo to x: (245) y: (-150)\n\nwhen I receive [next stage v]\ngo to x: (-183) y: (-4)\n\n@ステージ君\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next stage v]\nnext costume\n\n@まぐまくん。\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next stage v]\nnext costume\n\n@NEXT\n\nwhen I receive [next v]\nset [動く v] to [0]\ngo to [front v] layer\nstart sound [Coin v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\nbroadcast (next Stage v)\n\nwhen flag clicked\nhide\n\n@451FBCC2-7AB9-4B53-B15D-44D11F17F105\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nstart sound [Cool Intro Music3 v]\nset [変数 v] to [1]\nset [cam rot v] to [0]\nset [sprite1: size v] to [100]\nset [ended v] to [0]\nset [direction v] to [90]\nset [follow cam v] to [1]\nset [i1 v] to [0]\nswitch costume to (screen v)\ncreate clone of (_myself_ v)\nswitch costume to (square v)\ncreate clone of (_myself_ v)\nswitch costume to (square2 v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (control v)\ncreate clone of (_myself_ v)\nCam Shake\ngo to [back v] layer\ngo [forward v] (1) layers\nrepeat (3)\n set [sprite1: size v] to [0]\n switch costume to (square v)\n create clone of (_myself_ v)\n switch costume to (square2 v)\n create clone of (_myself_ v)\n Cam Shake\nend\nrepeat (1)\n set [sprite1: size v] to [0]\n switch costume to (square v)\n create clone of (_myself_ v)\n switch costume to (square2 v)\n create clone of (_myself_ v)\n repeat (20)\n change [cam rot v] by (round (((360) - (Cam Rot)) / (4)))\n end\nend\nCam Shake\nset [ended v] to [1]\n\ndefine Cam Shake\nset [変数 v] to [1]\nset [cam rot v] to [0]\nset [cam shake var v] to [0]\nrepeat (3)\n change [変数 v] by (((1.2) - (変数)) / (2))\n change [cam rot v] by (((8) - (Cam Rot)) / (2))\nend\nrepeat (17)\n change [変数 v] by (((1) - (変数)) / (3))\n set [cam shake var v] to (((Cam Shake Var) * (0.8)) + ((Cam Rot) / (-3)))\n change [cam rot v] by (Cam Shake Var)\nend\nset [変数 v] to [1]\nset [cam rot v] to [0]\n\nwhen I start as a clone\nshow\nset [costume v] to (costume [number v])\nforever\n switch costume to (costume)\n if <((Sprite1: size) * (変数)) > [100]> then\n switch costume to (control v)\n end\n if <(Follow Cam) = [1]> then\n set size to ((Sprite1: size) * (変数)) %\n go to x: (0) y: (0)\n else\n set size to (Sprite1: size) %\n end\n switch costume to (costume)\n point in direction ((Direction) + ((Cam Rot) * <<(Follow Cam) = [1]> and <not <(costume) = [4]>>>))\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set [sprite1: size v] to [0]\n repeat (20)\n change [sprite1: size v] by (round (((100) - (Sprite1: size)) / (4)))\n end\n repeat (20)\n change [sprite1: size v] by (round (((400) - (Sprite1: size)) / (4)))\n end\n repeat (20)\n change [sprite1: size v] by (round (((700) - (Sprite1: size)) / (4)))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set [sprite1: size v] to [0]\n repeat (20)\n change [sprite1: size v] by (round (((100) - (Sprite1: size)) / (4)))\n end\n repeat (20)\n change [sprite1: size v] by (round (((400) - (Sprite1: size)) / (4)))\n end\n repeat (20)\n change [sprite1: size v] by (round (((700) - (Sprite1: size)) / (4)))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [sprite1: size v] to [200]\n repeat (10)\n change [sprite1: size v] by (round (((100) - (Sprite1: size)) / (4)))\n end\nend\n\ndefine Line Explosion\ngo to (random position v)\ngo to x: ((x position) * (0.8)) y: ((y position) * (0.6))\nswitch costume to (le1 v)\nset [follow cam v] to [0]\nrepeat (15)\n create clone of (_myself_ v)\n change [direction v] by (24)\nend\nset [follow cam v] to [1]\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n set [sprite1: size v] to [100]\n repeat (10)\n change [costume v] by (1)\n move (((150) - (i1)) / (3)) steps\n change [i1 v] by (((150) - (i1)) / (3))\n wait (0) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n repeat (20)\n set [i1 v] to [0]\n end\n repeat (4)\n Line Explosion\n repeat (20)\n set [i1 v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nwait until <(Ended) = [1]>\nif <not <(costume [number v]) = [1]>> then\n delete this clone\nend\nrepeat (30)\n change [sprite1: size v] by (((40) - (Sprite1: size)) / (10))\n change [direction v] by (((80) - (Direction)) / (10))\n change [ghost v] effect by (3.5)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\n
〜〜〜〜〜〜〜〜Method of operation〜〜〜〜〜〜〜 \n  ↑\n ← →\n           tap\nターボモードは全員が使う権限あるので禁止しません\nintro @O2009H\n
Chase - a platformer, i guess #all #games
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Vector OST - Nocopyright sound 2020 - Downtown Theme Extended v] until done\nend\n\nwhen I receive [play v]\nset volume to (0) %\nrepeat (50)\n change volume by (1)\nend\n\n@blank\n\n@player\n\ndefine platform (gravity) (speed) (friction) (jump) (slope)\nswitch costume to (hitbox v)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (ground collide v)?> then\n repeat until <not <touching (ground collide v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<<<<key (any v) pressed?> or <mouse down?>> and <not <key ((join [] [enter]) v) pressed?>>> and <not <(x) > [7500]>>> and <(([abs v] of (yv) ) / (yv)) = [-1]>> * (jump))\nend\nset [xv v] to (((xv) + (speed)) * (friction))\nif <(username) = [surlo_gamez]> then\n if <key ((join [] [enter]) v) pressed?> then\n set [xv v] to [0]\n end\nend\nif <(x) > [7700]> then\n set [xv v] to [0]\n broadcast (end v)\n stop [this script v]\nend\nchange x by (xv)\ncheck\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (ground collide v)?>>>\n change [slope v] by (-1)\n change y by [1]\nend\nif <touching (ground collide v)?> then\n change y by (slope)\n broadcast (ded v)\n stop [this script v]\nend\nif <touching (obstacles v)?> then\n broadcast (ded v)\n stop [this script v]\nend\nif <(y) < [-310]> then\n broadcast (ded v)\n stop [this script v]\nend\nchange cam\nswitch costume to (hitbox2 v)\nif <touching (ground collide v)?> then\n switch costume to (cos#)\nelse\n switch costume to (costume5 v)\nend\n\ndefine change x by (#)\nchange [x v] by (#)\nposition\n\ndefine change y by (#)\nchange [y v] by (#)\nposition\n\ndefine position\ngo to x: (((x) - (scroll x)) - (70)) y: (((y) - (35)) - (scroll y))\nbroadcast (position v)\n\ndefine check\nif <not <(checkpoint #) > ((length of [checkpoint x v]) - (1))>> then\n if <(x) > (item ((checkpoint #) + (1)) of [checkpoint x v])> then\n change [checkpoint # v] by (1)\n end\nend\nif <(scroll y) < [-120]> then\n set [scroll y v] to [-120]\nend\n\nwhen I receive [resume v]\nset [cos# v] to [3]\nforever\n if <([floor v] of ([abs v] of (xv) ) ) > [1]> then\n wait (0.05) seconds\n change [cos# v] by (1)\n if <(cos#) = [9]> then\n set [cos# v] to [4]\n end\n else\n set [cos# v] to [3]\n end\nend\n\nwhen I receive [resume v]\ngo to [front v] layer\nclear graphic effects\nshow\nset rotation style [left-right v]\nset [brightness v] effect to (-100)\nset [ghost v] effect to (0)\nset size to (90) %\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to (item (checkpoint #) of [checkpoint x v])\nset [y v] to ((item (checkpoint #) of [checkpoint y v]) + (10))\nforever\n platform [-0.8] [0.9] [0.845] [9] [7]\n position\nend\n\nwhen I receive [ded v]\nstop [other scripts in sprite v]\nswitch costume to (cos#)\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\nbroadcast (death effect v)\nwait (1) seconds\nset [scroll x v] to (item (checkpoint #) of [checkpoint x v])\nset [scroll y v] to (item (checkpoint #) of [checkpoint y v])\nbroadcast (resume v)\n\nwhen I receive [play v]\nhide\nset [checkpoint # v] to [1]\nset [change cam v] to [y]\nset [scroll x v] to (item (checkpoint #) of [checkpoint x v])\nset [scroll y v] to (item (checkpoint #) of [checkpoint y v])\nif <(checkpoint #) = [1]> then\n set [change cam v] to [n]\n set [scroll x v] to [20]\n set [scroll y v] to [10]\nend\nset [x v] to [0]\nset [y v] to [0]\nwait (0) seconds\nposition\nwait (1) seconds\nbroadcast (resume v)\nif <(checkpoint #) = [1]> then\n wait (1.5) seconds\n set [change cam v] to [y]\nend\n\nwhen flag clicked\nhide\ndelete all of [checkpoint x v]\ndelete all of [checkpoint y v]\nadd checkpoint [-70] [200]\nadd checkpoint [119] [-64]\nadd checkpoint [780] [-92]\nadd checkpoint [1370] [-92]\nadd checkpoint [1900] [-92]\nadd checkpoint [2900] [-63]\nadd checkpoint [3707] [-63]\nadd checkpoint [5304] [-133]\nadd checkpoint [6150] [-85]\nbroadcast (animation v) and wait\n\ndefine add checkpoint (x) (y)\nadd (x) to [checkpoint x v]\nadd (y) to [checkpoint y v]\n\ndefine change cam\nif <(change cam) = [y]> then\n change [scroll x v] by (round ((((x) - (scroll x)) + (70)) / (10)))\n change [scroll y v] by (round ((((y) + (35)) - (scroll y)) / (10)))\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume7 v)\nrepeat (3)\n wait (0.1) seconds\n next costume\nend\nwait (2) seconds\nbroadcast (finally... v)\nhide\n\nbroadcast (play v)\n\n@ground collide\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - (scroll x)) y: ((tile y) - (scroll y))\nset size to (100) %\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nshow\nforever\n check if on edge\nend\n\ndefine switch to (right cos)\nswitch costume to (right cos)\nif <not <(costume [name v]) = (right cos)>> then\n switch costume to (blank v)\nend\n\nwhen I receive [play v]\nhide\nset [tile x v] to [480]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\n\ndefine check if on edge\nif <((tile x) - (scroll x)) > [480]> then\n change [tile x v] by (-960)\nend\nif <[-480] > ((tile x) - (scroll x))> then\n change [tile x v] by (960)\nend\nif <[-360] > ((tile y) - (scroll y))> then\n change [tile y v] by (720)\nend\nif <((tile y) - (scroll y)) > [360]> then\n change [tile y v] by (-720)\nend\nswitch to (join (join ((tile x) / (480)) [-]) ((tile y) / (360)))\n\n@ground render\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - (scroll x)) y: ((tile y) - (scroll y))\nset size to (100) %\n\nwhen I start as a clone\ngo [backward v] (5) layers\nset [brightness v] effect to (0)\nshow\nforever\n check if on edge\nend\n\ndefine switch to (right cos)\nswitch costume to (right cos)\nif <not <(costume [name v]) = (right cos)>> then\n switch costume to (blank v)\nend\n\nwhen I receive [play v]\nhide\nset [tile x v] to [480]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\n\ndefine check if on edge\nif <((tile x) - (scroll x)) > [480]> then\n change [tile x v] by (-960)\nend\nif <[-480] > ((tile x) - (scroll x))> then\n change [tile x v] by (960)\nend\nif <[-360] > ((tile y) - (scroll y))> then\n change [tile y v] by (720)\nend\nif <((tile y) - (scroll y)) > [360]> then\n change [tile y v] by (-720)\nend\nswitch to (join (join ((tile x) / (480)) [-]) ((tile y) / (360)))\n\n@obstacles\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - (scroll x)) y: ((tile y) - (scroll y))\nset size to (100) %\n\nwhen I start as a clone\ngo [forward v] (5) layers\nset [brightness v] effect to (0)\nshow\nforever\n if <((tile x) - (scroll x)) > [480]> then\n change [tile x v] by (-960)\n end\n if <[-480] > ((tile x) - (scroll x))> then\n change [tile x v] by (960)\n end\n if <[-360] > ((tile y) - (scroll y))> then\n change [tile y v] by (720)\n end\n if <((tile y) - (scroll y)) > [360]> then\n change [tile y v] by (-720)\n end\n switch to (join (join ((tile x) / (480)) [-]) ((tile y) / (360)))\nend\n\ndefine switch to (right cos)\nswitch costume to (right cos)\nif <not <(costume [name v]) = (right cos)>> then\n switch costume to (blank v)\nend\n\nwhen I receive [play v]\nhide\nset [tile x v] to [480]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\n\n@back ground\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - ((scroll x) * (0.7))) y: (((tile y) - ((scroll y) * (0.7))) + (90))\nset size to (100) %\n\nwhen I start as a clone\nset [pixelate v] effect to (10)\nset [color v] effect to (-10)\nset [brightness v] effect to (28)\ngo to [back v] layer\nshow\nforever\n if <((tile x) - ((scroll x) * (0.7))) > [480]> then\n change [tile x v] by (-960)\n end\n if <[-480] > ((tile x) - ((scroll x) * (0.7)))> then\n change [tile x v] by (960)\n end\n if <[-360] > (((tile y) - ((scroll y) * (0.7))) + (90))> then\n change [tile y v] by (720)\n end\n if <(((tile y) - ((scroll y) * (0.7))) + (90)) > [360]> then\n change [tile y v] by (-720)\n end\n switch to (join (join ((tile x) / (480)) [-]) ((tile y) / (360)))\nend\n\ndefine switch to (right cos)\nswitch costume to (right cos)\nif <not <(costume [name v]) = (right cos)>> then\n switch costume to (blank v)\nend\n\nwhen I receive [play v]\nhide\nset [tile x v] to [480]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\n\n@back ground2\n\nwhen I receive [position v]\nset size to (200) %\ngo to x: ((tile x) - ((scroll x) * (0.5))) y: (((tile y) - ((scroll y) * (0.5))) + (120))\nset size to (100) %\n\nwhen I start as a clone\nset [pixelate v] effect to (10)\nset [color v] effect to (-10)\nset [brightness v] effect to (35)\ngo to [back v] layer\nshow\nforever\n if <((tile x) - ((scroll x) * (0.5))) > [480]> then\n change [tile x v] by (-960)\n end\n if <[-480] > ((tile x) - ((scroll x) * (0.5)))> then\n change [tile x v] by (960)\n end\n if <[-360] > (((tile y) - ((scroll y) * (0.5))) + (120))> then\n change [tile y v] by (720)\n end\n if <(((tile y) - ((scroll y) * (0.5))) + (120)) > [360]> then\n change [tile y v] by (-720)\n end\n switch to (join (join ((tile x) / (480)) [-]) ((tile y) / (360)))\nend\n\ndefine switch to (right cos)\nswitch costume to (right cos)\nif <not <(costume [name v]) = (right cos)>> then\n switch costume to (blank v)\nend\n\nwhen I receive [play v]\nhide\nset [tile x v] to [480]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\nset [tile x v] to [480]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [360]\ncreate clone of (_myself_ v)\nset [tile x v] to [0]\nset [tile y v] to [0]\ncreate clone of (_myself_ v)\n\n@dark\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [death effect v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.75) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@animation\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [animation v]\nstart sound [Mike Noise Low Earth Orbit v]\nset size to (100) %\nshow\nscene 1\ngo to x: (0) y: (0)\nswitch costume to (scene 1 v)\nwait (5) seconds\nbroadcast (delete v)\nwait (0) seconds\nscene 2\ngo to x: (0) y: (0)\nswitch costume to (scene 2 v)\nscanner\ngo to x: (0) y: (0)\nswitch costume to (scene 2 v)\nwait (8) seconds\nbroadcast (delete v)\nscene 3\ngo to x: (0) y: (0)\nswitch costume to (scene 3 v)\nwait (7) seconds\nbroadcast (delete v)\nscene 4\ngo to x: (0) y: (0)\nswitch costume to (scene 4 v)\n\nwhen I start as a clone\nset volume to (110) %\ngo to [front v] layer\nshow\nif <(costume [name v]) = [close]> then\n forever\n repeat (15)\n change x by (1.5)\n change y by (0.5)\n end\n repeat (15)\n change x by (1.5)\n change y by (-0.5)\n end\n end\nend\nif <(costume [name v]) = [far]> then\n forever\n repeat (15)\n change x by (1)\n change y by (0.3)\n end\n repeat (15)\n change x by (1)\n change y by (-0.3)\n end\n end\nend\nif <(costume [name v]) = [yellow galsses]> then\n forever\n repeat (16)\n change y by (0.4)\n end\n repeat (16)\n change y by (-0.4)\n end\n end\nend\nif <(costume [name v]) = [scanner]> then\n forever\n change x by (-2)\n if <(round (x position)) = [-71]> then\n broadcast (scan v)\n end\n if <[-240] > (x position)> then\n delete this clone\n end\n end\nend\nif <(costume [name v]) = [player cos1]> then\n wait (2) seconds\n repeat (2)\n next costume\n wait (0) seconds\n end\n repeat (8)\n switch costume to (player cos4 v)\n wait (0.1) seconds\n switch costume to (player cos3 v)\n wait (0.1) seconds\n end\n wait (0.2) seconds\n switch costume to (player cos4 v)\n repeat (7)\n wait (0.05) seconds\n next costume\n end\n repeat (11)\n wait (0.1) seconds\n next costume\n end\nend\nif <(costume [name v]) = [player cos23]> then\n switch costume to (player cos23 v)\n repeat (13)\n wait (0.1) seconds\n next costume\n end\n wait (1) seconds\n broadcast (play v)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\ndefine scene 1\nswitch costume to (far v)\ngo to x: (-240) y: ((-100) + (pick random (-7) to (7)))\nrepeat (3)\n create clone of (_myself_ v)\n change x by (110)\nend\nswitch costume to (close v)\ngo to x: (-240) y: ((-120) + (pick random (-7) to (7)))\nrepeat (3)\n create clone of (_myself_ v)\n change x by (110)\nend\n\ndefine scene 2\ngo to x: (-70) y: (-120)\nswitch costume to (yellow galsses v)\ncreate clone of (_myself_ v)\n\ndefine scanner\ngo to x: (260) y: (0)\nswitch costume to (scanner v)\ncreate clone of (_myself_ v)\n\nwhen I receive [scan v]\nwait (0) seconds\nstart sound [scan v]\nif <(costume [name v]) = [yellow galsses]> then\n switch costume to (close v)\nend\n\ndefine scene 3\ngo to x: (0) y: (0)\nswitch costume to (player cos1 v)\ncreate clone of (_myself_ v)\n\ndefine scene 4\ngo to x: (0) y: (0)\nswitch costume to (player cos23 v)\ncreate clone of (_myself_ v)\n\nstart sound [i can t take this anymore v]\n\nstart sound (pick random (1) to (3))\n\nwhen I receive [play v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [finally... v]\nswitch costume to (end v)\nshow\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\n\n
tap or any key to jump\n\ni know this looks like its made by 2 different people.\none made the animation, and one made the game.\ni actually made both the animation and the game myself. im just really really bad at animating. im really sry for the bad animation
Grasslands 3 - A Platformer Game #Games #All
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 9 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nnext backdrop\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen I receive [you win! v]\n\nplay sound [pop v] until done\n\n@Text and Decoration\n\ndefine position: x: (x) , y: (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nswitch costume to (level 2 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 3 v)\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (-1.5)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (1.5)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (100)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nshow\nforever\n play sound [song v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Arrow keys \nPart 1: https://scratch.mit.edu/projects/547159445/\nPart 2: https://scratch.mit.edu/projects/548305720/\nHave fun!\nNo Advertising\n
Invisible ll Platformer #Games #All
@Stage\n\n@Player\n\nwhen flag clicked\nset [deaths v] to [0]\nset [level: v] to [1]\nset [wait: v] to [0]\nforever\n if <touching (sprite4 v)?> then\n change [level: v] by (1)\n go to x: (-197) y: (9)\n broadcast (Next level v)\n set [wait: v] to [1]\n wait (1) seconds\n set [wait: v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (deadline v)?> or <touching (sprite6 v)?>> then\n change [deaths v] by (1)\n go to x: (-197) y: (9)\n end\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nswitch costume to (costume4 v)\ngo to x: (-197) y: (9)\nwait (3) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (r v) pressed?> or <(Wait:) = [1]>> then\n switch costume to (costume4 v)\n hide\n go to x: (-197) y: (9)\n wait (3) seconds\n show\n go to x: (-197) y: (9)\n else\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 next costume\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n next costume\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (sprite1 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (sprite1 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-197) y: (9)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (6)\nend\n\nwhen I receive [next level v]\nif <(costume [number v]) = [13]> then\n clear graphic effects\n show\nelse\n clear graphic effects\n next costume\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (6)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n clear graphic effects\n show\n else\n if <key (r v) pressed?> then\n clear graphic effects\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (6)\n end\n end\n end\nend\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@DEADLINE\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@TN\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite5\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nforever\n if <(Level:) = [13]> then\n hide\n end\nend\n\n@Timer\n\nwhen flag clicked\nforever\n if <(Level:) = [13]> then\n wait (1) seconds\n else\n set [time v] to (timer)\n end\nend\n\nhide variable [time v]\n\n@Highscore\n\nwhen flag clicked\nhide variable [your highscore v]\nforever\n if <(Level:) = [13]> then\n show variable [your highscore v]\n if <(Your Highscore) > (Time)> then\n set [your highscore v] to (Time)\n end\n else\n hide variable [your highscore v]\n end\nend\n\n@Least deaths\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [least deaths v]\nforever\n if <(Level:) = [13]> then\n show variable [least deaths v]\n show variable [deaths v]\n if <(Least deaths) > (Deaths)> then\n set [least deaths v] to (Deaths)\n end\n else\n hide variable [least deaths v]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <(Level:) = [10]> then\n switch costume to (costume1 v)\n clear graphic effects\n show\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (6)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [11]> then\n switch costume to (costume2 v)\n clear graphic effects\n show\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (6)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [12]> then\n switch costume to (costume3 v)\n clear graphic effects\n show\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (6)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n if <<(Level:) = [10]> or <<(Level:) = [11]> or <(Level:) = [12]>>> then\n clear graphic effects\n show\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (6)\n end\n end\n end\nend\n\n@Sprite7\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Alone LYRICS v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [13]> then\n hide\n end\nend\n\n@79030187_60x60\n\nwhen flag clicked\nhide\n\n
❗ New project out ❗ \n\n>> FIRST PROJECT :O\n>> Flag x2 \n>> This project is invisible! You can't see it XD\n>>Arrow keys to move [On mobile just click]\n>>R to restart\n>>Try to finish >:)\n>>Enjoy!\n\nThanks to:\nYT for the idea\nMe for the code and graphics\nCooltext.com for thumbnail text\n@griffpatch for the walking cat sprite\nAlan walker for the song
witch! #platformer #プラットフォーマー
@Stage\n\nwhen flag clicked\nplay sound [13002 v] until done\n\n@アニメーション背景\n\nwhen flag clicked\ngo to x: (2) y: (-60)\ngo to [back v] layer\nforever\n next costume\n wait (0.01) seconds\nend\n\n@ステージ\n\nwhen I receive [goal v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム4 v)\n\n@prayer\n\ndefine いてっ\nswitch costume to (1 v)\nset [y v] to [0]\nset [x v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [y v v] to (pick random (15) to (18))\nstart sound [crashed oof v]\nbroadcast (最前面 v)\nrepeat until <(y position) < [-180]>\n go to [front v] layer\n turn right (Y v) degrees\n change y by (Y v)\n change [y v v] by (-1.5)\nend\nbroadcast (帽子 v)\nhide\nswitch costume to (1 v)\nwait (0.5) seconds\nbroadcast (始め v)\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen I start as a clone\nif <(costume [name v]) = [2]> then\n switch costume to (4 v)\nelse\n switch costume to (3 v)\nend\nset size to (105) %\nset rotation style [all around v]\nclear graphic effects\npoint in direction (90)\ngo to (prayer v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [始め v]\nswitch costume to (1 v)\nset rotation style [left-right v]\ngo to x: (-201) y: (-50)\nshow\nset drag mode [not draggable v]\nif <touching (map v)?> then\n go to x: (-201) y: (50)\nend\npoint in direction (90)\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.725)\n create clone of (_myself_ v)\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 (0.725)\n create clone of (_myself_ v)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by (1)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> 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 start sound [jump v]\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [14]\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 (-1)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [y v] to [13]\n end\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n switch costume to (2 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n if <touching (とげ v)?> then\n いてっ\n end\n else\n switch costume to (1 v)\n end\n if <touching (とげ v)?> then\n いてっ\n end\n if <<touching color (#ffba31)?> or <touching color (#ffba31)?>> then\n start sound [jump2 v]\n set [y v] to [18]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#ff56e0)?> or <touching color (#ffc7f5)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <(x position) > [215]> then\n broadcast (Goal v)\n go to x: (-199) y: (-60)\n wait (1.2) seconds\n end\nend\n\nwhen flag clicked\nbroadcast (始め v)\n\n@帽子\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n go to x: (([x position v] of [prayer v]) + (16)) y: (([y position v] of [prayer v]) + (35))\n if <([costume name v] of [prayer v]) = [2]> then\n go to x: (([x position v] of [prayer v]) + (16)) y: (([y position v] of [prayer v]) + (20))\n end\nend\n\nwhen I receive [帽子 v]\nhide\n\nwhen I receive [始め v]\nwait (0.1) seconds\nshow\ngo to [front v] layer\n\n@とげ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\n\nwhen I receive [goal v]\nnext costume\n\n@next\n\nwhen I receive [goal v]\ngo to [front v] layer\nshow\nstart sound [High Whoosh v]\nglide (0.15) secs to x: (0) y: (0)\nwait (1) seconds\nglide (0.15) secs to x: (-500) y: (0)\nhide\ngo to x: (500) y: (0)\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (10)\nhide\ngo to x: (500) y: (0)\n\n@sprite\n\nwhen flag clicked\nset [color v] effect to (100)\ngo to x: (-24) y: (252)\ngo to [front v] layer\nset [hop v] to [5]\nhide\nclear graphic effects\nforever\n wait (0.3) seconds\n set size to (100) %\n set [ghost v] effect to (50)\n create clone of (sprite v)\nend\n\nwhen I start as a clone\nshow\nset x to (pick random (300) to (-300))\nset [fall v] to (pick random (-10) to (10))\nset [x v] to (pick random ((HOP) * (-1)) to (HOP))\nforever\n set size to (pick random (100) to (50)) %\n set [ghost v] effect to (pick random (1) to (50))\n change [fall v] by (-1)\n change x by (X)\n change y by (Fall)\n if <(y position) < [-175]> then\n delete this clone\n end\n if <[238] < ([abs v] of (x position) )> then\n delete this clone\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (442)\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\nshow\nglide (0.2) secs to x: (0) y: (240)\nglide (0.1) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (10)\nglide (0.1) secs to x: (0) y: (0)\n\n
日本語は下です。\nA cute platformer wearing a hat.\n\nArrow key operation.\nSquat with the down arrow key.\nYou can also operate it with the mouse.\nSometimes there is a problem.\n\n帽子をかぶった、可愛いプラットフォーマーです。\n\n矢印キーで操作できます。\n下矢印キーでしゃがみます。\nモバイル対応です。\nたまにバグが起こります。\nターボモードでクリアできたら、あなたは神です。\n
Night platfomer[platformer]#Nightplatformer
@Stage\n\nwhen flag clicked\nrepeat until <<key (r v) pressed?> or <key (s v) pressed?>>\n set volume to (100) %\n play sound (pick random (1) to (8)) until done\nend\n\nif <(音楽) = [1]> then\n stop all sounds\nend\n\nwhen [r v] key pressed\nstop all sounds\nstart sound (pick random (1) to (10))\nset [音楽 v] to [1]\n\nwhen [s v] key pressed\nstop all sounds\nset [音楽 v] to [1]\n\nset [jかうんと v] to [10]\n\n@スプライト2\n\nwhen flag clicked\nwait (0.000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001) seconds\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nif <not <(username) = [DMk-7g8140]>> then\n set [☁ 見た v] to [1]\nend\n\n@スプライト1\n\nwhen flag clicked\nスタート(リスタート)\nforever\n if <(OK) = [0]> then\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n change y by (1)\n if <<<<touching (地面 v)?> or <touching (障害物 v)?>> or <touching (ugokuzimen v)?>> or <touching (文字 v)?>> then\n change y by (1)\n if <<<<touching (地面 v)?> or <touching (障害物 v)?>> or <touching (ugokuzimen v)?>> or <touching (文字 v)?>> then\n change y by (1)\n if <<<<touching (地面 v)?> or <touching (障害物 v)?>> or <touching (ugokuzimen v)?>> or <touching (文字 v)?>> then\n change y by (1)\n if <<<<touching (地面 v)?> or <touching (障害物 v)?>> or <touching (ugokuzimen v)?>> or <touching (文字 v)?>> then\n change y by (1)\n if <<<<touching (地面 v)?> or <touching (障害物 v)?>> or <touching (ugokuzimen v)?>> or <touching (文字 v)?>> then\n change y by (1)\n if <<<<touching (地面 v)?> or <touching (障害物 v)?>> or <touching (ugokuzimen v)?>> or <touching (文字 v)?>> then\n change x by ((0) - (x))\n change y by (-5)\n if <<not <<(jかうんと) = [5]> or <(jかうんと) = [9]>>> and <<key (up arrow v) pressed?> or <<[-50] < (mouse y)> and <mouse down?>>>> then\n if <[0] < (x)> then\n start sound [suck1 v]\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 end\n change [y v] by (-1)\n change y by (y)\n if <<<<touching (地面 v)?> or <touching (障害物 v)?>> or <touching (ugokuzimen v)?>> or <touching (文字 v)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n 上名\n if <<<touching (maguma v)?> or <<touching (マシーン1号 v)?> or <[-106] > (y position)>>> and <(落ちる) = [0]>> then\n set [x v] to [0]\n set [you died v] to [1]\n set [y v] to [0]\n change [ghost v] effect by (65)\n broadcast (it v)\n repeat (25)\n change y by (2)\n end\n スタート(リスタート)\n end\n if <<<touching (マシーン1号 v)?> or <[-160] > (y position)>> and <(落ちる) = [1]>> then\n set [x v] to [0]\n set [you died v] to [1]\n set [y v] to [0]\n change [ghost v] effect by (65)\n broadcast (it v)\n repeat (25)\n change y by (2)\n end\n スタート(リスタート)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [200]> then\n broadcast (メッセージ1 v)\n set x to (-175)\n switch costume to (通常 v)\n set [y v] to [0]\n change [jかうんと v] by (1)\n end\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (6)\n change size by (-3.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(YOU DIED) = [1]> then\n repeat until <(YOU DIED) = [0]>\n switch costume to (あの世へw v)\n end\n end\n if <<not <key (down arrow v) pressed?>> or > then\n switch costume to (通常 v)\n end\n if <<<key (down arrow v) pressed?> or <<(mouse y) < [-50]> and <mouse down?>>> and <(YOU DIED) = [0]>> then\n repeat until <<<not <key (down arrow v) pressed?>> or <not <<(mouse y) < [-50]> and <mouse down?>>>> or <not <(YOU DIED) = [0]>>>\n switch costume to (しゃがみ v)\n end\n end\nend\n\ndefine 上名\nif <<<key (up arrow v) pressed?> or <<[-50] < (mouse y)> and <mouse down?>>> and <<touching (地面 v)?> or <touching (障害物 v)?>>> then\n start sound [suck1 v]\n set [y v] to [14]\nend\n\nwhen flag clicked\nset [いたい v] to [0]\nforever\n if <touching (maguma v)?> then\n set [いたい v] to [1]\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [いたい v] to [0]\nset [y v] to [0]\n\ndefine スタート(リスタート)\nset [y v] to [0]\nset [x v] to [0]\nset x to (-175)\nset [ghost v] effect to (0)\nset size to (100) %\nswitch costume to (通常 v)\nset rotation style [left-right v]\nset [いたい v] to [0]\nset [you died v] to [0]\nif <(落ちる) = [0]> then\n set y to (-50)\nend\nif <(落ちる) = [1]> then\n set y to (60)\nend\nshow\n\nwhen I receive [it v]\nif <not <(いたい) = [1]>> then\n start sound [crashed oof v]\nend\n\nwhen I receive [it v]\nstart sound [crashed oof v]\n\nwhen I receive [メッセージ1 v]\nスタート(リスタート)\n\nwhen flag clicked\nset [ok v] to [0]\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n if <(x position) > [175]> then\n if <<(jかうんと) = [4]> or <(jかうんと) = [8]>> then\n broadcast (メッセージ2 v)\n end\n if <<(jかうんと) = [5]> or <(jかうんと) = [9]>> then\n broadcast (メッセージ3 v)\n end\n end\n if <[175] > (x position)> then\n if <<(jかうんと) = [5]> or <(jかうんと) = [9]>> then\n broadcast (メッセージ2 v)\n end\n end\nend\n\n@マシーン1号\n\nwhen flag clicked\ngo [backward v] (1) layers\nhide\n\nwhen I receive [メッセージ1 v]\nwait (1) seconds\nif <not <<<(jかうんと) < [4]> or <<(jかうんと) = [3]> or <(jかうんと) = [6]>>> or <<(jかうんと) = [7]> or >>> then\n hide\nend\nif <(jかうんと) = [4]> then\n go to x: (110) y: (178)\n show\nend\nif <(jかうんと) = [3]> then\n switch costume to (コスチューム1 v)\n go to x: (39) y: (26)\n show\nend\nif <(jかうんと) = [6]> then\n switch costume to (コスチューム2 v)\n go to x: (30) y: (20)\n show\nend\nif <(jかうんと) = [7]> then\n switch costume to (コスチューム3 v)\n go to x: (-30) y: (-36)\n show\nend\nif <(jかうんと) = [10]> then\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (180) y: (208)\n show\nend\n\n@ugokuzimen\n\nwhen flag clicked\ngo to [front v] layer\nset x to (50)\nhide\n\nwhen I receive [メッセージ1 v]\nwait (1) seconds\nif <(jかうんと) = [9]> then\n show\n repeat until <not <(jかうんと) = [9]>>\n repeat (32)\n change x by (2.5)\n end\n repeat (32)\n change x by (-2.5)\n end\n end\nelse\n hide\nend\n\n@障害物\n\nwhen flag clicked\nset [jかうんと v] to [0]\ngo to [back v] layer\nhide\n\nwhen I receive [メッセージ1 v]\nwait (1) seconds\ngo to x: (27) y: (18)\nif <<(jかうんと) = [2]> or <<(jかうんと) = [4]> or <<(jかうんと) = [7]> or <(jかうんと) = [10]>>>> then\n next costume\n show\nelse\n hide\nend\nif <(jかうんと) = [1]> then\n switch costume to (コスチューム1 v)\n show\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (30)\ngo to x: (-170) y: (100)\nset size to (100) %\nset [tuki v] to [100]\nforever\n change size by ([cos v] of (tuki) )\n change [tuki v] by (4)\nend\n\nwhen I receive [メッセージ1 v]\nwait (0.8) seconds\nif <(jかうんと) > [6]> then\n change x by (10)\nend\nif <[6] > (jかうんと)> then\n move (10) steps\nend\nif <(jかうんと) > [25]> then\n point in direction (135)\n move (10) steps\nend\nif <(jかうんと) = [11]> then\n go to x: (-170) y: (100)\nend\n\n@LB Dance\n\nwhen flag clicked\nset size to (100) %\npoint in direction (30)\nset [new v] to [100]\ngo to x: (-170) y: (100)\ngo to [back v] layer\nforever\n change size by ([cos v] of (new) )\n change [new v] by (4)\nend\n\nwhen I receive [メッセージ1 v]\nwait (0.8) seconds\nif <[6] < (jかうんと)> then\n change x by (10)\nend\nif <[25] < (jかうんと)> then\n point in direction (135)\n move (10) steps\nend\nif <(jかうんと) < [6]> then\n move (10) steps\nend\nif <(jかうんと) = [11]> then\n go to x: (-170) y: (100)\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\n\nchange [ghost v] effect by (80)\nwait (1) seconds\n\n@文字\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\nset [ghost v] effect to (100)\nwait (0.3) seconds\nrepeat (60)\n change [ghost v] effect by (-3)\nend\n\nwhen I receive [メッセージ1 v]\nwait (0.5) seconds\nif <(jかうんと) = [11]> then\n go to [front v] layer\nend\nif <<<(jかうんと) = [8]> or <(jかうんと) = [11]>> or <<(jかうんと) = [3]> or <(jかうんと) = [6]>>> then\n next costume\n show\n set [ghost v] effect to (100)\n wait (1.6) seconds\n repeat (50)\n change [ghost v] effect by (-7.7)\n end\nelse\n hide\nend\n\n@maguma\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nwait (1) seconds\nif <(jかうんと) = [8]> then\n set y to (30)\n go [forward v] (5) layers\n switch costume to (コスチューム1 v)\n show\nelse\n hide\nend\nif <(jかうんと) = [10]> then\n switch costume to (コスチューム2 v)\n set y to (120)\n go to [back v] layer\n show\n repeat until <not <(jかうんと) = [10]>>\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n end\nend\n\n@スプライト5\n\nwhen I receive [メッセージ1 v]\nstart sound [決定、ボタン押下33 v]\nset [ok v] to [1]\ngo to [front v] layer\nshow\ngo to x: (-1000) y: (10000)\nrepeat (25)\n change x by ((1) - ((x position) / (4)))\n change y by ((-1) - ((y position) / (4)))\nend\nrepeat (30)\n change x by ((x position) / (5))\n change y by ((y position) / (5))\nend\nset [ok v] to [0]\nset [y v] to [0]\nhide\n\nwhen flag clicked\nhide\n\n@スプライト6\n\nwhen I receive [r v]\ngo to x: (141) y: (28)\nshow\nset [変数 v] to [0]\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-7.7)\nend\nforever\n set [変数 v] to (((変数) + (4)) mod (360))\n change x by (([cos v] of (変数) ) * (10))\nend\n\nwhen flag clicked\nhide\n\n@薄力粉\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\nset size to (pick random (10) to (25)) %\nset [ghost v] effect to (pick random (20) to (50))\ngo to x: (pick random (-180) to (180)) y: (-180)\npoint in direction (pick random (1) to (360))\nset [粉末 v] to (size)\nset [薄力粉 v] to (pick random (-5) to (5))\nrepeat (粉末)\n change x by (薄力粉)\n change y by (粉末)\n turn right (薄力粉) degrees\n change [粉末 v] by (-1)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (薄力粉)\n change y by (粉末)\n turn right (薄力粉) degrees\n change [粉末 v] by (-1)\nend\ndelete this clone\n\ndefine Particle\nrepeat (100)\n create clone of (_myself_ v)\nend\n\nwhen I receive [薄力粉 v]\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen I receive [薄力粉! v]\nParticle\n\n@地面\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\nswitch backdrop to (背景1 v)\n\nwhen backdrop switches to [背景2 v]\nset [落ちる v] to [1]\n\nwhen backdrop switches to [背景1 v]\nset [落ちる v] to [0]\n\nwhen I receive [メッセージ1 v]\nwait (0.5) seconds\nif <(jかうんと) = [5]> then\n switch costume to (コスチューム3 v)\n switch backdrop to (背景2 v)\nend\nif <(jかうんと) = [9]> then\n switch costume to (コスチューム4 v)\n switch backdrop to (背景2 v)\nend\nif <not <<(jかうんと) = [5]> or <(jかうんと) = [9]>>> then\n switch costume to (コスチューム2 v)\n switch backdrop to (背景1 v)\nend\nif <(jかうんと) = [11]> then\n switch costume to (コスチューム5 v)\n switch backdrop to (背景2 v)\n broadcast (さあ! v)\nend\n\nwhen I receive [メッセージ2 v]\nset [落ちる v] to [1]\n\nwhen I receive [メッセージ3 v]\nset [落ちる v] to [0]\n\nwhen I receive [さあ! v]\nwait (1) seconds\nbroadcast (r v)\nwait (1) seconds\nforever\n broadcast (薄力粉! v)\n wait (2.5) seconds\nend\n\nrepeat (10)\n\n
矢印移動。move with arrow\nモバイル対応。mobile✅\n曲はランダムです。music is randomly\n「R」keyで変えられる。change with R key\n自分が好きな曲を入れました!\n色々試して下さい!d(^_^o)!\n\n⭐️と❤️押してね!!!\n\nちなみにこれ自身初プラットフォーマーです。\n我ながらいいと思う。
AHHHHHHHHHHHHH- A platformer #hard #games
@Stage\n\nwhen I receive [start v]\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\nwhen I receive [start v]\nswitch backdrop to (skies v)\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nshow\nstart sound [Jim Josef & Alex Skrindo - Ruby \[NCS Release\] v]\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\nwait (0.2) seconds\ngo to x: (0) y: (-150)\nset [brightness v] effect to (100)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (circle v)\nwait (0.5) seconds\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (square v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait (0.4) seconds\nset [brightness v] effect to (100)\nset [i1 v] to [0]\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nParticles [40]\nset size to (100) %\nwait (2) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\ngo to x: (0) y: (-300)\ncreate clone of (_myself_ v)\nset [i1 v] to [1]\ngo to x: (0) y: (0)\nwait (0.5) seconds\nset [brightness v] effect to (0)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\nwait (0.5) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\npoint in direction (-90)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nrepeat (10)\n change volume by (-10)\nend\npoint in direction (90)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nswitch costume to (cheese presents v)\ngo to x: (0) y: (0)\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (0) %\n repeat (18)\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (circle v)\n end\nend\nif <(costume [number v]) = [4]> then\n if <(i1) = [0]> then\n set size to (0) %\n set [ghost v] effect to (0)\n repeat (37)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (7)))\n change [i1 v] by (5)\n end\n set [i1 v] to [0]\n repeat (30)\n change [i1 v] by (1)\n change x by ((i1) / (0.8))\n change y by (i1)\n turn right ((i1) / (1.5)) degrees\n change [ghost v] effect by ((i1) / (5))\n end\n else\n clear graphic effects\n set size to (100) %\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-1)\n end\n end\nend\nif < (costume [name v]) contains [Particle]?> then\n set [ghost v] effect to (0)\n repeat until <(i3) > [100]>\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n if <(i2) < [0]> then\n change [i3 v] by ((i2) / (-2))\n set [ghost v] effect to (i3)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n repeat (15)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\nend\nif <(costume [number v]) = [8]> then\n set [ghost v] effect to (0)\n set size to (0) %\n point in direction (45)\n repeat (15)\n turn right (((90) - (direction)) / (4)) degrees\n switch costume to (blank v)\n change size by (((600) - (size)) / (4))\n switch costume to (square v)\n end\nend\n\ndefine Particles (p)\nrepeat (p)\n set size to (pick random (20) to (30)) %\n switch costume to (pick random (5) to (6))\n set [i1 v] to (pick random (-5) to (5))\n set x to ((i1) * (5))\n set [i2 v] to (pick random (10) to (15))\n set [i3 v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Player\n\ndefine AHHHHHHHHH\npoint in direction (90)\ngo to [front v] layer\nset size to (50) %\nshow\nset rotation style [left-right v]\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.7)\n switch costume to (cube-left v)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (0.7)\n switch costume to (cube-right v)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <<(C) = [false]> and <key (up arrow v) pressed?>> then\n set [y v] to [13]\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching (levels v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (levels v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [13]\nend\nchange y by (0.5)\nif <<<not <(L) = [7]>> or <not <(L) = [8]>>> and <(x position) > [239]>> then\n if <(L) = [9]> then\n change [l v] by (1)\n go to x: (-240) y: (-42)\n set [x v] to [0]\n set [y v] to [0]\n else\n change [l v] by (1)\n go to x: (-200) y: (80)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\nif <<<<(L) = [7]> or <(L) = [8]>> and <(y position) < [-188]>> and <not <touching (gaps and stuff v)?>>> then\n change [l v] by (1)\n go to x: (-200) y: (80)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (gaps and stuff v)?> then\n switch costume to (die v)\n set rotation style [all around v]\n repeat (16)\n turn right (3.7) degrees\n change [ghost v] effect by ((100) / (16))\n end\n set [x v] to [0]\n set [y v] to [0]\n set [ghost v] effect to (0)\n go to x: (-200) y: (80)\n set rotation style [left-right v]\n switch costume to (cube-right v)\nend\nif <<<not <(L) = [7]>> or <not <(L) = [8]>>> and <(y position) < [-188]>> then\n switch costume to (die v)\n set rotation style [all around v]\n repeat (16)\n turn right (3.7) degrees\n change [ghost v] effect by ((100) / (16))\n end\n set [x v] to [0]\n set [y v] to [0]\n set [ghost v] effect to (0)\n go to x: (-200) y: (80)\n set rotation style [left-right v]\n switch costume to (cube-right v)\nend\nif <touching (cart v)?> then\n set [c v] to [true]\nend\n\nwhen flag clicked\ngo to x: (-200) y: (70)\nhide\n\nwhen I receive [start v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n AHHHHHHHHH\nend\n\nwhen flag clicked\nforever\n if <(C) = [true]> then\n repeat until <<(L) > [12]> and <([x position v] of [cart v]) > [-29]>>\n show\n go to [back v] layer\n go to (cart v)\n set y to (([y position v] of [cart v]) + (33))\n stop [other scripts in sprite v]\n end\n set x to (([x position v] of [cart v]) - (145))\n set y to (-96)\n forever\n AHHHHHHHHH\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (cube-right v)\nhide\nrepeat until <(timer) > [8.537]>\n switch costume to (cube-right v)\n hide\nend\n\nwhen [timer v] > ([t v] of [tb v])\nhide\n\n@Levels\n\nwhen I receive [start v]\nshow\nset [l v] to [1]\ngo to [back v] layer\nforever\n switch costume to (L)\n if <(L) = [1]> then\n show variable [u v]\n else\n hide variable [u v]\n end\n if <(L) = [4]> then\n switch backdrop to (no-visor v)\n else\n if then\n switch backdrop to (mines v)\n else\n switch backdrop to (skies v)\n end\n end\nend\n\nwhen flag clicked\nset [l v] to [1]\nhide variable [u v]\nset [u v] to (join (username) [!])\ngo to x: (0) y: (0)\nhide\n\n@Gaps and stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(L) = [3]> then\n go to [front v] layer\n go to x: (-10) y: (-55)\n switch costume to (spike v)\n show\n else\n if <(L) = [4]> then\n go to [front v] layer\n go to x: (0) y: (-55)\n switch costume to (spike v)\n show\n else\n if <(L) = [6]> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n switch costume to (lava1 v)\n else\n if <(L) = [7]> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n switch costume to (lava2 v)\n else\n if <(L) = [9]> then\n go to [back v] layer\n go to x: (148) y: (34)\n show\n switch costume to (lava2 v)\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Cart\n\nwhen flag clicked\ngo to x: (81) y: (-90)\nhide\nset [c v] to [false]\nset [1 v] to [0]\nset [2 v] to [0]\nforever\n if <(L) > [9]> then\n point in direction (90)\n show\n if <(C) = [true]> then\n repeat until <(C) = [false]>\n move (6) steps\n if <(L) > [12]> then\n if <(x position) > [-29]> then\n hide\n stop [this script v]\n end\n end\n if <(x position) > [250]> then\n go to x: (-272) y: (-90)\n change [l v] by (1)\n end\n end\n end\n else\n hide\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n set [t v] to (timer)\nend\n\nwhen [timer v] > (T)\nhide variable [u v]\n\n
IDK Why I made this oh yeah its for my schoolmate Travis\nYO 147 VIEWS IN 6 DAYS?! AWESOME!\n#1 on trending\nDOUBLE-CLICK FLAG!\n\nMY LATEST PLATFORMER!
Humans || A Threat || A Partial Scrolling Platformer
@Stage\n\n@Player\n\nwhen I receive [reatart v]\nhide variable [level v]\nset size to (60) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nrepeat until <not <touching (floor v)?>>\n broadcast (Floor v)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (240) y: (y position)\nrepeat (45)\n set [xv v] to [0]\n change x by (-10.2)\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1)\nend\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)\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (.9))\nchange x by (xv)\nif <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (-4)\n change x by ((xv) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching (floor 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)>>> and <touching (floor v)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <(x position) > [230]> then\n broadcast (Next Level v)\nend\nif <(level) > [5]> then\n set [level v] to [1]\nend\nif <touching (danger v)?> then\n broadcast (Reatart v)\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [next level v]\nchange y by (-1)\nrepeat until <not <touching (floor v)?>>\n broadcast (Floor v)\nend\n\ndefine Floor Detection - Level transition\nif <touching (floor v)?> then\n repeat until <not <touching (floor v)?>>\n change y by (1)\n end\nend\n\nwhen I receive [floor v]\nFloor Detection - Level transition\n\nwhen I receive [start v]\nshow\nbroadcast (Reatart v)\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [start v]\nforever\n play sound [Legends Never Die v] until done\nend\n\nwhen flag clicked\nhide\n\n@floor\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@danger\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Trees\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Assests\n\nwhen flag clicked\nhide\n\n@My Intro\n\nwhen I start as a clone\nshow\nif <(ID) = [Particle]> then\n switch costume to (bg v)\n set size to (pick random (10) to (75)) %\n go to [front v] layer\n go to x: (pick random (-400) to (240)) y: (-300)\n point in direction (60)\n if <(timer) > [5]> then\n show\n else\n hide\n end\n set [ghost v] effect to (50)\n if <(size) < [40]> then\n go [backward v] (1) layers\n end\n set [i v] to (pick random (3) to (7))\n set [id v] to (pick random (2) to (6))\n repeat until <<(x position) > [399]> or <<(x position) < [-399]> or <<(y position) > [399]> or <(y position) < [-399]>>>>\n switch costume to (movehack v)\n move (i) steps\n change y by (ID)\n change [id v] by (.01)\n switch costume to (particle v)\n if <(timer) > [5]> then\n show\n if <(timer) > [8.7]> then\n hide\n end\n end\n end\n delete this clone\nend\nif <(ID) = [Line]> then\n point in direction (135)\n switch costume to (blank v)\n set size to (100) %\n if <(timer) > [1.5]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n switch costume to (movehack v)\n go to x: (-325) y: (200)\n go to [back v] layer\n go [forward v] (5) layers\n repeat until <(x position) > [300]>\n switch costume to (movehack v)\n if <(timer) > [1.5]> then\n if <(timer) > [7.5]> then\n delete this clone\n else\n change x by (5)\n change y by (-5)\n change [ghost v] effect by (-10)\n end\n else\n change x by (10)\n change y by (-10)\n end\n switch costume to (linething v)\n end\n delete this clone\nend\nif <(ID) = [BG]> then\n switch costume to (bg v)\n set size to (1) %\n go to [front v] layer\n go [backward v] (2) layers\n repeat (5)\n change size by (((10) - (size)) / (8))\n end\n repeat (50)\n switch costume to (blank v)\n change size by (((700) - (size)) / (12))\n switch costume to (bg v)\n end\n wait until <(timer) > [8.7]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(ID) = [CE]> then\n switch costume to (ce v)\n set size to (1) %\n go to [back v] layer\n go [forward v] (1) layers\n set [i v] to [1]\n repeat (15)\n change [i v] by ((i) / (8))\n change size by (i)\n end\n repeat (7)\n change size by (((100) - (size)) / (12))\n end\n repeat (14)\n change size by (((100) - (size)) / (12))\n change size by (2)\n next costume\n end\n delete this clone\nend\nif <(ID) = [BG2]> then\n switch costume to (bg2 v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to [back v] layer\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <(timer) > [8]>\n delete this clone\nend\nif <(ID) = [CT]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (-133) y: (-46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn right (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn right (2) degrees\n end\n delete this clone\nend\nif <(ID) = [CT2]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (133) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn left (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn left (2) degrees\n end\n delete this clone\nend\nif <(ID) = [Name]> then\n set [id v] to [2]\n if <(ID) = [1]> then\n set [brightness v] effect to (-100)\n switch costume to (logo3 v)\n else\n switch costume to (name v)\n end\n set size to (250) %\n set [ghost v] effect to (100)\n go to [front v] layer\n point in direction (45)\n repeat (50)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (12))\n turn right (((90) - (direction)) / (12)) degrees\n end\n repeat until <(timer) > [5]>\n change size by (-.25)\n end\n repeat (5)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n if <(ID) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (logo3 v)\n else\n switch costume to (name2 v)\n end\n repeat (15)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n go to x: (0) y: (0)\n set [-kami's intro x v] to [0]\n set [-kami's intro y v] to [0]\n repeat until <(timer) > [8]>\n change size by (-.25)\n end\n set [i v] to [1]\n set [id v] to [1]\n repeat (10)\n change size by (i)\n turn right (ID) degrees\n change [i v] by ((i) / (4))\n change [id v] by ((ID) / (8))\n end\n repeat (5)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n end\n repeat (10)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n broadcast (Pizzarush's Intro v)\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (-Kami's Intro v)\n\nwhen I start as a clone\nif <(ID) = [BG]> then\n go to x: (-Kami's Intro X) y: (-Kami's Intro Y)\nend\n\nwhen I receive [-kami's intro v]\nforever\n Clone [Particle]\nend\n\nwhen I receive [-kami's intro v]\nset [-kami's intro x v] to [0]\nset [-kami's intro y v] to [0]\nreset timer\nstart sound [MUSICA v]\nset volume to (100) %\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <(timer) > [1.5]>\nClone [Skip]\nClone [BG2]\nClone [CE]\nClone [Name]\nClone [CT]\nClone [CT2]\nwait until <(timer) > [5]>\nClone [BG]\n\ndefine Clone (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [-kami's intro v]\nrepeat until <(timer) > [1.5]>\n Clone [Line]\n wait (.13) seconds\nend\nrepeat until <(timer) > [7.5]>\n Clone [Line]\n wait (.3) seconds\nend\n\nwhen I receive [skip -kami's intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nbroadcast (Pizzarush's Intro v)\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [Skip]> then\n forever\n show\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (skip v)\n if <<key (space v) pressed?> or <mouse down?>> then\n broadcast (Skip -Kami's Intro v)\n end\n if <(timer) > [9]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [pizzarush's intro v]\nbroadcast (Start v)\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
Humans || A Threat || A Partial Scrolling Platformer\n-----------------------------------------------------------------------\nMade By:- @jindalsargun\n-----------------------------------------------------------------------\nInstructions:\nUse WASD or arrow keys to move.\nAvoid trash and traps.\n-----------------------------------------------------------------------\nPropose this to be featured here:\nhttps://scratch.mit.edu/studios/28715018/\n-----------------------------------------------------------------------\n#jindalsargun #all #everything\n#spikes #traps #trash #platformer #game #games #humans #threat #partialscrolling #mobile-friendly #contest #entry #contestentry #1.7k #UMST #Ultra'sMegaScratchTournament #LagendsNeverDie
link Platformer!!! リンクのプラットフォーマー!!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [しゅわしゅわハニーレモン350ml v] until done\nend\n\n@ゴール\n\nwhen backdrop switches to [終わり v]\nhide\n\nwhen flag clicked\nshow\nset [タイム v] to [0]\nforever\n go to x: (184) y: (-46)\n wait (1) seconds\n change [タイム v] by (1)\n if <(backdrop [name v]) = [終わり]> then\n broadcast (88888888888888888888 v)\n stop [this script v]\n end\nend\n\n@リンク\n\nwhen flag clicked\nset [ジャンプ力 v] to [12]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\nset [next v] to [0]\nset [サイズ v] to [100]\nshow\ngo to x: (-200) y: (-75)\nforever\n set size to (サイズ) %\n change [変数 v] by (-1)\n change y by (変数)\n if <touching color (#8eff56)?> then\n change y by ((0) - (変数))\n set [変数 v] to [0]\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n broadcast (3え v)\n set [変数 v] to (ジャンプ力)\n if <(size) = [100]> then\n start sound [ジャンプ音 v]\n end\n end\n end\n change x by (変数2)\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [変数2 v] by (1)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [変数2 v] by (-1)\n end\n set [変数2 v] to ((変数2) / (1.1))\n if <touching color (#ffa457)?> then\n change x by ((0) - (変数2))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [変数 v] to (ジャンプ力)\n set [変数2 v] to ((変数2) * (-0.8))\n else\n set [変数2 v] to (変数2)\n end\n end\n if <<<touching color (#ff0000)?> or <key (b v) pressed?>> or <touching (闇リンク v)?>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n set [変数 v] to [0]\n set [変数2 v] to [0]\n go to x: (-200) y: (-75)\n set [ghost v] effect to (0)\n end\n if <<key (space v) pressed?> or <touching (ゴール v)?>> then\n broadcast (メッセージ1 v)\n go to x: (-200) y: (-75)\n hide\n wait (3.7) seconds\n end\n if <touching color (#0077ff)?> then\n set [変数 v] to [20]\n end\nend\n\nwhen I receive [wくgふくぇhh v]\ngo to x: (-200) y: (-75)\nshow\n\n@1\n\nwhen flag clicked\nforever\n go to x: (6) y: (-10)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@太陽\n\nwhen flag clicked\nhide\ngo to x: (210) y: (150)\nshow\n\n@NEXT\n\nwhen flag clicked\nhide\nset [y v] to [-26]\nset [next v] to [0]\ngo to x: (-176) y: (344)\n\nwhen I receive [メッセージ1 v]\nshow\nset [next v] to [1]\nswitch costume to (n v)\ngo to x: (-2) y: (346)\nrepeat (25)\n change y by (-14)\nend\nnext backdrop\nwait (2) seconds\nrepeat (25)\n change y by (14)\nend\nhide\nbroadcast (wくgふくぇhh v)\n\n@スイッチ\n\nwhen backdrop switches to [13 v]\nhide\nstop [this script v]\n\nwhen backdrop switches to [11 v]\nshow\nforever\n next costume\n wait (0.8) seconds\nend\n\nwhen flag clicked\nhide\n\n@闇リンク\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nhide\n\nwhen I receive [yyyyyyyyy v]\ngo to x: (115) y: (-17)\nshow\nforever\n set rotation style [left-right v]\n point towards (リンク v)\n change [変数3 v] by (-1)\n move (4) steps\n if <(backdrop [name v]) = [終わり]> then\n hide\n stop [this script v]\n end\n change y by (変数3)\n if <touching color (#8eff56)?> then\n change y by ((0) - (変数3))\n set [変数3 v] to [0]\n if <(サイクロン) = [1]> then\n set [変数3 v] to [10]\n if <(size) = [100]> then\n start sound [Jump v]\n end\n end\n end\n if <touching (リンク v)?> then\n broadcast (tws v)\n end\nend\n\n@設定\n\nwhen flag clicked\nset [サイクロン v] to [0]\n\nwhen I receive [3え v]\nset [サイクロン v] to [1]\nwait (1) seconds\nset [サイクロン v] to [0]\n\nwhen backdrop switches to [16 v]\nbroadcast (yyyyyyyyy v)\n\nwhen I receive [tws v]\nbroadcast (yyyyyyyyy v)\n\n
アップデート! ジャンプ力とサイズを追加しました!タイムの下のバーで操作できます。\n変更した後はどこかをクリックしてね。\nモバイル対応してるけどむずいよ(;・∀・)\n矢印キーで移動\nbキーで、初期位置に戻る。スペースキーでスキップ\n赤色に触れると死  青色で大ジャンプ!\nぜひコメント欄でタイムを!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nなんもないよ
NATURAL Online - Multiplayer Scrolling Platformer-
@Stage\n\nwhen flag clicked\nforever\n play sound [Sunflowers v] until done\nend\n\nwhen flag clicked\nbroadcast (tick connect v)\n\ndefine test connect\nset [_i v] to [1]\nrepeat (8)\n if <(_my p#) = [0]> then\n if <(letter (1) of (item (_I) of [p# v])) = [0]> then\n set [_my p# v] to (_I)\n end\n change [_i v] by (1)\n end\nend\n\ndefine save data\nset [_i v] to [1]\nrepeat (8)\n if <not <(letter (1) of (item (_I) of [p# v])) = [0]>> then\n set [_last save v] to (item (_I) of [p# v])\n wait (2.45653773686276763757625735752656563567527956539753) seconds\n if <(_last save) = (item (_I) of [p# v])> then\n if <(_I) = [1]> then\n set [☁ p1 v] to [0]\n else\n if <(_I) = [2]> then\n set [☁ p2 v] to [0]\n else\n if <(_I) = [3]> then\n set [☁ p3 v] to [0]\n else\n if <(_I) = [4]> then\n set [☁ p4 v] to [0]\n else\n if <(_I) = [5]> then\n set [☁ p5 v] to [0]\n else\n if <(_I) = [6]> then\n set [☁ p6 v] to [0]\n else\n if <(_I) = [7]> then\n set [☁ p7 v] to [0]\n else\n if <(_I) = [8]> then\n set [☁ p8 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [_i v] by (1)\nend\n\ndefine restart data\ndelete all of [p# v]\nadd (☁ P1) to [p# v]\nadd (☁ P2) to [p# v]\nadd (☁ P3) to [p# v]\nadd (☁ P4) to [p# v]\nadd (☁ P5) to [p# v]\nadd (☁ P6) to [p# v]\nadd (☁ P7) to [p# v]\nadd (☁ P8) to [p# v]\nset [_my p# v] to [0]\n\ndefine load new data\nforever\n replace item (1) of [p# v] with (☁ P1)\n replace item (2) of [p# v] with (☁ P2)\n replace item (3) of [p# v] with (☁ P3)\n replace item (4) of [p# v] with (☁ P4)\n replace item (5) of [p# v] with (☁ P5)\n replace item (6) of [p# v] with (☁ P6)\n replace item (7) of [p# v] with (☁ P7)\n replace item (8) of [p# v] with (☁ P8)\nend\n\ndefine inserte my code data (x) (y) (direction) (time) (p#) (user)\nif <(p#) = [1]> then\n set [☁ p1 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [2]> then\n set [☁ p2 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [3]> then\n set [☁ p3 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [4]> then\n set [☁ p4 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [5]> then\n set [☁ p5 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [6]> then\n set [☁ p6 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [7]> then\n set [☁ p7 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [8]> then\n set [☁ p8 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\n\ndefine time load (time)\nset [_time v] to (time)\n\ndefine code : ( object)\nset [_icode v] to [1]\nset [_code data v] to []\nrepeat (length of ( object))\n set [_code data v] to (join (_code data) (item # of (letter (_Icode) of ( object)) in [letter v]))\n change [_icode v] by (1)\nend\nset [_code data v] to (join (_code data) [00])\n\ndefine create code\nforever\n broadcast (re tick v)\nend\n\nwhen I receive [data v]\nforever\n save data\nend\n\nwhen I receive [data v]\nforever\n load new data\nend\n\nwhen I receive [re tick v]\ncode\n\ndefine code\ntime load (round (join (letter (length of (timer)) of (timer)) (letter ((length of (timer)) - (1)) of (timer))))\ncode : (username)\nset [_user v] to (_code data)\ncode : (round (ScrollX))\nset [_x v] to (_code data)\ncode : (round (ScrollY))\nset [_y v] to (_code data)\ncode : ([costume # v] of [player2 v])\nset [_costume v] to (_code data)\ninserte my code data (_x) (_y) (_costume) (_time) (_my p#) (_user)\n\nwhen I receive [tick connect v]\nbroadcast (data v)\nrestart data\ntest connect\nbroadcast (create clone v)\ncreate code\n\nwhen flag clicked\nforever\n create clone of (sprite1 v)\n wait (8) seconds\nend\n\n@PLAYER2\n\ndefine Tick\nif <(costume pris) = [1]> then\n switch costume to (costume3 v)\nelse\n if <(costume pris) = [2]> then\n switch costume to (costume7 v)\n else\n if <(costume pris) = [3]> then\n switch costume to (costume9 v)\n end\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n if <(costume pris) = [1]> then\n switch costume to (costume2 v)\n else\n if <(costume pris) = [2]> then\n switch costume to (costume5 v)\n else\n if <(costume pris) = [3]> then\n switch costume to (costume8 v)\n end\n end\n end\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(costume pris) = [1]> then\n switch costume to (costume4 v)\n else\n if <(costume pris) = [2]> then\n switch costume to (costume6 v)\n else\n if <(costume pris) = [3]> then\n switch costume to (costume10 v)\n end\n end\n end\n change [xv v] by (-1)\nend\nmove\n\nwhen flag clicked\nreset timer\nset [stop time v] to [0]\nhide\nforever\n set [stop time v] to ((timer) + (0))\nend\n\nwhen I receive [tick v]\nTick\n\ndefine particule\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\nhide\n\ndefine caméra return\nset [scrollx v] to (checkpoint x)\nset [scrolly v] to ((check point y) - (50))\nshow\n\nwhen I receive [play v]\nset [costume pris v] to [1]\nforever\n show\n broadcast (Tick v)\nend\n\ndefine move\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow 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 (sprite2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (sprite2 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\nif <<touching (sprite5 v)?> or <<touching (sprite4 v)?> or <touching (sprite8 v)?>>> then\n start sound [Crunch v]\n set [xv v] to [0]\n set [yv v] to [0]\n particule\n caméra return\n stop [this script v]\nend\nif <touching (sprite6 v)?> then\n start sound [Crunch v]\n set [xv v] to [0]\n set [yv v] to [0]\n particule\n caméra return\n stop [this script v]\nend\nif <touching (sprite9 v)?> then\n set [yv v] to [20]\nend\ngo to x: (0) y: (0)\nif <touching (jump boost v)?> then\n change [☁ easter egs trouver v] by (1)\n wait (0.1) seconds\n stop [this script v]\nend\n\nwhen I receive [aide pour le créateur du jeux v]\nstop [other scripts in sprite v]\nhide\n\ndefine saut\n\n@Sprite2\n\nwhen flag clicked\nset [stop time v] to [-1]\nset [scrollx v] to [500]\nset [scrolly v] to [-10]\nhide\n\nshow\n\nwhen I receive [play v]\nhide\nif <(level) = [1]> then\n create clone to [0] [0] [2]\n create clone to [-705] [0] [3]\n create clone to [-2000] [0] [4]\n create clone to [-3000] [0] [5]\n create clone to [-4000] [0] [6]\nend\n\ndefine create clone to (x) (y) (costume)\nswitch costume to (costume)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n move\nend\n\ndefine move\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\nif <touching (vizualization object v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ndelete this clone\n\n@Sprite3\n\nwhen I receive [play v]\nhide\nif <(level) = [1]> then\n create clone to [0] [0] [2]\n create clone to [-705] [0] [3]\n create clone to [-2000] [0] [4]\n create clone to [-3000] [0] [5]\n create clone to [-4000] [0] [6]\nend\n\ndefine create clone to (x) (y) (costume)\nswitch costume to (costume)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n move\nend\n\ndefine move\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\nif <touching (vizualization object v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n if <<<<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> and <<(ScrollX) < [612]> and <(ScrollX) > [178]>>> and <<(ScrollY) < [238]> and <(ScrollY) > [145]>>> then\n switch costume to (costume8 v)\n set [test v] to [true]\n else\n switch costume to (costume2 v)\n set [test v] to [false]\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (60)\ngo to x: (400) y: (pick random (270) to (240))\nset [x c v] to (x position)\nset [y c v] to (y position)\nrepeat until <(x position) < [-100]>\n change x by (-1)\n change y by ((() - (Yv)) / (5))\n change x by ((() - (Xv)) / (3))\n change [ghost v] effect by (0.1)\nend\ndelete this clone\n\nchange x by (-1)\n\nset x to (400)\n\nwhen I receive [play v]\nset [vy v] to [0]\nset [vx v] to [0]\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite5\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [message1 v]\n\ngo to (sprite2 v)\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n move\nend\n\n\n\nwhen I receive [play v]\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\n\ndefine move\nswitch costume to (costume2 v)\nshow\nturn right (([sin v] of ((turn) * (30)) ) * (10)) degrees\nchange [turn v] by (0.1)\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\nif <touching (vizualization object v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [play v]\nif <(level) = [1]> then\n create clone to [-80] [200]\n create clone to [-849] [-80]\n create clone to [-327] [103]\n create clone to [-2157] [-300]\n create clone to [-2461] [-371]\n create clone to [-2196] [-371]\n create clone to [-3116] [-140]\n create clone to [-3786] [-92]\n create clone to [-3696] [-92]\n create clone to [-4021] [-117]\n create clone to [-3985] [-2]\n create clone to [-3925] [-2]\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@VIZUALIZATION object\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@particules\n\nwhen I start as a clone\nset size to (50) %\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [x+ v] to (pick random (-5) to (5))\nset [y + v] to (pick random (7) to (13))\nclear graphic effects\nrepeat until <<touching (_edge_ v)?> or <touching (sprite2 v)?>>\n change y by (y +)\n change x by (x+)\n change [y + v] by (-1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n show\n move\nend\n\ndefine move\ngo to x: (0) y: ((-400) - (() - (ScrollY)))\nif <touching (vizualization object v)?> then\n set [ghost v] effect to ((([sin v] of ((timer) * (30)) ) * (10)) + (20))\nelse\n set [ghost v] effect to (100)\nend\npoint in direction ((([sin v] of ((timer) * (30)) ) * (5)) + (90))\n\nwhen [timer v] > (stop time)\nhide\ndelete this clone\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nif <(level) = [1]> then\n set [lag v] to [0]\n create clone to [500] [10]\n set [check point y v] to [10]\n set [checkpoint x v] to [500]\n set [level v] to [1]\n create clone to [-559] [20]\n create clone to [-1380] [-220]\n create clone to [-2420] [-479]\n create clone to [-4071] [-30]\nelse\nend\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n move\nend\n\nturn right (5) degrees\n\n\n\nwhen I receive [niveau suivant v]\nchange [level v] by (1)\nif <(level) = [1]> then\n\nwhen I receive [niveau suivant v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [1]> and <touching (player2 v)?>> then\n touch player\n end\nend\n\ndefine move\npoint in direction (90)\nshow\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - ((yc) - (-10)))\nif <touching (vizualization object v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\ndefine touch player\nstart sound [A Guitar v]\nswitch costume to (costume2 v)\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\nchange [lag v] by (1)\nset [checkpoint x v] to (xc)\nset [check point y v] to ((yc) + (20))\nset [y flag v] to ((y position) + (15))\nset [x flag v] to (x position)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite4\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [message1 v]\n\ngo to (sprite2 v)\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n point in direction (90)\n switch costume to (costume2 v)\n show\n go to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\n if <touching (vizualization object v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\n\n\nwhen I receive [play v]\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\nif <(level) = [1]> then\n create clone to [-1127] [-120]\n create clone to [-4066] [-127]\n create clone to [-4081] [-127]\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite8\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [message1 v]\n\ngo to (sprite2 v)\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n move\nend\n\n\n\nwhen I receive [play v]\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\nif <(level) = [1]> then\n create clone to [-1815] [-200]\n create clone to [-1975] [-200]\n create clone to [-2772] [-117]\n create clone to [-2772] [-300]\n create clone to [-3296] [-275]\n create clone to [-3296] [-458]\nelse\nend\n\nwhen I start as a clone\nforever\n repeat (40)\n change [yc v] by (2)\n end\n repeat (40)\n change [yc v] by (-2)\n end\nend\n\ndefine move\nswitch costume to (costume2 v)\nshow\nturn right (5) degrees\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\nif <touching (vizualization object v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [play v]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nif <(level) = [1]> then\n create clone to [-2055] [-138]\n create clone to [-2631] [0]\n create clone to [-2911] [0]\n create clone to [-3156] [-171]\n create clone to [-3436] [-171]\nelse\nend\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume2 v)\nforever\n point in direction (90)\n show\n go to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\n if <touching (vizualization object v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\nturn right (5) degrees\n\n\n\nwhen I receive [niveau suivant v]\nchange [level v] by (1)\nif <(level) = [2]> then\n\nwhen I receive [niveau suivant v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@particule check point\n\nwhen I start as a clone\nset size to (pick random (50) to (100)) %\nshow\ngo to x: (x flag) y: (y flag)\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n change x by (() - (Xv))\n change y by (() - (Yv))\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite10\n\n@JUMP BOOST\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [y easter egs v] to [217]\ngo to x: ((ScrollX) - (198)) y: ((ScrollY) - (y easter egs))\nrepeat until <touching (player2 v)?>\n go to x: ((ScrollX) - (198)) y: ((ScrollY) - (y easter egs))\n show\n if <touching (_edge_ v)?> then\n hide\n end\n if <(test) = [true]> then\n show\n if <touching (_edge_ v)?> then\n hide\n end\n else\n hide\n end\n switch costume to (costume2 v)\nend\nhide\n\nwhen flag clicked\nset [y e + v] to [0]\nforever\n change [y easter egs v] by (y e +)\n repeat (10)\n change [y e + v] by (-0.1)\n change [y easter egs v] by (y e +)\n end\n repeat (20)\n change [y e + v] by (0.1)\n change [y easter egs v] by (y e +)\n end\n repeat (10)\n change [y e + v] by (-0.1)\n change [y easter egs v] by (y e +)\n end\nend\n\nchange [y e + v] by (0.1)\n\n@OTHER players\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n hide\n if <(letter (1) of (item (_CLONE #) of [p# v])) = [1]> then\n show\n move\n end\nend\n\ndefine decode : (ellement)\nset [_decode data clone # v] to []\nrepeat (length of (ellement))\n set [_letter clone # v] to (join (letter (_I clone #) of (ellement)) (letter ((_I clone #) + (1)) of (ellement)))\n if <(_letter clone #) = [00]> then\n change [_i clone # v] by (2)\n stop [this script v]\n end\n change [_i clone # v] by (2)\n set [_decode data clone # v] to (join (_decode data clone #) (item (_letter clone #) of [letter v]))\nend\n\nwhen I receive [create clone v]\nset [_clone # v] to [1]\nrepeat (8)\n if <not <(_CLONE #) = (_my p#)>> then\n create clone of (_myself_ v)\n end\n change [_clone # v] by (1)\nend\n\ndefine move\nset [ghost v] effect to (20)\ndecode stat\n\ndefine decode stat\nset [_i clone # v] to [4]\ndecode : (item (_CLONE #) of [p# v])\nset x to ((ScrollX) - (_decode data clone #))\ndecode : (item (_CLONE #) of [p# v])\nset y to ((ScrollY) - (_decode data clone #))\ndecode : (item (_CLONE #) of [p# v])\nif <(_aa lag in the game) = [1]> then\n say []\nelse\n say (_decode data clone #)\nend\ndecode : (item (_CLONE #) of [p# v])\nswitch costume to (11 v)\nif <touching (_edge_ v)?> then\n point towards (player2 v)\n switch costume to (10 v)\nelse\n switch costume to (_decode data clone #)\n point in direction (90)\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n show\n go to x: () y: (360)\n set [_a_ tic v] to [-12]\n repeat (72)\n change y by (_a_ tic)\n change [_a_ tic v] by (0.2)\n end\nend\n\nwhen [timer v] > (stop time)\n\nhide\ndelete this clone\n\nstop [all v]\n\n@texte\n\nwhen flag clicked\nerase all\n\nhide\ngo to x: (-220) y: (160)\nset [_letter i v] to [0]\nforever\n create text (join (join (join [player connected : ] (p co)) [ / 8 level : ]) (join (lag) [ / 4]))\nend\n\ndefine create text (_text_)\ngo to x: (-220) y: (160)\nset x to (-220)\nset size to (100) %\nset [_letter i v] to [1]\nrepeat (length of (_text_))\n switch costume to (item # of (letter (_Letter I) of (_text_)) in [letter position v])\n stamp\n change [_letter i v] by (1)\n if <(x position) > [209]> then\n set x to (-220)\n change y by (-20)\n else\n change x by (10)\n end\nend\n\nwhen [space v] key pressed\nchange [score v] by (1)\n\nwhen flag clicked\nforever\n co\nend\n\ndefine co\nset [_i test co v] to [1]\nset [p co v] to [0]\nrepeat (8)\n if <(letter (1) of (item (_i test co) of [p# v])) = [1]> then\n change [p co v] by (1)\n end\n change [_i test co v] by (1)\nend\n\n@AIde pour pose piége / trampoline etc ...\n\nwhen I receive [aide pour le créateur du jeux v]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [scrollx v] by (-5)\n end\n if <key (left arrow v) pressed?> then\n change [scrollx v] by (5)\n end\n if <key (up arrow v) pressed?> then\n change [scrolly v] by (-5)\n end\n if <key (down arrow v) pressed?> then\n change [scrolly v] by (5)\n end\nend\n\nwhen [space v] key pressed\nbroadcast (aide pour le créateur du jeux v)\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite13\n\nwhen flag clicked\nhide variable [coins v]\ngo to x: (216) y: (-160)\nforever\n show\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nbroadcast (shop v)\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nset [coins v] to [0]\nif <(level) = [1]> then\n create clone to [226] [-16]\n create clone to [161] [-61]\n create clone to [-23] [174]\n create clone to [-243] [-51]\n create clone to [-453] [154]\n create clone to [-708] [-61]\n create clone to [-1243] [-171]\n create clone to [-2048] [-181]\n create clone to [-1973] [-346]\n create clone to [-4121] [-157]\nend\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n go to [front v] layer\n next costume\n point in direction (90)\n go to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\n if <touching (vizualization object v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n if <touching (player2 v)?> then\n hide\n start sound [Collect v]\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite14\n\nwhen I receive [shop v]\nset [ghost v] effect to (20)\nif <($hØp) = [1]> then\n set [$høp v] to [0]\n hide variable [coins v]\n hide\n stop [other scripts in sprite v]\nelse\n set [$høp v] to [1]\n show variable [coins v]\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nforever\n if <key (c v) pressed?> then\n if <(coins) > [9]> then\n set [costume pris v] to [1]\n end\n end\n if <key (a v) pressed?> then\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume pris v] to [2]\n end\n end\n if <key (b v) pressed?> then\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume pris v] to [3]\n end\n end\nend\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n@Sprite15\n\nwhen flag clicked\nset [_aa lag in the game v] to [0]\nhide variable [coins v]\ngo to x: (216) y: (-120)\nforever\n show\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nif <(_aa lag in the game) = [1]> then\n set [_aa lag in the game v] to [0]\nelse\n set [_aa lag in the game v] to [1]\nend\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n hide\n delete this clone\nend\n\n
→Welcome to natural online - scrolling platformer\n\n⚠️⚠️⚠️To see the names of the people hover the cursor over him⚠️⚠️⚠️\n\n⚠️⚠️⚠️Pour voir les noms des personnes passez le curseur sur lui⚠️⚠️⚠️\n\n→LAG ? :\nhttps://turbowarp.org/550235773/\n\nENGLISH / FRENCH\n\n→ENGLISH←\n\n→How to play ?\nIt's simple to use the control arrows on your computer or I have good news it's for mobile!\n\n→Can we all play online?\nNo, there are only those who have a "Scratcher" grade on their scratch profile because those who have a "new scratcher" grade will be able to play ... but there will be no one else on the map.\n\n→Easter Egs?\nOf course there is an egs easter but it is well hidden! I give you a little clue, to find it it is hidden in an earth cave and to find the path leading to this cave you will be able to see cracks on a wall but take a good look!\n\n→FRENCH←\n\nBienvenue sur natural online - scrolling platformer\n\nComment jouer ?\nC'est simple utiliser les flèches de contrôle sur votre ordinateur et j'ai une bonne nouvelle c'est pour mobile !\n\nPouvons-nous tous jouer en ligne ?\nNon, il n'y a que ceux qui ont un grade "Scratcheur" sur leur profil scratch, car ceux qui ont un grade "nouveau scratcheur" pourront jouer... mais il n'y aura personne d'autre sur la map.\n\nOeufs de Pâques ?\nBien sûr il y a un oeuf de pâques mais il est bien caché ! Je vous donne un petit indice, pour le trouver il est caché dans une grotte en terre et pour trouver le chemin menant à cette grotte vous pourrez voir des fissures sur un mur mais regardez bien !\n
ɢᴇɴᴇʀɪᴄ || The Platformer
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Next Level Screen\n\nwhen I receive [next level v]\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nforever\n change [ghost v] effect by (10)\n wait (.01) seconds\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (17)\n change [ghost v] effect by (13)\n change size by (-7)\nend\ndelete this clone\n\ndefine |Platforming| Acceleration: (acceleration) Jump Height: (jump height) Gravity: (gravity) Wall jump Strength: (wall jump) Slope: (slope)\nswitch costume to (hitbox v)\nchange [yv v] by ((gravity) * (-1))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (acceleration)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((acceleration) * (-1))\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <touching (ground v)?> then\n repeat (slope)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n change y by ((slope) * (-1))\n repeat until <not <touching (ground v)?>>\n if <(xv) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to ((jump height) - (2))\n if <([abs v] of (xv) ) = (xv)> then\n set [xv v] to ((wall jump) * (-1))\n else\n set [xv v] to (wall jump)\n end\n else\n set [xv v] to [0]\n end\n end\nend\nchange y by (yv)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n if <(yv) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(yv) < [0]>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\ngo to x: (-215) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n |Platforming| Acceleration: [1.1] Jump Height: [13] Gravity: [1] Wall jump Strength: [8] Slope: [12]\nend\n\nwhen flag clicked\nbroadcast (Trail v)\nstop [this script v]\n\nwhen I receive [trail v]\nset [ghost v] effect to (0)\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n broadcast (Next Level v)\n go to x: (-215) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <<touching (danger 2 v)?> or <touching (sprite5 v)?>>> then\n go to x: (-215) y: (0)\n end\nend\n\n@Lag\n\n@Sprite6\n\nwhen flag clicked\nset size to (100) %\ngo to x: (230) y: (160)\nforever\n change [size change v] by (9)\n go to [back v] layer\n change size by ([cos v] of ((Size change) * (1)) )\nend\n\n@Danger 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n repeat (10)\n change y by (.80)\n end\n repeat (10)\n change y by (-.80)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\n\n@Sprite1\n\n
ɢᴇɴᴇʀɪᴄ\nLets get 3k views. \n70th person who loves this will get 2 free follow. 70th person who likes will get 2 free follows\nTHIS IS MY FIRST PLATFORMER so please no hate commentsThis platformer shows how a basic platformer can become Generic. You are a black cube trying to pass a quest to make the world unique in its own way. There are 2 parts. If I get 100 views, 10likes and favs, part 2 will come out! THIS IS MY FIRST PLATFORMER so please no hate comments
Lies || A Partial Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\n@My Intro\n\nwhen I start as a clone\nshow\nif <(ID) = [Particle]> then\n switch costume to (bg v)\n set size to (pick random (10) to (75)) %\n go to [front v] layer\n go to x: (pick random (-400) to (240)) y: (-300)\n point in direction (60)\n if <(timer) > [5]> then\n show\n else\n hide\n end\n set [ghost v] effect to (50)\n if <(size) < [40]> then\n go [backward v] (1) layers\n end\n set [i v] to (pick random (3) to (7))\n set [id v] to (pick random (2) to (6))\n repeat until <<(x position) > [399]> or <<(x position) < [-399]> or <<(y position) > [399]> or <(y position) < [-399]>>>>\n switch costume to (movehack v)\n move (i) steps\n change y by (ID)\n change [id v] by (.01)\n switch costume to (particle v)\n if <(timer) > [5]> then\n show\n if <(timer) > [8.7]> then\n hide\n end\n end\n end\n delete this clone\nend\nif <(ID) = [Line]> then\n point in direction (135)\n switch costume to (blank v)\n set size to (100) %\n if <(timer) > [1.5]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n switch costume to (movehack v)\n go to x: (-325) y: (200)\n go to [back v] layer\n go [forward v] (5) layers\n repeat until <(x position) > [300]>\n switch costume to (movehack v)\n if <(timer) > [1.5]> then\n if <(timer) > [7.5]> then\n delete this clone\n else\n change x by (5)\n change y by (-5)\n change [ghost v] effect by (-10)\n end\n else\n change x by (10)\n change y by (-10)\n end\n switch costume to (linething v)\n end\n delete this clone\nend\nif <(ID) = [BG]> then\n switch costume to (bg v)\n set size to (1) %\n go to [front v] layer\n go [backward v] (2) layers\n repeat (5)\n change size by (((10) - (size)) / (8))\n end\n repeat (50)\n switch costume to (blank v)\n change size by (((700) - (size)) / (12))\n switch costume to (bg v)\n end\n wait until <(timer) > [8.7]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(ID) = [CE]> then\n switch costume to (ce v)\n set size to (1) %\n go to [back v] layer\n go [forward v] (1) layers\n set [i v] to [1]\n repeat (15)\n change [i v] by ((i) / (8))\n change size by (i)\n end\n repeat (7)\n change size by (((100) - (size)) / (12))\n end\n repeat (14)\n change size by (((100) - (size)) / (12))\n change size by (2)\n next costume\n end\n delete this clone\nend\nif <(ID) = [BG2]> then\n switch costume to (bg2 v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to [back v] layer\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <(timer) > [8]>\n delete this clone\nend\nif <(ID) = [CT]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (-133) y: (-46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn right (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn right (2) degrees\n end\n delete this clone\nend\nif <(ID) = [CT2]> then\n switch costume to (circlething2 v)\n set size to (60) %\n set [ghost v] effect to (100)\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (133) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n turn left (2) degrees\n end\n repeat until <(timer) > [7.5]>\n turn left (2) degrees\n end\n delete this clone\nend\nif <(ID) = [Name]> then\n set [id v] to [2]\n if <(ID) = [1]> then\n set [brightness v] effect to (-100)\n switch costume to (logo3 v)\n else\n switch costume to (name v)\n end\n set size to (250) %\n set [ghost v] effect to (100)\n go to [front v] layer\n point in direction (45)\n repeat (50)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (12))\n turn right (((90) - (direction)) / (12)) degrees\n end\n repeat until <(timer) > [5]>\n change size by (-.25)\n end\n repeat (5)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n if <(ID) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (logo3 v)\n else\n switch costume to (name2 v)\n end\n repeat (15)\n change size by (((65) - (size)) / (12))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n go to [front v] layer\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n repeat (10)\n change size by (-.25)\n go to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\n set [-kami's intro x v] to (x position)\n set [-kami's intro y v] to (y position)\n end\n go to x: (0) y: (0)\n set [-kami's intro x v] to [0]\n set [-kami's intro y v] to [0]\n repeat until <(timer) > [8]>\n change size by (-.25)\n end\n set [i v] to [1]\n set [id v] to [1]\n repeat (10)\n change size by (i)\n turn right (ID) degrees\n change [i v] by ((i) / (4))\n change [id v] by ((ID) / (8))\n end\n repeat (5)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n end\n repeat (10)\n change size by (((250) - (size)) / (8))\n turn right (((135) - (direction)) / (12)) degrees\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n broadcast (Pizzarush's Intro v)\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (-Kami's Intro v)\n\nwhen I start as a clone\nif <(ID) = [BG]> then\n go to x: (-Kami's Intro X) y: (-Kami's Intro Y)\nend\n\nwhen I receive [-kami's intro v]\nforever\n Clone [Particle]\nend\n\nwhen I receive [-kami's intro v]\nset [-kami's intro x v] to [0]\nset [-kami's intro y v] to [0]\nreset timer\nstart sound [MUSICA v]\nset volume to (100) %\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <(timer) > [1.5]>\nClone [Skip]\nClone [BG2]\nClone [CE]\nClone [Name]\nClone [CT]\nClone [CT2]\nwait until <(timer) > [5]>\nClone [BG]\n\ndefine Clone (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [-kami's intro v]\nrepeat until <(timer) > [1.5]>\n Clone [Line]\n wait (.13) seconds\nend\nrepeat until <(timer) > [7.5]>\n Clone [Line]\n wait (.3) seconds\nend\n\nwhen I receive [skip -kami's intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nbroadcast (Pizzarush's Intro v)\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [Skip]> then\n forever\n show\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (skip v)\n if <<key (space v) pressed?> or <mouse down?>> then\n broadcast (Skip -Kami's Intro v)\n end\n if <(timer) > [9]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [pizzarush's intro v]\nbroadcast (Start v)\n\n@Player\n\nwhen I receive [reatart v]\nhide variable [level v]\nset size to (60) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nrepeat until <not <touching (floor v)?>>\n broadcast (Floor v)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (240) y: (y position)\nrepeat (45)\n set [xv v] to [0]\n change x by (-10.2)\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1)\nend\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)\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (.9))\nchange x by (xv)\nif <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (-4)\n change x by ((xv) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching (floor 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)>>> and <touching (floor v)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <(x position) > [230]> then\n broadcast (Next Level v)\nend\nif <(level) > [5]> then\n set [level v] to [1]\nend\nif <touching (danger v)?> then\n broadcast (Reatart v)\nend\nif <touching (tramps v)?> then\n change [yv v] by (20)\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [next level v]\nchange y by (-1)\nrepeat until <not <touching (floor v)?>>\n broadcast (Floor v)\nend\n\ndefine Floor Detection - Level transition\nif <touching (floor v)?> then\n repeat until <not <touching (floor v)?>>\n change y by (1)\n end\nend\n\nwhen I receive [floor v]\nFloor Detection - Level transition\n\nwhen I receive [start v]\nshow\nbroadcast (Reatart v)\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\n@floor\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@danger\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Others\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Tramps\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Now playing\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nhide\nforever\n switch costume to (the calling v)\n show\n wait (1.5) seconds\n hide\n play sound [TheFatRat - The Calling \(feat. Laura Brehm\) v] until done\n switch costume to (fly away v)\n show\n wait (1.5) seconds\n hide\n play sound [TheFatRat - Fly Away \(feat. Anjulie\) v] until done\n switch costume to (mayday v)\n show\n wait (1.5) seconds\n hide\n play sound [TheFatRat - MAYDAY \(feat. Laura Brehm\) v] until done\n switch costume to (close to the sun v)\n show\n wait (1.5) seconds\n hide\n play sound [TheFatRat & Anjulie - Close To The Sun v] until done\nend\n\n@Clouds\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (10)\ngo to [back v] layer\nset rotation style [left-right v]\nset y to (pick random (-300) to (300))\nswitch costume to (pick random (1) to (4))\nif <<(costume [name v]) = [1]> or <(costume [name v]) = [2]>> then\n point in direction (pick random (-90) to (90))\n set size to (pick random (25) to (50)) %\n if <[5] < (pick random (1) to (10))> then\n set x to (231)\n glide (pick random (1) to (2)) secs to x: (-249) y: (y position)\n else\n set x to (-249)\n glide (pick random (1) to (2)) secs to x: (231) y: (y position)\n end\nelse\n if <(costume [number v]) = [3]> then\n point in direction (-90)\n set size to (pick random (45) to (60)) %\n Point [-90] and glide (pick random (1) to (3)) secs\n end\n if <(costume [number v]) = [4]> then\n point in direction (90)\n set size to (pick random (45) to (60)) %\n Point [90] and glide (pick random (1) to (3)) secs\n end\nend\ndelete this clone\n\ndefine Point (degrees) and glide (secs) secs\npoint in direction (degrees)\nif <(degrees) = [90]> then\n set x to (-249)\n glide (secs) secs to x: (231) y: (y position)\nend\nif <(degrees) = [-90]> then\n set x to (231)\n glide (secs) secs to x: (-249) y: (y position)\nend\n\nwhen I receive [start v]\nset size to (100) %\nhide\nset rotation style [left-right v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0) to (1)) seconds\nend\n\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
Lɪᴇꜱ || A ᴘᴀʀᴛɪᴀʟ ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛғᴏʀᴍᴇʀ\n-------------------------------------------------------------------------\nMᴀᴅᴇ ʙʏ: @jindalsargun\n-------------------------------------------------------------------------\nɪɴsᴛʀᴜᴄᴛɪᴏɴs: \nᴜsᴇ ᴡᴀsᴅ ᴏʀ ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ.\nᴀᴠᴏɪᴅ sᴘɪᴋᴇs. \nʏᴏᴜ ᴄᴀɴ ᴊᴜᴍᴘ ᴏɴ ᴛʀᴀᴍᴘᴏʟɪɴs.\n-------------------------------------------------------------------------\nᴜᴘᴅᴀᴛᴇs: \n7ᴛʜ ᴊᴜʟʏ 2021 - sʜᴀʀᴇᴅ\n-------------------------------------------------------------------------\n#jindalsargun #all #everything #platformer #player #platformers #game #games #spikes #trampoline #mobile-friendly #ground #partial #scrolling #partial-scrolling #lies #thefatrat #thecalling #flyaway #closetothesun #mayday #music #songs #ungeneric\n-------------------------------------------------------------------------
EURO World Cup Tryouts A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (requesr v)\n\nwhen I receive [fade backround v]\nswitch backdrop to (requesr2 v)\n\n@Ground\n\nwhen flag clicked\nforever\n play sound [Instrumental The White Stripes Seven Nation Army mp3cut v] until done\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [fade backround v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@23-237350_uefa-euro-2020-logo-euro-2020-logo-png\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (23-237350_uefa-euro-2020-logo-euro-2020-logo-png v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Story v)\nhide\ngo to [back v] layer\n\n@Black Sreen\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [story v]\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nclear graphic effects\n\nwhen I receive [fade backround v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Ball v)\n\n@Sprite2\n\nwhen I receive [story v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [story v]\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nnext costume\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (1) seconds\nnext costume\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Fade backround v)\n\n@Soccer Ball\n\nwhen [r v] key pressed\nswitch costume to (center v)\nreset x placement [-200]\n\ndefine reset x placement (place)\nset size to (100) %\nshow\ngo to x: (place) y: (-30)\npoint in direction (90)\nReset player variables\n\ndefine If touching\nif <touching (spikes and lava v)?> then\n reset x placement [-224]\nend\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\nhide variable [level v]\nhide variable [y v v]\nhide variable [x v v]\n\nwhen I start as a clone\nrepeat (5)\n change size by (-5)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (net v)?> then\n go to x: (208) y: (-66)\n broadcast (Next Level v)\n change [level v] by (1)\n play sound [Coin v] until done\n end\nend\n\nwhen I receive [next level v]\nreset x placement [-224]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (cones v)?> then\n broadcast (Restart v)\n play sound [Crunch v] until done\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-224) y: (-28)\n\nwhen flag clicked\nforever\n if <touching (kicking boosts v)?> then\n set [y v v] to [20]\n play sound [Big Boing v] until done\n end\nend\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen I receive [ball v]\nshow variable [timer v]\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen I receive [ball v]\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [yup v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (cactus v)?> then\n broadcast (Restart v)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [fade backround v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nset [level v] to [1]\nset size to (100) %\nreset x placement [-224]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n turn right (X v) degrees\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [15]\n end\n end\n change y by (1)\n If touching\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (-224) y: (-28)\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\n\n@Coach\n\nwhen I receive [fade backround v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Net 2\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [fade backround v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (costume2 v)\n end\nend\n\n@Net\n\nwhen I receive [fade backround v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (costume2 v)\n end\nend\n\n@Cones\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [3]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [4]> then\n show\n go to [front v] layer\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [6]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [5]> then\n show\n go to [front v] layer\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [8]> then\n show\n go to [front v] layer\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [9]> then\n show\n go to [front v] layer\n switch costume to (costume5 v)\n end\nend\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [10]> then\n hide\n go to [back v] layer\n end\nend\n\n@Kicking Boosts\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (36) y: (28)\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 [fade backround v]\nforever\n if <(Level) = [6]> then\n show\n go to [front v] layer\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [7]> then\n hide\n go to [back v] layer\n end\nend\n\n@Mode\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [12]> then\n show\n go to [front v] layer\n if <(Timer) < [36]> then\n switch costume to (costume1 v)\n end\n if <<(Timer) > [36]> and <(Timer) < [51]>> then\n switch costume to (costume2 v)\n end\n if <<(Timer) = [51]> or <(Timer) > [51]>> then\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen I receive [fade backround v]\nforever\n if <(Level) = [12]> then\n broadcast (Stop Timer v)\n end\nend\n\n@Thumbanil\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
Arrow Keys WASD Or Mobile Friendly! :D\n\nGet 35 or less seconds to be Gold 36-50 to Be Silver 51+ To be Bronze\n\nPlease love and fav! :D\n\nThanks @2GS6 For the Mountains Thanks @A_wire for the platformer engine Modified by me! :D\n\n\n\n
Escape ( 3D Platformer ) V1.0
@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [Avem v] until done\nend\n\n@blank\n\n@pen\n\ndefine setup\nset pen color to (#25a7db)\nset pen size to (3)\nset pen (transparency v) to (30)\nset [_view factor v] to [300]\nset [near plane v] to [20]\n\ndefine position (x) (y)\nswitch costume to (pen v)\nshow\nset size to (1000000000) %\ngo to x: (x) y: (y)\nhide\n\ndefine render\ndraw moon\nset [i v] to [0]\nrepeat (length of [x v])\n change [i v] by (1)\n draw cube (item (i) of [x v]) (item (i) of [y v]) (item (i) of [z v]) (item (i) of [lx v]) (item (i) of [ly v]) (item (i) of [lz v]) (item (i) of [type v])\nend\nif <(_Personal) = [3]> then\n collision\n draw cube (item (1) of [player sides v]) (item (3) of [player sides v]) (item (5) of [player sides v]) [50] ((50) * (down)) [50] [1]\n tail/ear generator\nend\ndraw cube [0] [100000] [0] [1] [1] [1] [moon]\n\ndefine set 3d point 1 (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine set screen point 1 (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine set 3d point 2 (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine set screen point 2 (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine draw line from (x1) (y1) (z1) to (x2) (y2) (z2)\nset 3d point 1 ((x1) - (_Cam X)) ((y1) - (_Cam Y)) ((z1) - (_Cam Z))\nset 3d point 2 ((x2) - (_Cam X)) ((y2) - (_Cam Y)) ((z2) - (_Cam Z))\nset 3d point 1 (((z1) * (sin Xz)) + ((x1) * (cos Xz))) (y1) (((z1) * (cos Xz)) - ((x1) * (sin Xz)))\nset 3d point 2 (((z2) * (sin Xz)) + ((x2) * (cos Xz))) (y2) (((z2) * (cos Xz)) - ((x2) * (sin Xz)))\nset 3d point 1 (x1) (((z1) * (sin Yz)) + ((y1) * (cos Yz))) (((z1) * (cos Yz)) - ((y1) * (sin Yz)))\nset 3d point 2 (x2) (((z2) * (sin Yz)) + ((y2) * (cos Yz))) (((z2) * (cos Yz)) - ((y2) * (sin Yz)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n set [draw line? v] to [1]\n z clipping\n set screen point 1 ((_VIEW FACTOR) * ((x1) / (z1))) ((_VIEW FACTOR) * ((y1) / (z1)))\n set screen point 2 ((_VIEW FACTOR) * ((x2) / (z2))) ((_VIEW FACTOR) * ((y2) / (z2)))\n xy clipping\n if <(draw line?) = [1]> then\n set pen size/ghost (x1) (x2) (y1) (y2) (z1) (z2)\n pen up\n position (x1) (y1)\n pen down\n position (x2) (y2)\n pen up\n end\nend\n\ndefine --- (label)\n\ndefine z clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n set 3d point 1 ((x1) + ((percent) * ((x2) - (x1)))) ((y1) + ((percent) * ((y2) - (y1)))) (near plane)\n else\n if <(z2) < (near plane)> then\n set 3d point 2 ((x1) + ((percent) * ((x2) - (x1)))) ((y1) + ((percent) * ((y2) - (y1)))) (near plane)\n end\n end\nend\n\ndefine xy clipping\nset [k v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n set [draw line? v] to [0]\n stop [this script v]\n else\n set screen point 1 [240] ((y1) + ((k) * ((240) - (x1))))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n set [draw line? v] to [0]\n stop [this script v]\n else\n set screen point 1 ((x1) + (((180) - (y1)) / (k))) [180]\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n set [draw line? v] to [0]\n stop [this script v]\n else\n set screen point 1 [-240] ((y1) + ((k) * ((-240) - (x1))))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n set [draw line? v] to [0]\n stop [this script v]\n else\n set screen point 1 ((x1) + (((-180) - (y1)) / (k))) [-180]\n end\nend\nif <(x2) > [240]> then\n set screen point 2 [240] ((y1) + ((k) * ((240) - (x1))))\nend\nif <(y2) > [180]> then\n set screen point 2 ((x1) + (((180) - (y1)) / (k))) [180]\nend\nif <(x2) < [-240]> then\n set screen point 2 [-240] ((y1) + ((k) * ((-240) - (x1))))\nend\nif <(y2) < [-180]> then\n set screen point 2 ((x1) + (((-180) - (y1)) / (k))) [-180]\nend\n\ndefine Trig values\nset [sin xz v] to ([sin v] of (rot X) )\nset [cos xz v] to ([cos v] of (rot X) )\nset [sin yz v] to ([sin v] of (rot Y) )\nset [cos yz v] to ([cos v] of (rot Y) )\n\ndefine __init__ (arg)\nset [rot x v] to [0]\nset [rot y v] to [25]\nset [_player x v] to [0]\nset [_player y v] to [0]\nset [_player z v] to [0]\nset [_cam x v] to (_player x)\nset [_cam y v] to (_player y)\nset [_cam z v] to (_player z)\nset [camera distance v] to [300]\nset [player size v] to [25]\nset [vel y v] to [0]\nset [down v] to [1]\nset [_key collected v] to [0]\nset [level timer v] to [0]\ndelete all of [x history v]\ndelete all of [y history v]\ndelete all of [z history v]\nstart sound [传送瞬移音效_耳聆网_\[声音ID:17976\] v]\nif <(arg) = [0]> then\n set [__level v] to [1]\nend\n\ndefine draw cube (x) (y) (z) (lx) (ly) (lz) (type)\nset color (type)\n--- [front]\ndraw line from (x) (y) (z) to ((x) + (lx)) (y) (z)\ndraw line from ((x) + (lx)) (y) (z) to ((x) + (lx)) ((y) + (ly)) (z)\ndraw line from ((x) + (lx)) ((y) + (ly)) (z) to (x) ((y) + (ly)) (z)\ndraw line from (x) ((y) + (ly)) (z) to (x) (y) (z)\n--- [back]\ndraw line from (x) (y) ((z) + (lz)) to ((x) + (lx)) (y) ((z) + (lz))\ndraw line from ((x) + (lx)) (y) ((z) + (lz)) to ((x) + (lx)) ((y) + (ly)) ((z) + (lz))\ndraw line from ((x) + (lx)) ((y) + (ly)) ((z) + (lz)) to (x) ((y) + (ly)) ((z) + (lz))\ndraw line from (x) ((y) + (ly)) ((z) + (lz)) to (x) (y) ((z) + (lz))\n--- [horizon line]\ndraw line from (x) (y) (z) to (x) (y) ((z) + (lz))\ndraw line from ((x) + (lx)) ((y) + (ly)) (z) to ((x) + (lx)) ((y) + (ly)) ((z) + (lz))\ndraw line from ((x) + (lx)) (y) (z) to ((x) + (lx)) (y) ((z) + (lz))\ndraw line from (x) ((y) + (ly)) (z) to (x) ((y) + (ly)) ((z) + (lz))\n\ndefine tick\nchange [level timer v] by (1)\nerase all\nphysics\nif <(_Personal) = [3]> then\n change [_cam x v] by ((((camera distance) * ((sin Xz) * (cos Yz))) + ((_player x) - (_Cam X))) / (2))\n change [_cam z v] by ((((camera distance) * (() - ((cos Xz) * (cos Yz)))) + ((_player z) - (_Cam Z))) / (2))\n change [_cam y v] by ((((camera distance) * (sin Yz)) + ((_player y) - (_Cam Y))) / (2))\nelse\n set [_cam x v] to (_player x)\n set [_cam y v] to (_player y)\n set [_cam z v] to (_player z)\nend\ntail/ear generator\nrender\ndie\n\ndefine physics\nif <key (right arrow v) pressed?> then\n change [speed rot x v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [speed rot x v] by (1)\nend\nset [speed rot x v] to ((speed rot x) * (0.82))\nchange [rot x v] by (speed rot x)\nif <key (up arrow v) pressed?> then\n change [speed rot y v] by (-1)\nend\nif <key (down arrow v) pressed?> then\n change [speed rot y v] by (1)\nend\nset [speed rot y v] to ((speed rot y) * (0.8))\nchange [rot y v] by (speed rot y)\nif <(rot Y) > [90]> then\n set [rot y v] to [90]\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nTrig values\nset [velocity v] to [1.3]\nif <key (w v) pressed?> then\n change [vel x v] by ((() - (velocity)) * (sin Xz))\n change [vel z v] by ((velocity) * (cos Xz))\n change [speed cam distance v] by (2)\nend\nif <key (s v) pressed?> then\n change [vel x v] by ((velocity) * (sin Xz))\n change [vel z v] by ((() - (velocity)) * (cos Xz))\n change [speed cam distance v] by (-2)\nend\nif <key (a v) pressed?> then\n change [vel x v] by ((() - (velocity)) * (cos Xz))\n change [vel z v] by ((() - (velocity)) * (sin Xz))\nend\nif <key (d v) pressed?> then\n change [vel x v] by ((velocity) * (cos Xz))\n change [vel z v] by ((velocity) * (sin Xz))\nend\nif <key (z v) pressed?> then\n change [down v] by (((0.5) - (down)) / (3))\nelse\n change [down v] by (((1) - (down)) / (3))\nend\ncollision\nif <(collision) = [1]> then\n set [down v] to (last height)\nend\nset [last height v] to (down)\nset [speed cam distance v] to ((speed cam distance) * (0.8))\nchange [camera distance v] by (speed cam distance)\nchange [camera distance v] by (((300) - (camera distance)) / (5))\nchange [vel y v] by (-1)\nchange y by (round (vel y))\nchange y by (delta sy)\nif <key (space v) pressed?> then\n if <<(jumpable) < [4]> or <(_Username) = [biggboss01]>> then\n set [vel y v] to [15]\n end\nend\ncollision\nchange x by ((round (vel x)) + (delta sx))\nchange z by ((round (vel z)) + (delta sz))\nset [vel x v] to ((vel x) * (0.8))\nset [vel z v] to ((vel z) * (0.8))\n\ndefine collision\ndelete all of [player sides v]\nadd ((_player x) - (player size)) to [player sides v]\nadd ((_player x) + (player size)) to [player sides v]\nadd ((_player y) - (player size)) to [player sides v]\nadd ((_player y) + ((player size) * (((2) * (down)) - (1)))) to [player sides v]\nadd ((_player z) - (player size)) to [player sides v]\nadd ((_player z) + (player size)) to [player sides v]\nset [delta sx v] to [0]\nset [delta sy v] to [0]\nset [delta sz v] to [0]\nset [collision v] to [0]\nset [_description v] to [blank]\nfor each [i v] in (length of [x v])\n touching test\nend\n\ndefine change y by (sy)\nif <not <(sy) = [0]>> then\n change [_player y v] by (sy)\n change [jumpable v] by (1)\n collision\n set [loop i v] to [0]\n while <<(collision) = [1]> and <(loop i) < [800]>>\n if <((sy) - ()) > [0]> then\n change [_player y v] by (-1)\n else\n change [_player y v] by (1)\n set [jumpable v] to [0]\n end\n set [vel y v] to [0]\n collision\n change [loop i v] by (1)\n end\n if <(loop i) > [798]> then\n die\n end\nend\n\ndefine change x by (sx)\nif <not <(sx) = [0]>> then\n change [_player x v] by (sx)\n collision\n while <(collision) = [1]>\n if <((sx) - ((delta sx) + ([abs v] of (delta sx) ))) > [0]> then\n change [_player x v] by (-1)\n else\n change [_player x v] by (1)\n end\n set [vel x v] to [0]\n collision\n end\nend\n\ndefine change z by (sz)\nif <not <(sz) = [0]>> then\n change [_player z v] by (sz)\n collision\n while <(collision) = [1]>\n if <((sz) - ((delta sz) + ([abs v] of (delta sz) ))) > [0]> then\n change [_player z v] by (-1)\n else\n change [_player z v] by (1)\n end\n set [vel z v] to [0]\n collision\n end\nend\n\ndefine set color (type)\nset [type v] to (type)\nif <(type) = []> then\n set pen color to (#25a7db)\n stop [this script v]\nend\nif < (type) contains [#]?> then\n set pen color to (#2457ff)\n stop [this script v]\nend\nif <(type) = [b]> then\n set pen color to (#252bdb)\n stop [this script v]\nend\nif <(type) = [1]> then\n set pen color to (#db7325)\nelse\n if <(type) = [2]> then\n set pen color to (#db2525)\n else\n if <(type) = [3]> then\n set pen color to (#ffc91a)\n else\n if <(type) = [k]> then\n set pen color to (#ff19a3)\n else\n if <(type) = [k2]> then\n set pen color to (#a218ff)\n else\n if <(type) = [4]> then\n set pen color to (#37ff00)\n else\n set pen color to (#25a7db)\n end\n end\n end\n end\n end\nend\n\ndefine die\nif <(_player y) < [-1000]> then\n __init__ []\nend\n\nstop [this script v]\n\ndefine dist (ax) (ay) (az) (bx) (by) (bz)\nset [distance v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + ((((ay) - (by)) * ((ay) - (by))) + (((az) - (bz)) * ((az) - (bz))))) )\n\ndefine move with Mv\nif <(item (1) of [player sides v]) < (((item (i) of [x v]) + (item (i) of [lx v])) + (0))> then\n if <(item (2) of [player sides v]) > ((item (i) of [x v]) - (0))> then\n if <(item (3) of [player sides v]) < (((item (i) of [y v]) + (item (i) of [ly v])) + (20))> then\n if <(item (4) of [player sides v]) > ((item (i) of [y v]) - (0))> then\n if <(item (5) of [player sides v]) < (((item (i) of [z v]) + (item (i) of [lz v])) + (0))> then\n if <(item (6) of [player sides v]) > ((item (i) of [z v]) - (0))> then\n set [delta sx v] to (item (i) of [sx v])\n set [delta sy v] to (item (i) of [sy v])\n set [delta sz v] to (item (i) of [sz v])\n end\n end\n end\n end\n end\nend\n\ndefine touching test\ndist (_player x) (_player y) (_player z) (item (i) of [x v]) (item (i) of [y v]) (item (i) of [z v])\nif <(distance) > ((item (i) of [lx v]) + ((item (i) of [ly v]) + ((item (i) of [lz v]) + (83))))> then\n stop [this script v]\nend\nif <(item (1) of [player sides v]) < ((item (i) of [x v]) + (item (i) of [lx v]))> then\n if <(item (2) of [player sides v]) > (item (i) of [x v])> then\n if <(item (4) of [player sides v]) > (item (i) of [y v])> then\n if <(item (5) of [player sides v]) < ((item (i) of [z v]) + (item (i) of [lz v]))> then\n if <(item (6) of [player sides v]) > (item (i) of [z v])> then\n if <(item (3) of [player sides v]) < (((item (i) of [y v]) + (item (i) of [ly v])) + (20))> then\n set [delta sx v] to (item (i) of [sx v])\n set [delta sy v] to (item (i) of [sy v])\n set [delta sz v] to (item (i) of [sz v])\n if <(item (3) of [player sides v]) < ((item (i) of [y v]) + (item (i) of [ly v]))> then\n if <<(item (i) of [type v]) = []> or <(item (i) of [type v]) = [b]>> then\n set [collision v] to [1]\n end\n if <(item (i) of [type v]) = [2]> then\n __init__ []\n end\n if <(item (i) of [type v]) = [3]> then\n set [vel y v] to [30]\n end\n if <(item (i) of [type v]) = [k]> then\n set [_key collected v] to [1]\n end\n if <(item (i) of [type v]) = [k2]> then\n set [_key collected v] to [2]\n end\n if < (item (i) of [type v]) contains [#]?> then\n set [_description v] to (item (i) of [type v])\n end\n if <<(item (i) of [type v]) = [4]> or <<key (v v) pressed?> and <(level timer) > [100]>>> then\n change [__level v] by (1)\n __init__ []\n if <(__Level) = [6]> then\n broadcast (End v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine set pen size/ghost (x1) (x2) (y1) (y2) (z1) (z2)\ndist (((x1) + (x2)) / (2)) (((y1) + (y2)) / (2)) (((z1) + (z2)) / (2)) (_Cam X) (_Cam Y) (_Cam Z)\nif <(distance) > [500]> then\n set pen (transparency v) to ((30) + (((distance) - (500)) / (15)))\n set pen size to ((4) - (((distance) - (500)) / (400)))\n if <((30) + (((distance) - (500)) / (15))) > [98]> then\n set pen (transparency v) to (98)\n end\n if <((4) - (((distance) - (500)) / (400))) < [1]> then\n set pen size to (1)\n end\nelse\n set pen (transparency v) to (30)\n set pen size to (4)\nend\nif <<<(type) = [k]> or <(type) = [k2]>> or <(type) = [4]>> then\n set pen (transparency v) to (30)\nend\nif <(type) = [moon]> then\n set pen color to (#ffffff)\n set pen (transparency v) to (60)\n set pen size to (4)\nend\nif <(type) = [tail]> then\n set pen color to (#ff7b00)\n set pen (transparency v) to (85)\nend\n\ndraw line from (x) ((y) + (ly)) (z) to ((x) + (lx)) ((y) + (ly)) ((z) + (lz))\ndraw line from ((x) + (lx)) (y) (z) to (x) (y) ((z) + (lz))\n\ndefine tail/ear generator\nif <<((rot X) mod (360)) < [45]> or <((rot X) mod (360)) > [315]>> then\n draw cube ((_player x) - (5)) ((_player y) - (20)) ((_player z) - (40)) [10] [10] [10] [tail]\nelse\n if <<((rot X) mod (360)) < [225]> and <((rot X) mod (360)) > [135]>> then\n draw cube ((_player x) - (5)) ((_player y) - (20)) ((_player z) + (30)) [10] [10] [10] [tail]\n else\n if <<((rot X) mod (360)) < [135]> and <((rot X) mod (360)) > [45]>> then\n draw cube ((_player x) + (30)) ((_player y) - (20)) ((_player z) + (-5)) [10] [10] [10] [tail]\n else\n draw cube ((_player x) + (-40)) ((_player y) - (20)) ((_player z) + (-5)) [10] [10] [10] [tail]\n end\n end\nend\nif <(down) > [.9]> then\n if <<<((rot X) mod (360)) < [45]> or <((rot X) mod (360)) > [315]>> or <<((rot X) mod (360)) < [225]> and <((rot X) mod (360)) > [135]>>> then\n draw cube ((_player x) - (15)) ((_player y) + (35)) ((_player z) - (5)) [10] [25] [10] [tail]\n draw cube ((_player x) + (5)) ((_player y) + (35)) ((_player z) - (5)) [10] [25] [10] [tail]\n else\n draw cube ((_player x) - (5)) ((_player y) + (35)) ((_player z) - (15)) [10] [25] [10] [tail]\n draw cube ((_player x) - (5)) ((_player y) + (35)) ((_player z) - (-5)) [10] [25] [10] [tail]\n end\nend\n\ndefine set moon point with rot (x1) (y1) (z1)\nset 3d point 1 ((x1) - (_Cam X)) ((y1) - (_Cam Y)) ((z1) - (_Cam Z))\nset 3d point 1 (((z1) * (sin Xz)) + ((x1) * (cos Xz))) (y1) (((z1) * (cos Xz)) - ((x1) * (sin Xz)))\nset 3d point 1 (x1) (((z1) * (sin Yz)) + ((y1) * (cos Yz))) (((z1) * (cos Yz)) - ((y1) * (sin Yz)))\nif <not <(z1) < (near plane)>> then\n set screen point 1 ((_VIEW FACTOR) * ((x1) / (z1))) ((_VIEW FACTOR) * ((y1) / (z1)))\nend\nset [moon x v] to (x1)\nset [moon y v] to (y1)\n\ndefine draw moon\nset moon point with rot [-100000] [100000] [250000]\nposition (Moon x) (Moon y)\nset size to (100) %\nset [ghost v] effect to (30)\nswitch costume to (moon v)\nstamp\nrepeat (0)\n set moon point with rot (([sin v] of (rot X) ) * (-100000)) [-50000] (([cos v] of (rot X) ) * (100000))\n position (Moon x) (Moon y)\n set size to (100) %\n set [brightness v] effect to (10)\n set [ghost v] effect to (20)\n switch costume to (star v)\n stamp\nend\n\nwhen I receive [game on v]\n__init__ [0]\nsetup\nforever\n broadcast (tick v)\n tick\nend\n\n@generator\n\ndefine add plat (x) (y) (z) (lx) (ly) (lz) (type)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (z) to [z v]\nadd (lx) to [lx v]\nadd (ly) to [ly v]\nadd (lz) to [lz v]\nadd (type) to [type v]\nadd [0] to [sx v]\nadd [0] to [sy v]\nadd [0] to [sz v]\nadd (Index) to [index v]\nchange [index v] by (1)\n\ndefine tick\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [z v]\ndelete all of [lx v]\ndelete all of [ly v]\ndelete all of [lz v]\ndelete all of [type v]\ndelete all of [sx v]\ndelete all of [sy v]\ndelete all of [sz v]\ndelete all of [index v]\nset [index v] to [1]\nif <not <(__Level) = [6]>> then\n repeat (4)\n add plat [-10000] [-10000] [-10000] [20000] [20000] [20000] [none]\n end\nend\nif <(__Level) = [1]> then\n level 1\nelse\n if <(__Level) = [2]> then\n level 2\n else\n if <(__Level) = [3]> then\n level 3\n else\n if <(__Level) = [4]> then\n level 4\n else\n if <(__Level) = [5]> then\n level 5\n else\n level.final\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nchange [timer v] by (2)\ntick\n\ndefine level 1\nadd plat [-100] [-100] [-100] [200] [30] [200] []\nadd plat [-50] [-50] [200] [100] [50] [100] []\nadd plat [-50] [30] [400] [100] [50] [100] []\nadd plat [-150] [0] [600] [300] [30] [300] []\nadd plat [-25] ((75) + ((20) * ([sin v] of (TIMER) ))) [725] [50] [50] [50] [4]\n\ndefine level 2\nadd plat [-100] [-100] [-100] [200] [30] [200] []\nadd plat [-100] [-100] [100] [200] [100] [200] []\nadd plat [-100] [-100] [300] [200] [170] [50] [2]\nadd plat [-100] [-100] [350] [200] [100] [200] []\nadd plat [-100] [-100] [550] [200] [170] [50] [2]\nadd plat [-100] [-100] [600] [200] [100] [200] []\nadd plat [200] [-20] [900] [200] [100] [200] []\nadd plat [500] [60] [1200] [200] [100] [200] []\nadd plat [700] [60] [1200] [220] [200] [220] []\nadd plat [920] [60] [1200] [240] [300] [240] []\nadd plat [500] [60] [1420] [340] [500] [340] []\nadd plat [840] [60] [1440] [320] [400] [320] []\nadd board [0] [-70] [40] [#1]\nadd plat [650] ((600) + ((20) * ([sin v] of (TIMER) ))) [1575] [50] [50] [50] [4]\n\nlevel 2\nlevel 1\n\ndefine add Mv plat (x) (y) (z) (lx) (ly) (lz) type: (type) speed (sx) (sy) (sz)\nadd plat (x) (y) (z) (lx) (ly) (lz) (type)\nreplace item (length of [sx v]) of [sx v] with (sx)\nreplace item (length of [sy v]) of [sy v] with (sy)\nreplace item (length of [sz v]) of [sz v] with (sz)\n\nwhen flag clicked\nset [_key collected v] to [0]\nset [timer v] to [0]\nset [pi v] to [3.141592653589793]\n\nlevel 2\n\ndefine level 4\nadd plat [-100] [-300] [-100] [200] [250] [200] []\nadd plat [-100] [-300] [125] [200] [250] [200] []\nadd plat [-400] [-200] [-400] [200] [250] [200] []\nadd Mv plat ((-800) + ((250) * ([sin v] of (TIMER) ))) [0] [-350] [100] [50] [100] type: [] speed (((250) * ([cos v] of (TIMER) )) * ((Pi) / (90))) [] []\nadd plat [-800] [50] ((-325) + ((250) * ([tan v] of (TIMER) ))) [50] [50] [50] [2]\nadd plat [-1400] [-200] [-400] [200] [250] [200] []\nadd Mv plat ((-1900) + ((250) * ([sin v] of (TIMER) ))) [-200] ((-400) + ((250) * ([cos v] of (TIMER) ))) [200] [250] [200] type: [] speed (((250) * ([cos v] of (TIMER) )) * ((Pi) / (90))) [] (((-250) * ([sin v] of (TIMER) )) * ((Pi) / (90)))\nif <(_Key collected) = [0]> then\n add key [-2100] ((80) + ((20) * ([cos v] of (TIMER) ))) [-320]\n add plat [-200] [-300] [100] [400] [500] [25] [b]\n add board [-5] [-50] [40] [#4]\nend\nadd plat [-25] ((0) + ((20) * ([sin v] of (TIMER) ))) [200] [50] [50] [50] [4]\n\nlevel 3\nlevel 1\nlevel 2\nlevel 4\nlevel 3\n\ndefine add key (x) (y) (z)\nadd plat (x) (y) (z) [15] [40] [15] [k]\n\ndefine level 5\nadd plat [-100] [-250] [-100] [200] [200] [200] []\nadd plat [-100] [-250] [100] [200] [200] [200] []\nadd plat [-100] [50] [100] [100] [100] [100] []\nadd plat [0] [-50] [200] [100] [100] [100] []\nadd plat [-75] [150] [125] [50] [10] [50] [3]\nadd plat [0] [-50] [100] [100] [100] [100] [2]\nadd plat [-100] [400] [200] [200] [100] [100] []\nadd plat [0] [400] [100] [100] [100] [100] [2]\nadd plat [0] [500] [100] [100] [100] [100] []\nadd plat [-100] [600] [200] [100] [100] [100] []\nadd plat [-100] [850] [100] [200] [100] [200] []\nadd Mv plat [-100] [650] ((650) + ((300) * ([sin v] of (TIMER) ))) [200] [100] [200] type: [] speed [0] [0] (((300) * ([cos v] of (TIMER) )) * ((Pi) / (90)))\nif <not <(_Key collected) = [2]>> then\n add plat [-50] [950] [150] [100] [200] [100] [2]\nend\nif <(_Key collected) = [0]> then\n add key [-8] ((900) + ((20) * ([cos v] of ((2) * (TIMER)) ))) [650]\n add board [-5] [-50] [10] [#5]\nend\nif <(_Key collected) = [1]> then\n add plat [-100] [600] [1200] [200] [200] [200] [b]\n add plat [-100] ((300) + ((10) * ([cos v] of (TIMER) ))) [1200] [200] [100] [200] [b]\n add Mv plat ((400) + ((300) * ([sin v] of (TIMER) ))) ((300) * ([cos v] of (TIMER) )) [1200] [200] [100] [200] type: [] speed (((300) * ([cos v] of (TIMER) )) * ((Pi) / (90))) (((-300) * ([sin v] of (TIMER) )) * ((Pi) / (90))) []\n add plat [400] [448] [1200] [200] [100] [200] [2]\n add plat [900] ((100) + ((20) * ([cos v] of (TIMER) ))) [1200] [200] [100] [200] [b]\n add plat [1300] ((200) + ((20) * ([sin v] of (TIMER) ))) [1200] [200] [100] [200] [b]\n add plat [1150] ((150) + ((100) * ([sin v] of (TIMER) ))) [1250] [100] [100] [100] [2]\n add plat [1550] ((150) + ((100) * ([cos v] of (TIMER) ))) [1250] [100] [100] [100] [2]\n add plat [1700] ((100) + ((20) * ([sin v] of (TIMER) ))) [1200] [200] [100] [200] [b]\n add k2 [1800] [300] [-300]\nend\nadd plat [1700] [100] ((600) + ((300) * ([sin v] of (TIMER) ))) [200] [100] [200] []\nadd plat [1700] [100] ((0) + ((300) * ([cos v] of (TIMER) ))) [200] [100] [200] []\nadd Mv plat [1700] [100] ((600) + ((300) * ([sin v] of (TIMER) ))) [200] [100] [200] type: [] speed [0] [0] (((300) * ([cos v] of (TIMER) )) * ((Pi) / (90)))\nadd Mv plat [1700] [100] ((300) * ([cos v] of (TIMER) )) [200] [100] [200] type: [] speed [0] [0] (((-300) * ([sin v] of (TIMER) )) * ((Pi) / (90)))\nadd plat [1700] [200] [400] [200] [50] [50] [2]\nif <(_Key collected) = [2]> then\n add plat [1700] [100] [-600] [200] [100] [200] [b]\n add Mv plat ((750) + ((600) * ([cos v] of (TIMER) ))) [0] ((-300) + ((-150) * ([cos v] of (TIMER) ))) [200] [100] [200] type: [b] speed (((-600) * ([sin v] of (TIMER) )) * ((Pi) / (90))) [0] (((150) * ([sin v] of (TIMER) )) * ((Pi) / (90)))\n add plat [-25] [-50] [-25] [50] [10] [50] [3]\n add plat [-25] [250] [-25] [50] [10] [50] [3]\n add plat [-25] [550] [-25] [50] [10] [50] [3]\n add plat [-25] ((1000) + ((20) * ([sin v] of (TIMER) ))) [175] [50] [50] [50] [4]\nend\n\nlevel 5\n\ndefine add k2 (x) (y) (z)\nadd plat (x) (y) (z) [15] [40] [15] [k2]\n\ndefine add board (x) (y) (z) (type)\nadd plat (x) (y) (z) [10] [20] [10] (type)\nadd plat ((x) - (20)) ((y) + (20)) ((z) - (10)) [50] [30] [30] (type)\n\nlevel 4\n\nlevel 2\n\ndefine level 3\nadd plat [-100] [-300] [-100] [200] [230] [200] []\nadd Mv plat [-100] [-300] ((500) + ((300) * ([sin v] of (TIMER) ))) [200] [230] [200] type: [] speed [0] [0] (((300) * ([cos v] of (TIMER) )) * ((Pi) / (90)))\nadd plat [-100] [-300] [1100] [200] [230] [200] []\nadd Mv plat ((-600) + ((200) * ([cos v] of (TIMER) ))) [-300] [1100] [200] [230] [200] type: [] speed (((-200) * ([sin v] of (TIMER) )) * ((Pi) / (90))) [0] [0]\nadd plat [-300] [-70] [1100] [30] [50] [80] [2]\nadd plat [-500] [-70] [1220] [30] [50] [80] [2]\nadd plat [-700] [-70] [1100] [30] [50] [80] [2]\nadd plat [-1100] [-300] [1100] [200] [230] [200] []\nadd plat [-1100] [-300] [900] [200] [300] [200] []\nadd plat [-1025] [0] [900] [50] [20] [50] [3]\nadd plat [-1100] [-300] [700] [200] [600] [200] []\nadd plat [-1100] [250] [200] [200] [50] [500] []\nadd plat [-1100] [333] [200] [200] [300] [500] []\nadd plat [-1025] [-10000] [500] [50] [8000] [50] []\nadd plat [-1025] [-2000] [500] [50] [2250] [50] []\nadd plat [-1025] [-10000] [300] [50] [8000] [50] []\nadd plat [-1025] [-2000] [300] [50] [2250] [50] []\nadd plat [-1100] [-300] [-200] [200] [100] [200] []\nadd Mv plat [-1100] [-300] [0] [200] ((350) + ((250) * ([sin v] of (TIMER) ))) [200] type: [] speed [0] (((250) * ([cos v] of (TIMER) )) * ((Pi) / (90))) [0]\nadd Mv plat ((-700) + ((400) * ([cos v] of (TIMER) ))) ((100) + ((400) * ([cos v] of (TIMER) ))) ((-400) + ((100) * ([cos v] of (TIMER) ))) [200] [100] [200] type: [] speed (((-400) * ([sin v] of (TIMER) )) * ((Pi) / (90))) (((-400) * ([sin v] of (TIMER) )) * ((Pi) / (90))) (((-100) * ([sin v] of (TIMER) )) * ((Pi) / (90)))\nadd plat [0] [400] [-300] [200] [200] [200] []\nadd board [0] [-70] [50] [#2]\nadd board [-1000] [300] [800] [#3]\nadd plat [75] ((650) + ((20) * ([sin v] of (TIMER) ))) [-225] [50] [50] [50] [4]\n\ndefine level.final\nadd plat [-100] [-70] [-100] [200] [20] [200] [b]\nadd plat [-200] [-150] [-200] [400] [100] [400] []\n\n@controller\n\nwhen flag clicked\nset [_username v] to [0]\nset [_personal v] to [3]\n\nwhen [p v] key pressed\nset [_username v] to [biggboss01]\n\nwhen [o v] key pressed\nset [_username v] to [0]\n\nwhen [3 v] key pressed\nset [_personal v] to [3]\n\nwhen [1 v] key pressed\nset [_personal v] to [1]\n\nwhen flag clicked\nset [counter v] to [0]\nset [fps v] to [--]\nforever\n reset timer\n while <(timer) < [1]>\n change [counter v] by (1)\n end\n set [fps v] to (counter)\n set [counter v] to [0]\nend\n\n@board\n\nwhen I receive [tick v]\nif << (_Description) contains [#]?> or <(Board tsp) = [100]>> then\n switch costume to (_Description)\nend\nif < (_Description) contains [#]?> then\n if <(Board tsp) > [20]> then\n change [board tsp v] by (-20)\n end\nelse\n if <(Board tsp) < [100]> then\n change [board tsp v] by (20)\n end\nend\nset [ghost v] effect to (Board tsp)\n\nwhen flag clicked\nset [board tsp v] to [100]\nset [ghost v] effect to (Board tsp)\nset [_description v] to [blank]\n\n@story\n\nwhen flag clicked\nswitch costume to (1 v)\nshow slowly\ngo to x: (0) y: (0)\nrepeat (3)\n wait until <key (space v) pressed?>\n next costume\n wait until <not <key (space v) pressed?>>\nend\nwait until <key (space v) pressed?>\nbroadcast (game on v)\nhide\n\nwhen I receive [end v]\nhide\nwait (3) seconds\nswitch costume to (3 v)\nshow slowly\ngo to x: (0) y: (0)\nwait (4) seconds\nnext costume\nwait (4) seconds\nswitch next\n\ndefine switch next\nrepeat (5)\n change [brightness v] effect by (-20)\nend\nnext costume\nrepeat (5)\n change [brightness v] effect by (20)\nend\n\ndefine show slowly\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@thb\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n
<<<Escape --3D Platformer>>>\nThis is my first 3D platformer, with about 2000 blocks!\nTry to pass all the 5 levels and enjoy the game!\n\n!!! To reduce lag, please make sure to play on Turbowarp: https://turbowarp.org/550543923?hqpen\n===================================\nIntroduction: in the project.\nwhat's more, press [1] and [3] to switch between1st-person perspective and 3rd-person perspective. 3rd person is recommended, but they both worth a try!\n===================================
The Enchanted Castle / # Kinight # Platformer # Fantasy # Adventure
@Stage\n\nwhen flag clicked\nswitch backdrop to (logo v)\n\nwhen I receive [animation start v]\nswitch backdrop to (start\(animation\) v)\n\nwhen I receive [wizard's death v]\nswitch backdrop to (logo v)\n\nwhen I receive [game start page v]\nwait (5) seconds\nswitch backdrop to (start v)\n\nwhen I receive [game start v]\nstop all sounds\nwait (5) seconds\nswitch backdrop to (start1 v)\n\nwhen flag clicked\nset [backsong v] to [2]\nforever\n stop all sounds\n if <(LEVEL) = [1]> then\n set [backsong v] to [0]\n end\n if <(LEVEL) = [6]> then\n switch backdrop to (dawn v)\n end\n if <(LEVEL) = [10]> then\n switch backdrop to (night v)\n end\n if <(LEVEL) = [11]> then\n switch backdrop to (in2 v)\n set [backsong v] to [1]\n end\n if <(LEVEL) = [17]> then\n switch backdrop to (start1 v)\n set [backsong v] to [0]\n end\n if <(LEVEL) = [20]> then\n switch backdrop to (in2 v)\n set [backsong v] to [0]\n end\n if <(LEVEL) = [23]> then\n switch backdrop to (in3 v)\n end\nend\n\nwhen I receive [inside v]\nwait (3) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\nswitch backdrop to (in v)\n\nrepeat (3)\n\nstart sound [Boom Cloud v]\n\nwhen I receive [come on v]\nforever\n if <(backsong) = [0]> then\n start sound [04 - Overworld Day v]\n else\n if <(backsong) = [1]> then\n end\nend\n\nstop all sounds\n\nplay sound [Cave v] until done\n\nstop all sounds\n\nrepeat until <(backdrop [number v]) = [12]>\n start sound [04 - Overworld Day v]\nend\n\nwait (4) seconds\nswitch backdrop to (start2 v)\nbroadcast (Wait a minute, Where have you been? v)\n\nwhen I receive [skip v]\nwait (2) seconds\nswitch backdrop to (start v)\n\n@entrance \n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [wizard falling v]\ngo to x: (-90) y: (-37)\nshow\nrepeat (10)\n next costume\n wait (0.2) seconds\nend\nif <touching (falling wizard v)?> then\n switch costume to (3 v)\nend\nwait (1) seconds\nhide\n\nwhen I receive [come on v]\nclear graphic effects\nchange size by (-10)\ngo to [front v] layer\nforever\n hide\n if <(LEVEL) = [1]> then\n show\n go to x: (196) y: (-110)\n end\n if <(LEVEL) = [2]> then\n show\n go to x: (196) y: (-110)\n end\n if <(LEVEL) = [3]> then\n show\n go to x: (220) y: (-110)\n end\n if <(LEVEL) = [4]> then\n show\n go to x: (210) y: (-43)\n end\n if <(LEVEL) = [5]> then\n show\n go to x: (220) y: (-56)\n end\n if <(LEVEL) = [6]> then\n show\n go to x: (220) y: (-28)\n end\n if <(LEVEL) = [7]> then\n show\n go to x: (218) y: (-119)\n end\n if <(LEVEL) = [8]> then\n show\n go to x: (218) y: (-100)\n end\n if <(LEVEL) = [9]> then\n show\n go to x: (225) y: (-113)\n end\n if <(LEVEL) = [10]> then\n show\n go to x: (225) y: (-90)\n end\n if <(LEVEL) = [17]> then\n show\n go to x: (225) y: (-110)\n end\n if <(LEVEL) = [18]> then\n show\n go to x: (225) y: (15)\n end\n if <(LEVEL) = [19]> then\n show\n go to x: (225) y: (-100)\n end\n if <(LEVEL) = [20]> then\n show\n go to x: (221) y: (-125)\n end\n if <(LEVEL) = [21]> then\n show\n go to x: (221) y: (-125)\n end\n if <(LEVEL) = [22]> then\n show\n go to x: (221) y: (-25)\n end\n if <(LEVEL) = [23]> then\n change [color v] effect by (1)\n go to x: (195) y: (-15)\n show\n end\nend\n\nwhen I receive [come on v]\nforever\n next costume\n wait (0.2) seconds\nend\n\ngo to [front v] layer\n\ncreate clone of (_myself_ v)\n\nwhen I receive [skip v]\ngo to [back v] layer\nhide\n\n@Moon\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nwait (5) seconds\nshow\ngo to x: (180) y: (125)\nswitch costume to (moon3 v)\nforever\n if <(LEVEL) = [11]> then\n hide\n end\nend\n\n@Other Assets\n\n@Terrain (16x16) (2)\n\n@스프라이트 6\n\n@Thunder\n\nwhen flag clicked\ngo to x: (242) y: (-108)\nhide\n\nwhen I receive [cat v]\npoint in direction (-90)\nshow\nglide (3) secs to x: (-50) y: (-108)\nsay [Are you okay?] for (2) seconds\nwait (2) seconds\nswitch costume to (thunder v)\nwait (0.1) seconds\nswitch costume to (thunder2 v)\nwait (0.1) seconds\nswitch costume to (crouch v)\nbroadcast (Getup v)\nwait (1) seconds\nsay [So? Everything fine?] for (2) seconds\nbroadcast (1 v)\n\nwhen I receive [cat v]\nrepeat (10)\n switch costume to (run v)\n wait (0.05) seconds\n switch costume to (run2 v)\n wait (0.05) seconds\n switch costume to (run3 v)\n wait (0.05) seconds\n switch costume to (run4 v)\n wait (0.05) seconds\nend\nwait (0.5) seconds\nswitch costume to (getup v)\n\nwhen I receive [2 v]\nsay [Oh, what happened?] for (2) seconds\nbroadcast (3 v)\n\nwhen I receive [4 v]\nsay [Gosh, what a terrible news! Then who can beat 'him', if you can't?] for (3) seconds\nwait (0.5) seconds\nbroadcast (5 v)\n\nwhen I receive [6 v]\nsay [No, you can't! No!] for (2) seconds\nsay [I must go and bring Gandalf the Grey, or, or, Radagast the Brown!] for (3) seconds\nsay [Hold on! I'll be right back!] for (2) seconds\npoint in direction (90)\nrepeat (5)\n switch costume to (run v)\n wait (0.05) seconds\n switch costume to (run2 v)\n wait (0.05) seconds\n switch costume to (run3 v)\n wait (0.05) seconds\n switch costume to (run4 v)\n wait (0.05) seconds\nend\nsay [Hey! Let me go! Oh, my tail!] for (2) seconds\nwait (0.5) seconds\npoint in direction (-90)\nswitch costume to (idle2 v)\nbroadcast (7 v)\n\nwhen I receive [8 v]\nsay [Okay......] for (2) seconds\nwait (0.5) seconds\nbroadcast (9 v)\n\nwhen I receive [10 v]\nwait (1) seconds\nrepeat (10)\n switch costume to (run v)\n wait (0.05) seconds\n switch costume to (run2 v)\n wait (0.05) seconds\n switch costume to (run3 v)\n wait (0.05) seconds\n switch costume to (run4 v)\n wait (0.05) seconds\nend\n\nwhen I receive [10 v]\nwait (1) seconds\npoint in direction (90)\nglide (3) secs to x: (260) y: (-108)\nhide\nwait (1) seconds\nbroadcast (Thunder found Arzion v)\n\nwhen I receive [10 v]\nwait (2) seconds\nsay [Sleep well.] for (2) seconds\nbroadcast (Game start page v)\n\nwhen I receive [game start page v]\nhide\n\nwhen I receive [game start v]\ngo to x: (250) y: (-130)\npoint in direction (-90)\nwait (10) seconds\nshow\nrepeat (5)\n switch costume to (run v)\n wait (0.05) seconds\n switch costume to (run2 v)\n wait (0.05) seconds\n switch costume to (run3 v)\n wait (0.05) seconds\n switch costume to (run4 v)\n wait (0.05) seconds\nend\npoint towards (arzion v)\n\nwhen I receive [game start v]\nwait (10) seconds\nglide (1) secs to x: (100) y: (-130)\nwait (1) seconds\nswitch costume to (idle2 v)\nwait (1) seconds\nswitch costume to (taunt2 v)\nwait (0.2) seconds\nswitch costume to (taunt3 v)\nwait (0.2) seconds\nswitch costume to (taunt4 v)\nwait (0.2) seconds\nswitch costume to (taunt v)\nwait (0.2) seconds\nswitch costume to (taunt6 v)\nwait (0.2) seconds\nswitch costume to (idle2 v)\nwait (1) seconds\nask [Excuse me. You're Arzion? \(y/n\)] and wait\nwait (3) seconds\nif <(answer) = [y]> then\n say [Ah! Finally! Come on! Follow me. You must come with me. I'm Thunder] for (2) seconds\n wait (1) seconds\n say [Ah...... maybe we'll meet at the Enchanted Castle. Please don't ask why. Bye! And watch out for the Monster] for (4) seconds\n wait (1) seconds\n say [Press M or N key to use sword. And Arrow Key to move. Touch entrance and click UP ARROW key to continue. Don't leave the path!] for (4) seconds\n point in direction (90)\n wait (1) seconds\n broadcast (Come on v)\nelse\n say [Oh, well, I'll find someone else] for (3) seconds\n wait (0.5) seconds\n say [Goodbye.] for (2) seconds\n ask [Are you sure? y/n] and wait\n if <(answer) = [n]> then\n say [Ah! Finally! Come on! Follow me. You must come with me. I'm Thunder] for (2) seconds\n wait (1) seconds\n say [Ah...... maybe we'll meet at the Enchanted Castle. Please don't ask why. Bye! And watch out for the monster] for (4) seconds\n wait (1) seconds\n say [Press M or N key to use sword. And Arrow Key to move. Don't leave the path!] for (4) seconds\n point in direction (90)\n wait (1) seconds\n broadcast (Come on v)\n else\n say [Oh, well, I'll find someone else] for (3) seconds\n wait (0.5) seconds\n say [Goodbye.] for (2) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (g v)\nforever\n if then\n switch costume to (stand v)\n wait (0.05) seconds\n switch costume to (run1 v)\n wait (0.05) seconds\n switch costume to (run2 v)\n wait (0.05) seconds\n switch costume to (run3 v)\n wait (0.05) seconds\n switch costume to (run4 v)\n wait (0.05) seconds\n switch costume to (run1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (stand2 v)\n wait (0.05) seconds\n switch costume to (run1-1 v)\n wait (0.05) seconds\n switch costume to (run1-2 v)\n wait (0.05) seconds\n switch costume to (run1-3 v)\n wait (0.05) seconds\n switch costume to (run1-4 v)\n wait (0.05) seconds\n switch costume to (run1-1 v)\n end\nend\n\nwhen I receive [come on v]\nrepeat (10)\n switch costume to (up2 v)\n wait (0.08) seconds\n switch costume to (up6 v)\n wait (0.08) seconds\nend\nhide\n\nwhen I receive [come on v]\nglide (0.5) secs to x: (x position) y: (200)\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(LEVEL) = [11]> then\n end\nend\n\nwhen I receive [yay v]\ngo to x: (-36) y: (-146)\nswitch costume to (crouch v)\npoint in direction (-90)\nshow\nwait (0.5) seconds\nswitch costume to (idle2 v)\nsay [Ah! You've come! I thought you were dead] for (3) seconds\nsay [Welcome to Enchanted Castle. Let's go!] for (2) seconds\n\nbroadcast (YAY v)\n\n@Wizard\n\nwhen flag clicked\nswitch costume to (down3 v)\ngo to x: (-77) y: (-102)\nhide\n\nwhen I receive [getup v]\nshow\nswitch costume to (down2 v)\nwait (0.5) seconds\nswitch costume to (down v)\n\nwhen I receive [1 v]\nsay [No] for (2) seconds\nbroadcast (2 v)\n\nwhen I receive [3 v]\nsay [I failed] for (2) seconds\nbroadcast (4 v)\n\nwhen I receive [5 v]\nsay [Go and find Arzion. He's a carpenter. Also, he is the only one who can defeat 'him'] for (4) seconds\nwait (0.5) seconds\nsay [And now, I need to sleep] for (2) seconds\nwait (0.5) seconds\nsay [Forever and ever] for (2) seconds\nbroadcast (6 v)\n\nwhen I receive [7 v]\nsay [NO! They're in middle-earth, not here. Please, leave me along. Just you and me] for (4) seconds\nwait (0.1) seconds\nsay [Promise me you'll find him and tell him what I told you.] for (4) seconds\nwait (0.5) seconds\nbroadcast (8 v)\n\nwhen I receive [9 v]\nsay [Farewell, my dear cat] for (2) seconds\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nbroadcast (10 v)\n\nwhen I receive [wizard's death v]\nswitch costume to (down3 v)\ngo to x: (-77) y: (-102)\nshow\n\nwhen I receive [game start page v]\nhide\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\n\n@스프라이트 1\n\n@Animation\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nbroadcast (Label v)\nstart sound [123 v]\n\nwhen I receive [animation start v]\nwait (3) seconds\nswitch costume to (모양 2 v)\nwait (0.05) seconds\nswitch costume to (모양 3 v)\nwait (0.05) seconds\nswitch costume to (모양 1 v)\nbroadcast (lightening v)\n\nwhen I receive [화면 전환 v]\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (15)\nend\nhide\nclear graphic effects\nbroadcast (Wizard's death v)\n\nclear graphic effects\n\nwhen I receive [fighting wizard v]\nwait (1) seconds\nbroadcast (Animation start v)\nswitch costume to (모양 1 v)\n\nwhen flag clicked\nstop all sounds\nclear sound effects\n\nwhen I receive [skip v]\nstop [other scripts in sprite v]\nhide\n\n@Real Shield\n\nwhen flag clicked\nhide\n\nwhen I receive [shield up v]\nshow\nwait (20) seconds\nhide\n\nif <<key (m v) pressed?> and <key (m v) pressed?>> then\nend\nif <<key (m v) pressed?> and <key (m v) pressed?>> then\n repeat (17)\n change size by (1)\n end\nend\nif <<key (m v) pressed?> and <key (m v) pressed?>> then\n wait (8) seconds\n hide\n set [ghost v] effect to (100)\n set size to (1) %\nend\n\nwhen I receive [come on v]\nhide\nforever\n turn right (50) degrees\nend\n\nwhen I receive [shield up v]\nforever\n change [brightness v] effect by (50)\n wait (0.05) seconds\n change [brightness v] effect by (-50)\n wait (0.05) seconds\nend\n\nwhen I receive [shield up v]\nforever\n go to (arzion v)\nend\n\n@Slash\n\nwhen I receive [animation start v]\nclear graphic effects\nswitch costume to (1 v)\nwait (1) seconds\nstart sound [High Whoosh2 v]\nshow\nrepeat (10)\n change [ghost v] effect by (8)\nend\nhide\nclear graphic effects\ngo to x: (118) y: (-61)\nswitch costume to (2 v)\nshow\nstart sound [High Whoosh2 v]\nrepeat (10)\n change [ghost v] effect by (8)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\ngo to x: (-80) y: (67)\nhide\n\nwait (1) seconds\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\n\n@Thumbnails\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [thumbnail v]\nswitch costume to (모양 1 v)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nclear graphic effects\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nclear graphic effects\nbroadcast (Fighting Wizard v)\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\n\n@Lightening\n\nwhen flag clicked\nhide\n\nwhen I receive [lightening v]\ngo to x: (36) y: (28)\nswitch costume to (모양 1 v)\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\nhide\nclear graphic effects\nwait (0.2) seconds\nswitch costume to (모양 2 v)\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\nhide\nclear graphic effects\nbroadcast (Wizard falling v)\nwait (3) seconds\nswitch costume to (모양 1 v)\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\nhide\nclear graphic effects\nwait (0.2) seconds\nswitch costume to (모양 2 v)\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\nhide\nclear graphic effects\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\n\n@Falling wizard\n\nwhen flag clicked\ngo to x: (-22) y: (168)\nhide\n\nwhen I receive [wizard falling v]\nwait (3) seconds\nshow\nglide (0.2) secs to x: (-100) y: (-96)\nrepeat (10)\n change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\nwait (3) seconds\nbroadcast (화면 전환 v)\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\n\n@Boss\n\nwhen flag clicked\nshow\ngo to x: (153) y: (-5)\nwait (40) seconds\nsay [You can't beat the Darkness] for (2) seconds\nhide\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\n\n@LEVEL\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nwait (0.05) seconds\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\n\n\nforever\n\nwhen I receive [next v]\n\nwhen I receive [next v]\nchange [level v] by (1)\nwait (0.05) seconds\nnext costume\nset [pixelate v] effect to (5)\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nset [pixelate v] effect to (5)\nwait (5) seconds\nshow\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [adventure begin! v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nforever\n\nchange [level v] by (1)\n\n@Animation (Wizard's death)LEVELLEVEL\n\nwhen flag clicked\nswitch costume to (wizard's death v)\ngo to x: (0) y: (-70)\nhide\n\nwhen I receive [wizard's death v]\nshow\nwait (1) seconds\nbroadcast (Cat v)\n\nwhen I receive [game start page v]\nwait (5) seconds\nhide\n\n@Air\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [wizard's death v]\nshow\n\nwhen I receive [game start page v]\nwait (5) seconds\nhide\n\nwhen I receive [come on v]\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nset [ghost v] effect to (60)\nforever\n hide\n if <<(LEVEL) = [20]> or <(LEVEL) > [20]>> then\n show\n repeat (60)\n change [ghost v] effect by (-1)\n end\n else\n if <(LEVEL) > [20]> then\n clear graphic effects\n end\n end\n if <<(LEVEL) = [22]> or <(LEVEL) > [22]>> then\n show\n repeat (5)\n change [color v] effect by (1)\n end\n set [color v] effect to (5)\n else\n if <(LEVEL) > [20]> then\n clear graphic effects\n end\n end\nend\n\n@Arzion\n\ndefine action\nshow\npoint in direction (90)\nshow\nset [xj v] to [0]\nset [yj v] to [0]\nset [player charge level v] to [1]\nforever\n set [xj v] to ((XJ) * (0.9))\n change x by (XJ)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n end\n end\n end\n end\n end\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change x by ((XJ) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(XJ) > [0]> then\n set [xj v] to [-5]\n else\n set [xj v] to [5]\n end\n set [yj v] to [12]\n else\n set [xj v] to [0]\n end\n end\n change [yj v] by (-1)\n change y by (YJ)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by ((YJ) * (-1))\n set [yj v] to [0]\n end\n change y by (-1)\n if <<touching (entrance v)?> and <key (up arrow v) pressed?>> then\n wait (1) seconds\n repeat (20)\n change [whirl v] effect by (5)\n end\n hide\n clear graphic effects\n wait (0.1) seconds\n broadcast (next v)\n go to (arzion's v)\n go to x: (x position) y: (-20)\n show\n repeat (20)\n change [brightness v] effect by (5)\n end\n clear graphic effects\n set [xj v] to [0]\n set [yj v] to [0]\n end\n if <<touching (level v)?> or <touching (level2 v)?>> then\n if then\n set [yj v] to [12]\n switch costume to (g9 v)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n switch costume to (g v)\n end\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <<touching (dem v)?> or <<touching (chaos v)?> or <<touching (chain v)?> or <<touching (lava monster v)?> or <<touching (drill v)?> or <<<touching (rock v)?> or <<<touching (wolves v)?> or <touching (slime v)?>> or <<<touching (spikes v)?> or <<touching (dark wizard v)?> or <<touching (darklord's weapon v)?> or <touching (dark wizard's sword v)?>>>> or <touching (doorkeeper v)?>>>> or <touching (water monster v)?>>>>>>>> then\n wait (0.02) seconds\n broadcast (Ouch v)\n change y by (30)\n change [brightness v] effect by (10)\n clear graphic effects\n repeat until <(y position) < [-180]>\n turn right (15) degrees\n change y by (-5)\n end\n if <(y position) < [-180]> then\n hide\n wait (0.5) seconds\n show\n go to (arzion's v)\n point in direction (90)\n set [xj v] to [0]\n set [yj v] to [0]\n switch costume to (stand v)\n end\n end\n if <touching (arm v)?> then\n change [xj v] by (-3)\n end\n if <<touching (enterances v)?> and <key (up arrow v) pressed?>> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n wait (0.1) seconds\n broadcast (next v)\n go to (arzion's v)\n show\n repeat (20)\n change [brightness v] effect by (5)\n end\n clear graphic effects\n set [xj v] to [0]\n set [yj v] to [0]\n go to x: (x position) y: (-20)\n end\n if <(y position) < [-122]> then\n set [player charge level v] to [0]\n end\nend\n\ndefine action2\nshow\nwait (1) seconds\nforever\n if then\n change [xj v] by (-0.7)\n end\n if then\n change [xj v] by (0.7)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (stand v)\nforever\n if then\n switch costume to (stand v)\n wait (0.05) seconds\n switch costume to (run2 v)\n wait (0.05) seconds\n switch costume to (run3 v)\n wait (0.05) seconds\n switch costume to (run4 v)\n wait (0.05) seconds\n switch costume to (run1 v)\n wait (0.05) seconds\n switch costume to (stand v)\n wait (0.05) seconds\n end\n if <key (left arrow v) pressed?> then\n switch costume to (stand2 v)\n wait (0.05) seconds\n switch costume to (run1-2 v)\n wait (0.05) seconds\n switch costume to (run1-3 v)\n wait (0.05) seconds\n switch costume to (run1-4 v)\n wait (0.05) seconds\n switch costume to (run1-1 v)\n wait (0.05) seconds\n switch costume to (stand2 v)\n wait (0.05) seconds\n end\n if <key (down arrow v) pressed?> then\n switch costume to (squiz v)\n wait (0.05) seconds\n switch costume to (squiz2 v)\n wait (0.05) seconds\n switch costume to (squiz3 v)\n wait (0.05) seconds\n switch costume to (squiz4 v)\n wait (0.05) seconds\n switch costume to (squiz5 v)\n wait (0.05) seconds\n switch costume to (squiz6 v)\n wait (0.05) seconds\n repeat until <not <key (down arrow v) pressed?>>\n switch costume to (squiz6 v)\n end\n if <not <key (down arrow v) pressed?>> then\n switch costume to (squiz6 v)\n wait (0.05) seconds\n switch costume to (squiz5 v)\n wait (0.05) seconds\n switch costume to (squiz4 v)\n wait (0.05) seconds\n switch costume to (squiz3 v)\n wait (0.05) seconds\n switch costume to (squiz2 v)\n wait (0.05) seconds\n switch costume to (squiz v)\n wait (0.05) seconds\n switch costume to (stand v)\n wait (0.05) seconds\n else\n end\n else\n end\nend\n\nwhen I receive [game start v]\nwait (5) seconds\nshow\ngo to x: (15) y: (-122)\nswitch costume to (stand v)\nwait (1) seconds\nrepeat (20)\n switch costume to (모양 2 v)\n wait (0.1) seconds\n switch costume to (모양 4 v)\n wait (0.1) seconds\nend\n\nwhen I receive [come on v]\naction\n\nwhen I receive [come on v]\naction2\n\nglide (0.5) secs to x: (x position) y: (10)\n\ngo to x: (-220) y: (-120)\n\nset [xj v] to ((XJ) * (0.9))\nchange x by (XJ)\n\nwhen I receive [come on v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (3)\n set [ghost v] effect to (80)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen [space v] key pressed\n\ngo to (entrance v)\n\nif <key (down arrow v) pressed?> then\n set [xj v] to [0]\n set [yj v] to [0]\nend\n\nwhen I receive [game over v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nhide\nstop [all v]\n\nwhen [b v] key pressed\ngo to (entrance v)\n\n@Gandalf\n\nwhen flag clicked\nswitch costume to (g v)\nforever\n if then\n switch costume to (g v)\n wait (0.1) seconds\n switch costume to (g2 v)\n wait (.1) seconds\n switch costume to (g3 v)\n wait (.1) seconds\n switch costume to (g4 v)\n wait (.1) seconds\n switch costume to (g5 v)\n wait (.1) seconds\n switch costume to (g6 v)\n wait (.1) seconds\n switch costume to (g7 v)\n wait (.1) seconds\n switch costume to (g8 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (g10 v)\n wait (0.1) seconds\n switch costume to (g11 v)\n wait (.1) seconds\n switch costume to (g12 v)\n wait (.1) seconds\n switch costume to (g13 v)\n wait (.1) seconds\n switch costume to (g14 v)\n wait (.1) seconds\n switch costume to (g15 v)\n wait (.1) seconds\n switch costume to (g16 v)\n wait (.1) seconds\n switch costume to (g17 v)\n end\nend\n\nwhen I receive [level 1 start v]\nswitch backdrop to (blue sky 2 2 v)\naction\n\nwhen flag clicked\nhide\n\ndefine action\nshow\nset [xj v] to [0]\nset [yj v] to [0]\nwait (1) seconds\npoint in direction (90)\nset [level v] to [0]\nshow\nset [xj v] to [0]\nset [yj v] to [0]\nforever\n set [xj v] to ((XJ) * (0.9))\n change x by (XJ)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by (1)\n end\n end\n end\n end\n end\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change x by ((XJ) * (-1))\n change y by (-5)\n if then\n if <(XJ) > [0]> then\n set [xj v] to [-5]\n else\n set [xj v] to [5]\n end\n set [yj v] to [12]\n else\n set [xj v] to [0]\n end\n end\n change [yj v] by (-1)\n change y by (YJ)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by ((YJ) * (-1))\n set [yj v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n if then\n set [yj v] to [12]\n switch costume to (g9 v)\n if <<touching (level v)?> or <touching (level2 v)?>> then\n switch costume to (g v)\n end\n end\n end\n change y by (1)\n if <<touching (obstacle v)?> or <<<touching (spider v)?> or <touching (spider 2 v)?>> or <<<touching (crash hammer2 v)?> or <touching (crash hammer1 v)?>> or <<touching (arrow v)?> or <touching (spike v)?>>>>> then\n broadcast (staff hide v)\n broadcast (Killed v)\n start sound [Woosh v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n go to (gandlfs v)\n clear graphic effects\n set [xj v] to [0]\n set [yj v] to [0]\n end\n if <touching (water v)?> then\n set [touching water v] to [1]\n else\n set [touching water v] to [0]\n end\n if <touching (level changer v)?> then\n broadcast (staff hide v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (1) seconds\n broadcast (next v)\n clear graphic effects\n go to (gandlfs v)\n set [xj v] to [0]\n set [yj v] to [0]\n end\n if <(LEVEL) = [8]> then\n broadcast (Dol guldur near v)\n end\n if <(LEVEL) = [10]> then\n broadcast (Dol guldur VERY near v)\n end\n if <<touching (level ending v)?> or <touching (level ending2 v)?>> then\n repeat (50)\n change [brightness v] effect by (2)\n end\n wait (1) seconds\n broadcast (LEVEL 1 END v)\n clear graphic effects\n set [xj v] to [0]\n set [yj v] to [0]\n hide\n end\n if <(LEVEL) = [17]> then\n if <touching (level ending v)?> then\n repeat (50)\n change [brightness v] effect by (2)\n end\n wait (1) seconds\n broadcast (LEVEL 2 ENd v)\n broadcast (LEVEL 3 UNLOCK v)\n clear graphic effects\n set [xj v] to [0]\n set [yj v] to [0]\n hide\n end\n end\n if <touching (back v)?> then\n broadcast (staff hide v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (1) seconds\n broadcast (back v)\n clear graphic effects\n go to (gandlfs v)\n set [xj v] to [0]\n set [yj v] to [0]\n end\nend\n\ndefine action2\nshow\nclear graphic effects\nset [touching water v] to [0]\ngo to (gandlfs v)\nwait (1) seconds\nforever\n if then\n set [sword v] to [0]\n change [xj v] by (-1)\n end\n if then\n set [sword v] to [1]\n change [xj v] by (1)\n end\n if <key (down arrow v) pressed?> then\n set [xj v] to [0]\n set [yj v] to [0]\n end\nend\n\nwhen I receive [level 1 start v]\nswitch backdrop to (blue sky 2 2 v)\naction2\n\nwhen I receive [end v]\nhide\n\ngo to x: (300) y: (200)\n\nswitch backdrop to (mountains \(1\) v)\n\nwhen I receive [level 2 start v]\ngo to x: (-205) y: (100)\nshow\n\nwhen I receive [level 2 start v]\ngo to x: (-205) y: (100)\nshow\n\nwhen [space v] key pressed\ngo to (level changer v)\n\nwhen I receive [level 3 start v]\ngo to x: (-205) y: (100)\nshow\n\nif <touching (real v)?> then\n broadcast (staff hide v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (1) seconds\n broadcast (Real v)\n clear graphic effects\n go to (gandlfs v)\n set [xj v] to [0]\n set [yj v] to [0]\nend\n\n@Weapon\n\nwhen flag clicked\nswitch costume to (sword v)\nhide\n\nwhen [m v] key pressed\n\nwhen flag clicked\nforever\n go to (arzion v)\nend\n\nwhen I receive [game start v]\nhide\nforever\n if <<(Weapon choose) = [1]> and <key (m v) pressed?>> then\n show\n change x by (3)\n change y by (-3)\n switch costume to (sword v)\n wait (0.05) seconds\n switch costume to (sword1-1 v)\n wait (0.05) seconds\n switch costume to (sword1-2 v)\n start sound [High Whoosh v]\n wait (0.05) seconds\n switch costume to (sword1-3 v)\n wait (0.05) seconds\n switch costume to (sword1-4 v)\n wait (0.05) seconds\n switch costume to (sword1-5 v)\n wait (0.05) seconds\n switch costume to (sword v)\n change x by (-3)\n change y by (3)\n hide\n end\n if <<(Weapon choose) = [1]> and <key (n v) pressed?>> then\n show\n change x by (-3)\n change y by (-3)\n switch costume to (sword v)\n wait (0.05) seconds\n switch costume to (sword2-1 v)\n wait (0.05) seconds\n switch costume to (sword2-2 v)\n start sound [High Whoosh v]\n wait (0.05) seconds\n switch costume to (sword2-3 v)\n wait (0.05) seconds\n switch costume to (sword2-4 v)\n wait (0.05) seconds\n switch costume to (sword2-5 v)\n wait (0.05) seconds\n switch costume to (sword v)\n change x by (3)\n change y by (3)\n hide\n end\n if <<(Weapon choose) = [2]> and <key (m v) pressed?>> then\n show\n change x by (3)\n change y by (-3)\n switch costume to (ax v)\n wait (0.05) seconds\n start sound [High Whoosh v]\n switch costume to (ax3 v)\n wait (0.05) seconds\n change x by (-3)\n change y by (3)\n hide\n end\n if <<(Weapon choose) = [2]> and <key (n v) pressed?>> then\n show\n change x by (-3)\n change y by (-3)\n switch costume to (ax2 v)\n wait (0.05) seconds\n start sound [High Whoosh v]\n switch costume to (ax4 v)\n wait (0.05) seconds\n change x by (3)\n change y by (3)\n hide\n end\n if <<(Weapon choose) = [3]> and <key (m v) pressed?>> then\n show\n change x by (3)\n change y by (-3)\n switch costume to (silversword v)\n wait (0.05) seconds\n start sound [High Whoosh v]\n switch costume to (silversword2 v)\n wait (0.05) seconds\n switch costume to (silversword3 v)\n wait (0.05) seconds\n switch costume to (silversword5 v)\n wait (0.05) seconds\n change x by (-3)\n change y by (3)\n hide\n end\n if <<(Weapon choose) = [3]> and <key (n v) pressed?>> then\n show\n change x by (3)\n change y by (-3)\n switch costume to (silversword v)\n wait (0.05) seconds\n start sound [High Whoosh v]\n switch costume to (silversword4 v)\n wait (0.05) seconds\n switch costume to (silversword6 v)\n wait (0.05) seconds\n switch costume to (silversword7 v)\n wait (0.05) seconds\n change x by (-3)\n change y by (3)\n hide\n end\n if <<(Weapon choose) = [4]> and <key (m v) pressed?>> then\n show\n change x by (3)\n change y by (-3)\n switch costume to (staff v)\n wait (0.05) seconds\n start sound [High Whoosh v]\n switch costume to (staff2 v)\n wait (0.05) seconds\n switch costume to (staff3 v)\n wait (0.05) seconds\n change x by (-3)\n change y by (3)\n hide\n end\n if <<(Weapon choose) = [4]> and <key (n v) pressed?>> then\n show\n change x by (3)\n change y by (-3)\n switch costume to (staff v)\n wait (0.05) seconds\n start sound [High Whoosh v]\n switch costume to (staff4 v)\n wait (0.05) seconds\n switch costume to (staff5 v)\n wait (0.05) seconds\n change x by (-3)\n change y by (3)\n hide\n end\nend\n\nhide\n\nwhen flag clicked\nset [weapon choose v] to [1]\nset [ax v] to [0]\nset [silversword v] to [0]\nset [wand v] to [0]\nforever\n if <key (1 v) pressed?> then\n set [weapon choose v] to [1]\n end\n if <(Ax) = [1]> then\n if <key (2 v) pressed?> then\n set [weapon choose v] to [2]\n end\n end\n if <(Silversword) = [1]> then\n if <key (3 v) pressed?> then\n set [weapon choose v] to [3]\n end\n end\n if <(Wand) = [1]> then\n if <key (4 v) pressed?> then\n set [weapon choose v] to [4]\n end\n end\nend\n\n\n\nwhen I receive [clear off! v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (silversword8 v)\nwait (3) seconds\nhide\n\n@Screen\n\nwhen I receive [game start page v]\nswitch costume to (모양 1 v)\nscreen\nwait (1) seconds\nbroadcast (start button v)\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (400)\n\ndefine screen\nshow\nglide (4) secs to x: (0) y: (0)\nwait (1) seconds\nglide (3) secs to x: (465) y: (0)\nhide\n\nwhen I receive [game start v]\nswitch costume to (모양 1 v)\nscreen\nstop [this script v]\n\nwhen I receive [no v]\nwait (5) seconds\nswitch costume to (모양 1 v)\nscreen\n\nwhen I receive [skip v]\nhide\nstop [this script v]\n\nswitch costume to (모양 1 v)\nscreen\n\n@Flag\n\nwhen flag clicked\ngo to x: (-170) y: (80)\nhide\n\nwhen I receive [game start page v]\nwait (5) seconds\nshow\nforever\n switch costume to (flag_1 v)\n wait (0.2) seconds\n switch costume to (flag_2 v)\n wait (0.2) seconds\n switch costume to (flag_3 v)\n wait (0.2) seconds\n switch costume to (flag_4 v)\n wait (0.2) seconds\nend\n\nwhen I receive [inside v]\nwait (3) seconds\nhide\n\n@Flag2\n\nwhen flag clicked\ngo to x: (170) y: (80)\nhide\n\nwhen I receive [game start page v]\nwait (5) seconds\nshow\nforever\n switch costume to (flag_1 v)\n wait (0.2) seconds\n switch costume to (flag_2 v)\n wait (0.2) seconds\n switch costume to (flag_3 v)\n wait (0.2) seconds\n switch costume to (flag_4 v)\n wait (0.2) seconds\nend\n\nwhen I receive [inside v]\nwait (3) seconds\nhide\n\n@Start button\n\nwhen flag clicked\ngo to x: (0) y: (-90)\nhide\nset size to (1) %\n\nwhen I receive [start button v]\nshow\nwait (1) seconds\nrepeat (50)\n change size by (2)\nend\nwait (0.5) seconds\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n wait (1) seconds\n repeat (100)\n change size by (-1)\n end\n hide\n broadcast (Inside v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [game start v]\nhide\n\n@LEVEL2\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [swamp hide v]\nswitch costume to (level 1 6 v)\ngo to x: (0) y: (250)\nwait (1) seconds\nshow\nglide (1) secs to x: (0) y: (0)\n\nwhen I receive [next v]\nset [pause v] to [8]\nset [strike v] to [8]\nset [scale v] to [5]\ngo to x: (0) y: (300)\nhide\nforever\n hide\n if <(LEVEL) = [6]> then\n switch costume to (level 1 6 v)\n show\n end\n if <(LEVEL) = [9]> then\n switch costume to (level 1 2 v)\n clear graphic effects\n show\n go to x: (120) y: (-106)\n if <<touching (staff fireball v)?> or <touching (weapon v)?>> then\n start sound [Crunch v]\n change [brightness v] effect by (30)\n wait (0.1) seconds\n change [brightness v] effect by (-30)\n wait (0.1) seconds\n change [strike v] by (-1)\n if <(Strike) < [0]> then\n repeat (5)\n change [mosaic v] effect by (50)\n end\n turn right (15) degrees\n go to x: (166) y: (-133)\n repeat until <(LEVEL) = [18]>\n hide\n clear graphic effects\n end\n else\n show\n clear graphic effects\n end\n else\n clear graphic effects\n end\n end\n if <(LEVEL) = [19]> then\n point in direction (90)\n switch costume to (level 1 4 v)\n clear graphic effects\n show\n go to x: (120) y: (-106)\n if <<touching (staff fireball v)?> or <touching (weapon v)?>> then\n start sound [Crunch v]\n change [brightness v] effect by (30)\n wait (0.1) seconds\n change [brightness v] effect by (-30)\n wait (0.1) seconds\n change [strike v] by (-1)\n if <(Strike) < [0]> then\n repeat (5)\n change [mosaic v] effect by (50)\n end\n turn right (15) degrees\n go to x: (166) y: (-133)\n else\n show\n clear graphic effects\n end\n else\n clear graphic effects\n end\n end\n if <(LEVEL) = [23]> then\n show\n point in direction (90)\n switch costume to (level 1 9 v)\n clear graphic effects\n show\n if <<touching (staff fireball v)?> or <touching (weapon v)?>> then\n start sound [Crunch v]\n change [brightness v] effect by (30)\n wait (0.1) seconds\n change [brightness v] effect by (-30)\n wait (0.1) seconds\n change [pause v] by (-1)\n if <(Pause) < [0]> then\n repeat (5)\n change [mosaic v] effect by (50)\n end\n broadcast (Boss die v)\n else\n show\n clear graphic effects\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\nif <(LEVEL) = [23]> then\n go to x: (0) y: (-338)\n wait (1) seconds\n glide (1) secs to x: (0) y: (209)\nend\n\ndefine Set Shaking Wall at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Setin'\nif <(LEVEL) = [22]> then\n Set Shaking Wall at x: [-194] y: [10]\n Set Shaking Wall at x: [-90] y: [63]\n Set Shaking Wall at x: [10] y: [150]\nend\n\nwhen I start as a clone\nswitch costume to (level 1 8 v)\nshow\nforever\n if <touching (arzion v)?> then\n Shaking\n end\nend\n\ndefine Shaking\nrepeat (10)\n change x by (-5)\n wait (0.05) seconds\n change x by (5)\n wait (0.05) seconds\nend\nrepeat until <(y position) < [-82]>\n change y by (-20)\n change [ghost v] effect by (5)\nend\nclear graphic effects\n\nrepeat (10)\n\nwhen I receive [ouch v]\n\nwhen I receive [next v]\nSetin'\n\nSetin'\n\n@Log\n\n@Radagast2\n\n@Background\n\nwhen flag clicked\n\nwhen I receive [next v]\nforever\n hide\n if <(LEVEL) = [2]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 4 v)\n end\n if <(LEVEL) = [3]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 5 v)\n end\n if <(LEVEL) = [4]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 6 v)\n end\n if <(LEVEL) = [5]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 7 v)\n end\n if <(LEVEL) = [6]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 8 v)\n end\n if <(LEVEL) = [7]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 9 v)\n end\n if <(LEVEL) = [9]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 2 v)\n end\n if <(LEVEL) = [10]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 3 v)\n end\n if <(LEVEL) = [13]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 10 v)\n end\n if <(LEVEL) = [14]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 11 v)\n end\n if <(LEVEL) = [17]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 12 v)\n end\n if <(LEVEL) = [18]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 13 v)\n end\nend\n\nset [level v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n hide\n if <(LEVEL) = [1]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 1 v)\n end\nend\n\n@Heart Attack\n\n@Clear the Screen\n\n@Random\n\n@Shield\n\nwhen flag clicked\nhide\n\n@Heart\n\n@Ice\n\n@Ice Skull\n\nwhen flag clicked\nhide\n\ndefine Setting Skull at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine set skull\nif <(LEVEL) = [6]> then\nend\n\nwhen I receive [next v]\nset skull\n\nwhen I start as a clone\nshow\nrepeat until <<touching (weapon v)?> or <touching (shield v)?>>\n switch costume to (skull_v2_1 v)\n wait (0.1) seconds\n switch costume to (skull_v2_2 v)\n wait (0.1) seconds\n switch costume to (skull_v2_4 v)\n wait (0.1) seconds\n switch costume to (skull_v2_3 v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <<touching (weapon v)?> or <touching (shield v)?>> then\n switch costume to (shotgun ice tail4 v)\n wait (0.1) seconds\n switch costume to (shotgun ice tail3 v)\n wait (0.1) seconds\n switch costume to (shotgun ice tail2 v)\n wait (0.1) seconds\n switch costume to (shotgun ice tail v)\n wait (0.1) seconds\n delete this clone\n end\nend\n\nSetting Skull at x: [0] y: [0]\n\n@Dark Wizard\n\ndefine Spawn at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine SETTT\nif <(LEVEL) = [18]> then\n Spawn at x: [200] y: [-127]\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.07) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n wait (2.5) seconds\n broadcast (Lighteningball v)\nend\n\nwhen I start as a clone\nforever\n if <<touching (staff fireball v)?> or <touching (weapon v)?>> then\n start sound [NPC_Killed_9 v]\n delete this clone\n end\nend\n\nwhen I receive [next v]\nSETTT\n\nwhen I receive [next v]\ndelete this clone\n\n@Dark Wizard's Sword\n\nwhen flag clicked\nhide\nforever\n go to (dark wizard v)\nend\n\nif <(LEVEL) = [12]> then\n\nwhen I receive [lighteningball v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nforever\n change x by (-5)\n if <<<touching (arzion v)?> or <<touching (real shield v)?> or <touching (_edge_ v)?>>> or <touching (weapon v)?>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nrepeat until <touching (_edge_ v)?>\nend\n\nif then\nend\n\n@Intro\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [shield v]\nwait (7) seconds\nswitch costume to (fighting cat3 v)\ngo to x: (0) y: (0)\nshow\nShutdown\n\nwhen I receive [heart v]\nwait (7) seconds\nswitch costume to (fighting cat4 v)\ngo to x: (0) y: (0)\nshow\nShutdown\n\ndefine Shutdown\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n hide\n clear graphic effects\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [heart attack item v]\nwait (7) seconds\nswitch costume to (heart attack v)\ngo to x: (0) y: (0)\nshow\nShutdown\n\nwhen I receive [random v]\nwait (7) seconds\nswitch costume to (fighting cat2 v)\ngo to x: (0) y: (0)\nshow\nShutdown\n\nwhen I receive [clear the screen v]\nwait (7) seconds\nswitch costume to (fighting cat v)\ngo to x: (0) y: (0)\nshow\nShutdown\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [come on v]\nhide\nforever\n if <(LEVEL) = [2]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 1 v)\n end\n if <(LEVEL) = [3]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 2 v)\n end\n if <(LEVEL) = [4]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 3 v)\n end\n if <(LEVEL) = [5]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 4 v)\n end\n if <(LEVEL) = [6]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 5 v)\n end\n if <(LEVEL) = [7]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 7 v)\n end\n if <(LEVEL) = [8]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 7 v)\n end\n if <(LEVEL) = [8]> then\n change [pixelate v] effect by (30)\n wait (0.05) seconds\n change [pixelate v] effect by (-30)\n wait (0.05) seconds\n end\n if <(LEVEL) = [12]> then\n hide\n end\n if <(LEVEL) = [13]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 8 v)\n end\n if <(LEVEL) = [13]> then\n change [pixelate v] effect by (30)\n wait (0.05) seconds\n change [pixelate v] effect by (-30)\n wait (0.05) seconds\n end\n if <(LEVEL) = [14]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 9 v)\n end\n if <(LEVEL) = [14]> then\n change [pixelate v] effect by (30)\n wait (0.05) seconds\n change [pixelate v] effect by (-30)\n wait (0.05) seconds\n end\n if <(LEVEL) = [15]> then\n hide\n end\n if <(LEVEL) = [16]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 10 v)\n end\n if <(LEVEL) = [16]> then\n change [pixelate v] effect by (30)\n wait (0.05) seconds\n change [pixelate v] effect by (-30)\n wait (0.05) seconds\n end\n if <(LEVEL) = [19]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 11 v)\n end\n if <(LEVEL) = [20]> then\n hide\n end\n if <(LEVEL) = [22]> then\n show\n go to x: (0) y: (0)\n switch costume to (모양 6 v)\n end\n if <(LEVEL) = [22]> then\n change [pixelate v] effect by (30)\n wait (0.05) seconds\n change [pixelate v] effect by (-30)\n wait (0.05) seconds\n end\n if <(LEVEL) = [22]> then\n repeat until <(LEVEL) > [22]>\n change y by (0.1)\n end\n end\n if <(LEVEL) = [23]> then\n hide\n end\nend\n\nwhen I receive [swamp hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nswitch costume to (모양 6 v)\n\ngo [forward v] (3) layers\n\ngo [backward v] (1) layers\n\ngo to [back v] layer\n\nwhen I receive [ouch v]\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\nSet Spike\n\ndefine Set moving spike at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set Spike\nif <(LEVEL) = [20]> then\n Set moving spike at x: [-12] y: [-153]\n Set moving spike at x: [1] y: [-153]\n Set moving spike at x: [14] y: [-153]\nend\n\nwhen I start as a clone\nshow\nforever\n wait (0.5) seconds\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (2 v)\n wait (0.1) seconds\n switch costume to (3 v)\n wait (0.1) seconds\nend\n\nswitch costume to (3 v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (weapon v)?> then\n start sound [Basketball Bounce v]\n change [brightness v] effect by (39)\n wait (0.1) seconds\n clear graphic effects\n wait (0.1) seconds\n end\nend\n\n@Arzion's\n\nwhen I receive [come on v]\nshow\nforever\n hide\n if <(LEVEL) = [2]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [3]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [4]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [5]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-64)\n end\n if <(LEVEL) = [6]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (0)\n end\n if <(LEVEL) = [7]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-33)\n end\n if <(LEVEL) = [8]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [9]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [10]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [11]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [12]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [13]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\n if <(LEVEL) = [14]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-82)\n end\n if <(LEVEL) = [15]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-100)\n end\n if <(LEVEL) = [16]> then\n switch costume to (모양 1 v)\n go to x: (-11) y: (-100)\n end\n if <(LEVEL) = [17]> then\n switch costume to (모양 1 v)\n go to x: (-220) y: (-120)\n end\nend\n\nwhen flag clicked\nhide\n\n@Counter\n\nwhen flag clicked\ngo to x: (0) y: (100)\nhide\n\nwhen I receive [come on v]\ngo to [front v] layer\nswitch costume to (모양 1 v)\nshow\ngo [backward v] (2) layers\nforever\n if <key (p v) pressed?> then\n switch costume to (모양 2 v)\n broadcast (Sight v)\n end\n if <key (x v) pressed?> then\n switch costume to (모양 1 v)\n broadcast (HIdd v)\n end\nend\n\n@Swamp monster\n\ndefine Swamp monster clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine setup\nif <(LEVEL) = [6]> then\n Swamp monster clone at x: [-160] y: [-131]\nelse\nend\n\nwhen I receive [next v]\nsetup\n\nwhen I start as a clone\nshow\nforever\n switch costume to (모양 1 v)\n wait (0.1) seconds\n switch costume to (모양 2 v)\n wait (0.1) seconds\n switch costume to (모양 3 v)\n wait (0.1) seconds\n switch costume to (모양 4 v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nswitch costume to (모양 1 v)\nhide\n\nwhen I start as a clone\nshow\nforever\n repeat until <(x position) = [241]>\n change x by (2)\n if <(x position) = [241]> then\n hide\n go to x: (-238) y: (y position)\n show\n end\n end\nend\n\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\nforever\n if <touching (bolt v)?> then\n repeat until <(y position) < [-180]>\n turn right (15) degrees\n change y by (-5)\n end\n hide\n broadcast (Swamp hide v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (weapon v)?> then\n delete this clone\n end\nend\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\ngo to x: (206) y: (-158)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n wait (0.05) seconds\n broadcast (Skip v)\n hide\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nhide\n\nwhen I receive [animation start v]\n\nclear graphic effects\n\nwhen I receive [skip v]\nstop [other scripts in sprite v]\nbroadcast (Game start page v)\n\n@Health\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (5 v)\ngo to x: (126) y: (135)\nhide\n\nwhen I receive [ouch v]\nwait (0.3) seconds\nnext costume\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Game Over v)\n end\nend\n\nwhen I receive [hidd v]\nhide\n\nwhen I receive [health up v]\nswitch costume to (5 v)\n\nwhen I receive [sight v]\ngo to [front v] layer\nshow\n\n@Projectile2\n\nforever\n switch costume to (lightningball v)\n wait (0.05) seconds\n switch costume to (lightningball2 v)\n wait (0.05) seconds\nend\n\nswitch costume to (hiteffect3 v)\nwait (0.1) seconds\n\nswitch costume to (firesliceeffect3 v)\nwait (0.1) seconds\nswitch costume to (firesliceeffect4 v)\nwait (0.1) seconds\nswitch costume to (firesliceeffect5 v)\nwait (0.1) seconds\nswitch costume to (firesliceeffect6 v)\nwait (0.1) seconds\nswitch costume to (firesliceeffect7 v)\nwait (0.1) seconds\n\n@Water monster\n\ndefine Set water monster at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set WM\nif <(LEVEL) = [8]> then\n Set water monster at x: [-55] y: [-165]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\nSet WM\n\nwhen I start as a clone\nforever\n repeat (20)\n change y by (5)\n end\n wait (0.1) seconds\n repeat (20)\n change y by (-5)\n end\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <<<touching (weapon v)?> or <touching (real shield v)?>> or <touching (staff fireball v)?>> then\n start sound [NPC_Killed_1 v]\n repeat (10)\n change [mosaic v] effect by (10)\n end\n clear graphic effects\n change [coin v] by (3)\n delete this clone\n end\nend\n\n@Coin\n\ndefine Coin Clone at x: (x) y: (y) Size (s)\ngo to x: (x) y: (y)\nset size to (s) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <<touching (arzion v)?> or <<touching (staff fireball v)?> or <touching (weapon v)?>>> then\n change [coin v] by (1)\n start sound [Coin v]\n delete this clone\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\ndefine set coin\nif <(LEVEL) = [2]> then\n Coin Clone at x: [-71] y: [-123] Size [60]\n Coin Clone at x: [-43] y: [-100] Size [60]\n Coin Clone at x: [-12] y: [-80] Size [60]\n Coin Clone at x: [25] y: [-88] Size [60]\n Coin Clone at x: [51] y: [-110] Size [60]\nelse\n if <(LEVEL) = [3]> then\n Coin Clone at x: [-88] y: [-122] Size [60]\n Coin Clone at x: [-56] y: [-90] Size [60]\n Coin Clone at x: [-15] y: [-98] Size [60]\n Coin Clone at x: [44] y: [-40] Size [60]\n else\n if <(LEVEL) = [4]> then\n Coin Clone at x: [-49] y: [-128] Size [60]\n Coin Clone at x: [-10] y: [-65] Size [60]\n Coin Clone at x: [40] y: [-116] Size [60]\n else\n if <(LEVEL) = [5]> then\n Coin Clone at x: [-55] y: [-60] Size [60]\n Coin Clone at x: [-55] y: [-65] Size [60]\n Coin Clone at x: [-55] y: [-70] Size [60]\n Coin Clone at x: [55] y: [-60] Size [60]\n Coin Clone at x: [55] y: [-65] Size [60]\n Coin Clone at x: [55] y: [-70] Size [60]\n else\n if <(LEVEL) = [6]> then\n Coin Clone at x: [-80] y: [-40] Size [60]\n Coin Clone at x: [-60] y: [-40] Size [60]\n Coin Clone at x: [-40] y: [-40] Size [60]\n Coin Clone at x: [-20] y: [-40] Size [60]\n Coin Clone at x: [0] y: [-40] Size [60]\n Coin Clone at x: [20] y: [-40] Size [60]\n Coin Clone at x: [40] y: [-40] Size [60]\n Coin Clone at x: [60] y: [-40] Size [60]\n Coin Clone at x: [80] y: [-40] Size [60]\n Coin Clone at x: [100] y: [-40] Size [60]\n else\n if <(LEVEL) = [8]> then\n Coin Clone at x: [0] y: [-100] Size [60]\n Coin Clone at x: [-100] y: [-100] Size [60]\n Coin Clone at x: [-60] y: [-45] Size [60]\n Coin Clone at x: [150] y: [-116] Size [60]\n else\n if <(LEVEL) = [9]> then\n Coin Clone at x: [-170] y: [-50] Size [60]\n Coin Clone at x: [-100] y: [-100] Size [60]\n Coin Clone at x: [225] y: [155] Size [60]\n Coin Clone at x: [200] y: [155] Size [60]\n else\n if <(LEVEL) = [10]> then\n Coin Clone at x: [-35] y: [-110] Size [60]\n Coin Clone at x: [-5] y: [-110] Size [60]\n Coin Clone at x: [25] y: [-110] Size [60]\n else\n if <(LEVEL) = [12]> then\n Coin Clone at x: [-80] y: [-140] Size [60]\n Coin Clone at x: [130] y: [-140] Size [60]\n else\n if <(LEVEL) = [13]> then\n Coin Clone at x: [-50] y: [-90] Size [60]\n else\n if <(LEVEL) = [17]> then\n Coin Clone at x: [-130] y: [54] Size [60]\n Coin Clone at x: [-150] y: [60] Size [70]\n Coin Clone at x: [-170] y: [70] Size [90]\n Coin Clone at x: [-190] y: [80] Size [110]\n else\n if <(LEVEL) = [19]> then\n Coin Clone at x: [162] y: [54] Size [60]\n Coin Clone at x: [40] y: [0] Size [60]\n Coin Clone at x: [40] y: [20] Size [60]\n Coin Clone at x: [40] y: [40] Size [60]\n else\n if <(LEVEL) = [22]> then\n Coin Clone at x: [-60] y: [140] Size [60]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (coin_4 v)\n wait (0.1) seconds\n switch costume to (coin_3 v)\n wait (0.1) seconds\n switch costume to (coin_2 v)\n wait (0.1) seconds\n switch costume to (coin_1 v)\n wait (0.1) seconds\nend\n\nnext costume\n\nwhen I receive [next v]\nshow variable [coin v]\nset coin\n\nwhen flag clicked\nhide variable [coin v]\nset [coin v] to [0]\nset size to (60) %\nset rotation style [left-right v]\nhide\n\nif <<touching (arzion v)?> or <touching (weapon v)?>> then\n if <(s) = [60]> then\n else\n if <(s) = [200]> then\n change [coin v] by (10)\n end\n end\nend\n\nCoin Clone at x: [40] y: [0] Size [60]\nCoin Clone at x: [40] y: [20] Size [60]\nCoin Clone at x: [40] y: [40] Size [60]\n\n@Bubble\n\nwhen I start as a clone\ngo to (swamp monster v)\nshow\nset size to (pick random (40) to (90)) %\n\nwhen I start as a clone\nrepeat until <not <touching (spikes v)?>>\n change x by (pick random (1) to (3))\n wait (pick random (0) to (0.5)) seconds\n change x by (pick random (-1) to (-3))\n wait (pick random (0) to (0.5)) seconds\nend\n\nwhen I start as a clone\nrepeat until <not <touching (spikes v)?>>\n switch costume to (costume1 v)\n change y by (2)\nend\nswitch costume to (costume2 v)\nwait (0.1) seconds\nhide\ndelete this clone\n\nwhen I receive [come on v]\nforever\n hide\n go to (swamp monster v)\n if <(LEVEL) = [6]> then\n wait (pick random (0.1) to (0.7)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\nforever\n\nwhen I receive [swamp hide v]\nhide\n\n@sign\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\nforever\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n show\n go to x: (-107) y: (-122)\n point in direction (105)\n end\n if <(LEVEL) = [3]> then\n hide\n end\n if <(LEVEL) = [6]> then\n show\n switch costume to (1 v)\n go to x: (-155) y: (-42)\n point in direction (105)\n if <touching (arzion v)?> then\n say [Swamp Monster is dangerous. -Thunder-] for (3) seconds\n ask [Want my hlep? \(y/n\)] and wait\n if < (answer) contains [y]?> then\n broadcast (THunderbolt v)\n else\n say [Then do it yourself!] for (2) seconds\n end\n end\n end\n if <(LEVEL) = [7]> then\n hide\n end\n if <(LEVEL) = [11]> then\n show\n switch costume to (5 v)\n go to x: (-107) y: (-140)\n point in direction (105)\n end\n if <(LEVEL) = [12]> then\n hide\n end\n if <(LEVEL) = [20]> then\n hide\n end\nend\n\nwhen I receive [thunderbolt v]\nforever\n hide\nend\n\n@bolt\n\nwhen I receive [bolt v]\ngo to x: (0) y: (28)\nshow\nrepeat (10)\n switch costume to (thundara v)\n wait (0.1) seconds\n switch costume to (thundara2 v)\n wait (0.1) seconds\n switch costume to (thundara3 v)\n wait (0.1) seconds\n switch costume to (thundara4 v)\n wait (0.1) seconds\n switch costume to (thundara5 v)\n wait (0.1) seconds\n switch costume to (thundara6 v)\n wait (0.1) seconds\n switch costume to (thundara7 v)\n wait (0.1) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\n@Chaos\n\nwhen flag clicked\npoint in direction (90)\nclear graphic effects\nhide\nforever\n hide\n if <(LEVEL) = [9]> then\n show\n switch costume to (costume1 \(3\)2 v)\n go to x: (215) y: (-129)\n Shake\n go to x: (193) y: (-96)\n Activate\n end\n if <(LEVEL) = [9]> then\n wait (5) seconds\n Spin\n say [At last!] for (2) seconds\n end\nend\n\ndefine Shake\nclear graphic effects\nrepeat (30)\n change x by (4)\n wait (0.05) seconds\n change x by (-4)\n wait (0.05) seconds\nend\nwait (0.1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (costume1 \(3\)3 v)\n\ndefine Activate\nclear graphic effects\nforever\n turn right (30) degrees\nend\n\ndefine Spin\nforever\n repeat (10)\n change size by (10)\n end\n wait (0.05) seconds\n repeat (10)\n change size by (-10)\n end\n wait (0.05) seconds\nend\n\nwhen flag clicked\nset [chaos life v] to [5]\nforever\n if <<touching (weapon v)?> or <touching (staff fireball v)?>> then\n change [brightness v] effect by (30)\n wait (0.1) seconds\n change [brightness v] effect by (-30)\n wait (0.1) seconds\n change [chaos life v] by (-1)\n if <(Chaos life) < [0]> then\n repeat (5)\n change [mosaic v] effect by (50)\n end\n repeat until <(LEVEL) = [50]>\n hide\n clear graphic effects\n end\n else\n show\n clear graphic effects\n end\n else\n clear graphic effects\n end\nend\n\n@Counter Buttons\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [come on v]\nswitch costume to (모양 1 v)\ngo to x: (-221) y: (154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n go to [front v] layer\n if <mouse down?> then\n start sound [Clang v]\n broadcast (Soldout v)\n go to [front v] layer\n switch costume to (모양 2 v)\n wait (0.5) seconds\n ask [Type the first letter of Item's name that you want to buy. If you don't want anything, type x] and wait\n if <(answer) = [A]> then\n if <<(Coin) > [20]> or <(Coin) = [20]>> then\n broadcast (Unlocked v)\n say [Sold] for (2) seconds\n set [ax v] to [1]\n change [coin v] by (-20)\n else\n say [Not enough Gold] for (2) seconds\n end\n else\n if <(answer) = [B]> then\n if <<(Coin) > [40]> or <(Coin) = [40]>> then\n broadcast (Unlocked v)\n say [Sold] for (2) seconds\n set [silversword v] to [1]\n change [coin v] by (-40)\n else\n say [Not enough Gold] for (2) seconds\n end\n else\n if <(answer) = [W]> then\n if <<(Coin) > [50]> or <(Coin) = [50]>> then\n broadcast (Unlocked v)\n say [Sold] for (2) seconds\n set [wand v] to [1]\n change [coin v] by (-50)\n else\n say [Not enough Gold] for (2) seconds\n end\n else\n if <(answer) = [S]> then\n if <<(Coin) > [25]> or <(Coin) = [25]>> then\n broadcast (Shield v)\n say [Sold] for (2) seconds\n change [coin v] by (-25)\n else\n say [Not enough Gold] for (2) seconds\n end\n else\n if <(answer) = [L]> then\n if <<(Coin) > [28]> or <(Coin) = [28]>> then\n broadcast (Heart v)\n say [Sold] for (2) seconds\n change [coin v] by (-28)\n else\n say [Not enough Gold] for (2) seconds\n end\n else\n if <(answer) = [H]> then\n if <<(Coin) > [30]> or <(Coin) = [30]>> then\n broadcast (Heart Attack Item v)\n say [Sold] for (2) seconds\n change [coin v] by (-30)\n else\n say [Not enough Gold] for (2) seconds\n end\n else\n if <(answer) = [R]> then\n if <<(Coin) > [35]> or <(Coin) = [35]>> then\n broadcast (RANDOM v)\n say [Sold] for (2) seconds\n change [coin v] by (-35)\n else\n say [Not enough Gold] for (2) seconds\n end\n else\n if <(answer) = [C]> then\n if <<(Coin) > [55]> or <(Coin) = [55]>> then\n broadcast (Clear the Screen v)\n say [Sold] for (2) seconds\n change [coin v] by (-55)\n else\n say [Not enough Gold] for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\n if <key (x v) pressed?> then\n switch costume to (모양 1 v)\n end\nend\n\nchange [coin v] by (1)\ndelete this clone\n\nwhen I receive [end v]\nhide variable [level v]\nhide variable [coin v]\nhide\n\n@DEM\n\ndefine Setting DEM at: (x) Set y at: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nSet DEM\n\ndefine Set DEM\nif <(LEVEL) = [4]> then\n Setting DEM at: [99] Set y at: [-127]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n repeat (9)\n set [demx v] to [0]\n point in direction (0)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n set [demx v] to [1]\n point in direction (-1)\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(DEMX) = [0]> then\n change x by (2)\n else\n change x by (-3)\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (weapon v)?> or <touching (real shield v)?>> then\n start sound [NPC_Killed_9 v]\n repeat (10)\n change [pixelate v] effect by (20)\n end\n clear graphic effects\n change [coin v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\nif <(LEVEL) = [6]> then\n go to x: (-234) y: (143)\nend\n\nforever\nend\n\nshow\n\nwhen I receive [thunderbolt v]\nshow\nswitch costume to (cloud2 v)\nglide (3) secs to x: (-3) y: (143)\nswitch costume to (cloud v)\nwait (0.1) seconds\nswitch costume to (cloud3 v)\nwait (0.1) seconds\nswitch costume to (cloud4 v)\nwait (0.1) seconds\nbroadcast (Bolt v)\nwait (9) seconds\nglide (3) secs to x: (-234) y: (143)\nhide\n\n@De-BuBuff\n\n@Weapon Counter\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (-70) y: (130)\nhide\n\nwhen I receive [hidd v]\nhide\n\nforever\n if <key (p v) pressed?> then\n show\n end\n if <key (x v) pressed?> then\n hide\n end\nend\n\nwhen I receive [axe v]\nswitch costume to (모양 3 v)\n\nwhen I receive [sight v]\ngo to [front v] layer\nshow\n\n@Ending Credit\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nclear graphic effects\n\nwhen I receive [game over v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nclear graphic effects\nrepeat (100)\n change [ghost v] effect by (1)\nend\nclear graphic effects\nhide\n\n@Another Ar\n\nwhen flag clicked\nhide\n\nwhen I receive [inside v]\nwait (3) seconds\ngo to x: (-127) y: (-118)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n broadcast (Game Start v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [game start v]\nforever\n repeat until <touching (_edge_ v)?>\n change x by (10)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\n@Arrow\n\nwhen I receive [inside v]\nwait (3) seconds\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\nhide\n\n@enterances\n\nwhen flag clicked\nhide\n\ndefine Enter x at: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine set Enter\nif <(LEVEL) = [11]> then\n Enter x at: [210] y: [-146]\nelse\n if <(LEVEL) = [12]> then\n Enter x at: [210] y: [-150]\n else\n if <(LEVEL) = [13]> then\n Enter x at: [210] y: [-90]\n else\n if <(LEVEL) = [14]> then\n Enter x at: [210] y: [-40]\n else\n if <(LEVEL) = [15]> then\n Enter x at: [210] y: [-125]\n else\n if <(LEVEL) = [16]> then\n Enter x at: [-210] y: [100]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nset Enter\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nshow\nrepeat (5)\n switch costume to (quake v)\n wait (0.15) seconds\n switch costume to (quake2 v)\n wait (0.15) seconds\n switch costume to (quake3 v)\n wait (0.15) seconds\nend\nswitch costume to (quake v)\nwait (0.15) seconds\nswitch costume to (quake2 v)\nwait (0.15) seconds\nswitch costume to (quake3 v)\nwait (0.15) seconds\nswitch costume to (quake4 v)\nwait (0.15) seconds\nswitch costume to (quake5 v)\nwait (0.15) seconds\nswitch costume to (quake6 v)\nwait (0.15) seconds\nswitch costume to (quake7 v)\nwait (0.15) seconds\n\n@download\n\n@스프라이트 2\n\n@Counter Buttons2\n\nwhen I receive [come on v]\ngo to x: (-178) y: (154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n start sound [Clang v]\n switch costume to (모양 2 v)\n end\n else\n set [brightness v] effect to (0)\n end\n if <key (x v) pressed?> then\n switch costume to (모양 1 v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nhide\n\n@Big Coin\n\ndefine Coin Clone at x: (x) y: (y) Size (s)\ngo to x: (x) y: (y)\nset size to (s) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <<touching (arzion v)?> or <touching (weapon v)?>> then\n change [coin v] by (10)\n start sound [Coin v]\n delete this clone\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\ndefine set coin\nif <(LEVEL) = [7]> then\n Coin Clone at x: [0] y: [-100] Size [200]\nelse\n if <(LEVEL) = [11]> then\n Coin Clone at x: [0] y: [-100] Size [200]\n end\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (coin_4 v)\n wait (0.1) seconds\n switch costume to (coin_3 v)\n wait (0.1) seconds\n switch costume to (coin_2 v)\n wait (0.1) seconds\n switch costume to (coin_1 v)\n wait (0.1) seconds\nend\n\nnext costume\n\nwhen I receive [next v]\nshow variable [coin v]\nset coin\n\nwhen flag clicked\nset size to (200) %\nhide\n\nif <<touching (arzion v)?> or <touching (weapon v)?>> then\n if <(s) = [60]> then\nend\n\n@Arm\n\ndefine SPAWN at x: (x) y: (y) Direction (g) Size (s)\ngo to x: (x) y: (y)\npoint in direction (g)\nset size to (s) %\ncreate clone of (_myself_ v)\n\ndefine ACTT\nif <(LEVEL) = [9]> then\n SPAWN at x: [191] y: [-115] Direction [90] Size (pick random (130) to (140))\n SPAWN at x: [177] y: [-93] Direction [120] Size (pick random (130) to (140))\n SPAWN at x: [190] y: [-58] Direction [140] Size (pick random (130) to (140))\nend\n\nwhen I start as a clone\nwait (5) seconds\nshow\nforever\n repeat (60)\n turn left (3) degrees\n end\n wait (0.2) seconds\n repeat (60)\n turn right (3) degrees\n end\n if <<touching (weapon v)?> or <(Chaos life) < [0]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nACTT\n\n@Item unlock!\n\nwhen flag clicked\nhide\n\n@Shine\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\npoint in direction (90)\n\nwhen I receive [unlocked v]\n\nshow\ngo to x: (0) y: (0)\nrepeat (200)\n turn right (7) degrees\nend\nhide\npoint in direction (90)\n\n@Chain\n\nwhen flag clicked\nhide\npoint in direction (90)\n\ndefine Chain Axe\npoint in direction (90)\nforever\n repeat until <(direction) = [40]>\n turn left (2) degrees\n end\n wait (0.1) seconds\n repeat until <(direction) = [140]>\n turn right (2) degrees\n end\n wait (0.1) seconds\nend\n\ndefine Set Chain Axe at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nrepeat (10)\nend\n\nrepeat (10)\nend\n\nturn right (5) degrees\n\nwhen I start as a clone\nshow\nChain Axe\n\ndefine SETINGS\nif <(LEVEL) = [12]> then\n Set Chain Axe at x: [-100] y: [145]\n Set Chain Axe at x: [130] y: [145]\nend\n\nwhen I start as a clone\nchange [brightness v] effect by (-30)\n\nwhen I receive [next v]\nSETINGS\n\nwhen I receive [next v]\ndelete this clone\n\n@Wolves\n\ndefine Set wolf\nif <(LEVEL) = [16]> then\n Set Wolfman at x: [-203] y: [-64] De [0]\n Set Wolfman at x: [104] y: [-65] De [0]\n Set Wolfman at x: [-77] y: [118] De [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\ndefine Wolf act\nforever\n repeat until <<touching (staff fireball v)?> or <touching (weapon v)?>>\n point in direction (0)\n repeat (28)\n change x by (2)\n end\n point in direction (-1)\n repeat (28)\n change x by (-2)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (gnollshaman_walk_1 v)\nforever\n repeat until <<touching (staff fireball v)?> or <touching (weapon v)?>>\n switch costume to (gnollshaman_walk_1 v)\n wait (0.05) seconds\n switch costume to (gnollshaman_walk_2 v)\n wait (0.05) seconds\n switch costume to (gnollshaman_walk_3 v)\n wait (0.05) seconds\n switch costume to (gnollshaman_walk_4 v)\n wait (0.05) seconds\n end\n if <touching (weapon v)?> then\n start sound [hit organic 1 v]\n change [brightness v] effect by (10)\n repeat (10)\n change [pixelate v] effect by (10)\n end\n change [coin v] by (2)\n delete this clone\n else\n clear graphic effects\n end\nend\n\nwhen I receive [next v]\nSet wolf\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nforever\n repeat until <<touching (staff fireball v)?> or <touching (weapon v)?>>\n Wolf act\n end\nend\n\ndefine Set Wolfman at x: (x) y: (y) De (d)\npoint in direction (d)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@Lava Monster\n\nwhen flag clicked\nswitch costume to (모양 1 v)\nhide\nforever\n hide\n if <(LEVEL) = [14]> then\n show\n go to x: (222) y: (-138)\n end\n if <(LEVEL) = [14]> then\n switch costume to (모양 1 v)\n wait (0.1) seconds\n switch costume to (모양 2 v)\n wait (0.1) seconds\n switch costume to (모양 3 v)\n wait (0.1) seconds\n switch costume to (모양 4 v)\n wait (0.1) seconds\n end\nend\n\n@FIREBALL\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [14]> then\n go to (lava monster v)\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\nrepeat until \nend\n\ndefine FIREBALL\nglide (2) secs to (arzion v)\npoint towards (arzion v)\n\nwhen I start as a clone\nFIREBALL\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <<touching (level v)?> or <<touching (weapon v)?> or <touching (_edge_ v)?>>> then\n delete this clone\n end\nend\n\n@Drill\n\ndefine Set Drill x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Settttt\nif <(LEVEL) = [15]> then\n Set Drill x: [-150] y: [-105]\n Set Drill x: [-50] y: [0]\n Set Drill x: [40] y: [-105]\n Set Drill x: [70] y: [0]\n Set Drill x: [80] y: [-105]\n Set Drill x: [120] y: [0]\nelse\n if <(LEVEL) = [16]> then\n Set Drill x: [120] y: [0]\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\nSettttt\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn right (15) degrees\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (weapon v)?> then\n start sound [Basketball Bounce v]\n change [brightness v] effect by (39)\n wait (0.1) seconds\n clear graphic effects\n wait (0.1) seconds\n end\nend\n\n@Crash Hammer\n\nchange [brightness v] effect by (-10)\n\nclear graphic effects\n\n@Golem\n\ndefine Set Golem at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set GOLEM\nif <(LEVEL) = [5]> then\n Set Golem at x: [158] y: [5]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [golem life v] to [1]\nswitch costume to (golem_idle_1 v)\nshow\nwait (0.5) seconds\nrepeat (5)\n switch costume to (golem_idle_1 v)\n wait (0.1) seconds\n switch costume to (golem_idle_2 v)\n wait (0.1) seconds\n switch costume to (golem_idle_3 v)\n wait (0.1) seconds\n switch costume to (golem_idle_4 v)\n wait (0.1) seconds\n switch costume to (golem_idle_5 v)\n wait (0.1) seconds\n switch costume to (golem_idle_6 v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nwait (2) seconds\nrepeat until <(GOLEM LIFE) = [0]>\n wait (3) seconds\n switch costume to (golem throw1 v)\n wait (0.1) seconds\n switch costume to (golem throw2 v)\n wait (0.1) seconds\n switch costume to (golem throw3 v)\n wait (0.1) seconds\n switch costume to (golem throw4 v)\n wait (0.05) seconds\n switch costume to (golem throw5 v)\n broadcast (ROCK v)\n wait (0.05) seconds\n switch costume to (golem throw7 v)\n wait (0.05) seconds\n switch costume to (golem throw6 v)\n wait (0.3) seconds\nend\n\nwhen I receive [next v]\nSet GOLEM\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (staff fireball v)?> or <touching (weapon v)?>> then\n change [brightness v] effect by (10)\n broadcast (Golem Hit v)\n wait (0.2) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [golem hide v]\nset [golem life v] to [0]\nswitch costume to (golem die v)\nwait (0.2) seconds\nswitch costume to (golem die v)\ndelete this clone\n\nchange [coin v] by (30)\nstop [this script v]\n\nwhen I receive [golem hide v]\n\n@REAL Boss\n\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [come on v]\nhide\nforever\n if <(LEVEL) = [23]> then\n show\n go to x: (187) y: (-10)\n set [brightness v] effect to (-50)\n end\nend\n\nwhen I receive [come on v]\nif <(LEVEL) = [23]> then\n say [At last!!!] for (1) seconds\n say [That Great Wizard sent you, huh?] for (3) seconds\n say [But, there is no light, that can defeat the Darkness, boy] for (3) seconds\n say [You can't defeat me] for (2) seconds\nend\n\nwhen I receive [boss die v]\nsay [NOOOOOOOOOOOOOOOOOO! My shield! All my power is crashed!] for (3) seconds\nsay [I'll be back! I'll revenge!] for (2) seconds\nrepeat (10)\n change [mosaic v] effect by (25)\nend\nhide\nclear graphic effects\nbroadcast (End v)\n\n@ROCK\n\nwhen flag clicked\nhide\n\nwhen I receive [come on v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n go to (golem v)\nend\n\nwait (1) seconds\n\nwhen I receive [rock v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (golem throw2 v)\nshow\npoint towards (arzion v)\nforever\n if <not <(GOLEM LIFE) = [0]>> then\n move (10) steps\n if <<<touching (weapon v)?> or <<touching (real shield v)?> or <touching (arzion v)?>>> or <<touching (staff fireball v)?> or <touching (_edge_ v)?>>> then\n start sound [Crunch v]\n switch costume to (cra v)\n wait (0.05) seconds\n switch costume to (cra2 v)\n wait (0.05) seconds\n switch costume to (cra3 v)\n wait (0.05) seconds\n switch costume to (cra4 v)\n wait (0.05) seconds\n switch costume to (cra5 v)\n wait (0.05) seconds\n switch costume to (cra6 v)\n wait (0.05) seconds\n delete this clone\n end\n end\nend\n\nwait (1) seconds\n\nwhen I receive [golem hide v]\ndelete this clone\n\nforever\n\n@UNLOCKED ITEM\n\nwhen I receive [sight v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [hidd v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (5 v)\ngo to x: (0) y: (0)\nhide\nforever\n ITEM\n repeat until <<key (7 v) pressed?> or <<key (8 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <key (9 v) pressed?>>>>>\n switch costume to (7 v)\n if <<key (7 v) pressed?> or <<key (8 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <key (9 v) pressed?>>>>> then\n ITEM\n else\n switch costume to (7 v)\n end\n end\nend\n\ndefine ITEM\nswitch costume to (5 v)\nwait (5) seconds\nswitch costume to (2 v)\nwait (10) seconds\nswitch costume to (3 v)\nwait (20) seconds\nswitch costume to (4 v)\nwait (25) seconds\nswitch costume to (6 v)\nwait (35) seconds\n\nwhen I receive [clear the screen v]\nswitch costume to (7 v)\n\nwhen I receive [heart v]\nswitch costume to (3 v)\n\nwhen I receive [heart attack item v]\nswitch costume to (4 v)\n\nwhen I receive [random v]\nswitch costume to (6 v)\n\nwhen I receive [shield v]\nswitch costume to (2 v)\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [2]> or <(costume [number v]) > [2]>> then\n if <key (5 v) pressed?> then\n broadcast (Shield up v)\n end\n end\n if <<(costume [number v]) = [3]> or <(costume [number v]) > [3]>> then\n if <key (6 v) pressed?> then\n broadcast (Health up v)\n end\n end\n if <<(costume [number v]) = [6]> or <(costume [number v]) > [6]>> then\n if <key (9 v) pressed?> then\n broadcast (clear off! v)\n end\n end\nend\n\n@Staff fireball\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [come on v]\nforever\n hide\n go to (weapon v)\n if <key (m v) pressed?> then\n set [degre v] to [90]\n else\n if <key (n v) pressed?> then\n set [degre v] to [-90]\n end\n end\n if <<(Weapon choose) = [4]> and <<key (m v) pressed?> or <key (n v) pressed?>>> then\n wait (0.1) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nshow\npoint in direction (Degre)\nforever\n move (10) steps\n if <<touching (boss v)?> or <<touching (dark wizard v)?> or <<touching (dark wizard's sword v)?> or <<touching (dark wizard's sword v)?> or <<touching (_edge_ v)?> or <touching (level2 v)?>>>>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nrepeat until <<touching (boss v)?> or <<touching (dark wizard v)?> or <<touching (dark wizard's sword v)?> or <<touching (dark wizard's sword v)?> or <touching (level2 v)?>>>>>\n\nwhen I receive [next v]\ndelete this clone\n\n@Golem Life\n\nwhen flag clicked\nhide\n\nwhen I receive [come on v]\nswitch costume to (17 v)\nforever\n hide\n if <(LEVEL) = [5]> then\n go to x: (150) y: (29)\n show\n else\n hide\n end\n if <(LEVEL) = [6]> then\n hide\n end\nend\n\nwhen I receive [golem hit v]\nwait (0.05) seconds\nnext costume\nforever\n if <(costume [number v]) = [18]> then\n hide\n broadcast (Golem Hide v)\n else\n show\n end\nend\n\nwhen I receive [golem hide v]\nforever\n switch costume to (18 v)\n hide\nend\n\n@Slime\n\ndefine Set Slime at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Set Slime\nif <(LEVEL) = [2]> then\n Set Slime at x: [225] y: [-128]\nend\n\nwhen I receive [next v]\nSet Slime\n\nwhen I start as a clone\nshow\nforever\n if <(LEVEL) = [2]> then\n switch costume to (1 v)\n wait (0.2) seconds\n switch costume to (2 v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (weapon v)?> then\n start sound [hit organic 1 v]\n repeat (30)\n change [color v] effect by (5)\n end\n clear graphic effects\n repeat (10)\n change [mosaic v] effect by (25)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(LEVEL) = [2]> then\n glide (3) secs to x: (50) y: (-128)\n wait (0.1) seconds\n glide (3) secs to x: (225) y: (-128)\n wait (0.1) seconds\n end\nend\n\n@Plants\n\ndefine Set plants at x: (x) y: (y) Plants Number: (n)\ngo to x: (x) y: (y)\nswitch costume to <(n) = (costume [number v])>\ncreate clone of (_myself_ v)\n\ndefine Set Plants\nforever\n if <(LEVEL) = [2]> then\n Set plants at x: [-176] y: [-139] Plants Number: <<(n) = [11]> or <<(n) = [1]> or <(n) = [6]>>>\n Set plants at x: [-148] y: [-139] Plants Number: <<(n) = [11]> or <<(n) = [1]> or <(n) = [6]>>>\n Set plants at x: [-50] y: [-138] Plants Number: <<(n) = [11]> or <<(n) = [1]> or <(n) = [6]>>>\n Set plants at x: [77] y: [-139] Plants Number: <<(n) = [11]> or <<(n) = [1]> or <(n) = [6]>>>\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nnext costume\nwait (pick random (0.05) to (0.5)) seconds\nnext costume\nwait (pick random (0.05) to (0.5)) seconds\nnext costume\nwait (pick random (0.05) to (0.5)) seconds\nnext costume\nwait (pick random (0.05) to (0.5)) seconds\nnext costume\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\nSet Plants\n\nwhen I start as a clone\nshow\nforever\n if <touching (weapon v)?> then\n delete this clone\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Doorkeeper\n\nwhen I start as a clone\nshow\nset [keeper death v] to [5]\nforever\n switch costume to (forestguardian_idle_1 v)\n set [brightness v] effect to (-30)\n wait (1) seconds\n repeat (3)\n switch costume to (forestguardian_idle_1 v)\n wait (0.1) seconds\n switch costume to (forestguardian_idle_2 v)\n wait (0.1) seconds\n switch costume to (forestguardian_idle_3 v)\n wait (0.1) seconds\n switch costume to (forestguardian_idle_4 v)\n wait (0.1) seconds\n end\n repeat until <(Keeper death) < [0]>\n wait (2) seconds\n switch costume to (fight v)\n wait (0.1) seconds\n switch costume to (fight2 v)\n wait (0.2) seconds\n switch costume to (fight3 v)\n start sound [Crunch v]\n wait (0.2) seconds\n switch costume to (fight4 v)\n wait (0.1) seconds\n if <(Keeper death) < [0]> then\n repeat (10)\n change [pixelate v] effect by (25)\n end\n clear graphic effects\n change [coin v] by (100)\n delete this clone\n end\n end\nend\n\ndefine setttttt\nif <(LEVEL) = [19]> then\n Set Keeper at x: [0] y: [-110]\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\nsetttttt\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<touching (weapon v)?> or <touching (staff fireball v)?>> then\n start sound [Basketball Bounce v]\n change [brightness v] effect by (10)\n wait (0.1) seconds\n change [brightness v] effect by (-10)\n wait (0.1) seconds\n change [keeper death v] by (-1)\n end\nend\n\ndefine Set Keeper at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@스프라이트 3\n\n@buf\n\nforever\n next costume\n wait (0.1) seconds\nend\n\nset [pixelate v] effect to (30)\n\n@Label\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [label v]\nwait (1) seconds\nshow\nswitch costume to (label1 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nswitch costume to (label2 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nswitch costume to (label3 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nswitch costume to (label4 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nswitch costume to (label5 v)\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nswitch costume to (label6 v)\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nhide\nbroadcast (Thumbnail v)\n\nstart sound [123 v]\n\n@2zdqt97s2d821\n\n@Soldout\n\nwhen flag clicked\ngo to x: (-105) y: (135)\nhide\nswitch costume to (1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [unlocked v]\n\nwait (0.05) seconds\nnext costume\n\nwhen I receive [soldout v]\n\nshow\n\nwhen [x v] key pressed\n\nhide\n\n@Fake Item\n\nwhen I receive [heart v]\nswitch costume to (h v)\nGrow\n\nwhen I receive [clear the screen v]\nswitch costume to (f v)\nGrow\n\nwhen I receive [heart attack item v]\nswitch costume to (hc v)\nGrow\n\nwhen I receive [random v]\nswitch costume to (r v)\nGrow\n\nwhen I receive [silver sword v]\nswitch costume to (silversword v)\nGrow\n\nwhen I receive [shield v]\nswitch costume to (s v)\nGrow\n\nwhen I receive [axe v]\nswitch costume to (ax v)\nGrow\n\nwhen I receive [wand v]\nswitch costume to (staff v)\nGrow\n\nwhen flag clicked\nset size to (1) %\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\ndefine Grow\nwait (1) seconds\nshow\nrepeat (110)\n change size by (2)\nend\nset size to (220) %\nrepeat (5)\n change [brightness v] effect by (30)\n wait (0.1) seconds\n change [brightness v] effect by (-30)\n wait (0.1) seconds\nend\nclear graphic effects\nwait (0.5) seconds\nhide\n\n@Weapon Choose\n\nwhen flag clicked\ngo to x: (-225) y: (-165)\nhide\n\nwhen I receive [come on v]\nswitch costume to (모양 1 v)\nshow\nforever\n go to [front v] layer\n if <key (1 v) pressed?> then\n switch costume to (모양 1 v)\n else\n if <key (2 v) pressed?> then\n switch costume to (모양 2 v)\n else\n if <key (3 v) pressed?> then\n switch costume to (모양 3 v)\n else\n if <key (4 v) pressed?> then\n switch costume to (모양 4 v)\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@DarkLord's Weapon\n\nwhen flag clicked\ngo to x: (-240) y: (-140)\nhide\n\nwhen I receive [come on v]\nforever\n if <(LEVEL) = [23]> then\n go to x: (-240) y: (-140)\n wait (5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n glide (3) secs to (random position v)\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (thunder strike4 v)\n wait (0.95) seconds\n switch costume to (thunder strike3 v)\n wait (0.95) seconds\n switch costume to (thunder strike2 v)\n wait (0.95) seconds\n switch costume to (thunder strike1 v)\n wait (0.95) seconds\nend\n\ndelete this clone\n\nwhen I receive [ouch v]\n\nwhen I start as a clone\nshow\nforever\n if <<<<touching (staff fireball v)?> or <touching (arzion v)?>> or <touching (real shield v)?>> or <touching (weapon v)?>> then\n switch costume to (tstrike v)\n wait (0.95) seconds\n switch costume to (tstrike2 v)\n wait (0.95) seconds\n delete this clone\n end\nend\n\n@ghost\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n repeat (10)\n change y by (1)\n end\n wait (0.05) seconds\n repeat (10)\n change y by (-1)\n end\n wait (0.05) seconds\nend\n\nwhen I receive [come on v]\nforever\n if <(LEVEL) = [21]> then\n wait (3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n glide (2) secs to (arzion v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <<<touching (real shield v)?> or <touching (staff fireball v)?>> or <touching (weapon v)?>> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@스프라이트 4\n\nwhen flag clicked\nhide\ngo to x: (-32) y: (25)\n\nwhen I receive [wait a minute, where have you been? v]\nshow\ngo to [back v] layer\nsay [Wait a minute, Where have you been?] for (4) seconds\nchange x by (40)\nsay [Private] for (2) seconds\nstop [all v]\n\n@스프라이트 5\n\nwhen I receive [end v]\nwait (5) seconds\nswitch backdrop to (start2 v)\ngo to [front v] layer\nbroadcast (Wait a minute, Where have you been? v)\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nwait (4) seconds\nshow\n\nwhen flag clicked\nhide\n\n
-----------------⁅Enchanted Castle⁆---------------\n ⚠Please read the instruction FIRST⚠\n\nFinally, Enchanted Catsle has finished!\n\n-Use arrow key to move\n-M or N to use sword\n-1,2,3,4 for change weapon(If you buy it)\n-More instruction is in the game\n\nItem is not finished yet, so, you can only use Shield and Heart, and Clear the Screen now.\n\nStory: Isaac1221\nCode: Isaac1221\nImage: @isaac1221, @xamuil, @Hobson-TV, @griffpatch and GOOGLE\n\nEnjoy~ and ❤⭐ Follow
Pen platformer #p2
@Stage\n\n@StartMenu\n\ndefine Hide all variable\nhide variable [direction v]\nhide variable [elevator v]\nhide variable [falling? v]\nhide variable [jump key v]\nhide variable [level v]\nhide variable [level v]\nhide variable [score v]\nhide variable [slope v]\nhide variable [sx v]\nhide variable [sy v]\nhide variable [tick v]\nhide variable [x v]\nhide variable [y v]\n\nwhen flag clicked\nHide all variable\nset size to (0) %\nset [y v] to [0]\nset [direction v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (ads v)\nrepeat (15)\n change size by (((100) - (size)) / (6))\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n set y to ((40) + (([sin v] of (Y) ) * (7)))\n change [y v] by (8)\n change [direction v] by (4)\nend\nforever\n change [color v] effect by (5)\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n set y to ((40) + (([sin v] of (Y) ) * (7)))\n change [y v] by (8)\n change [direction v] by (4)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-50)\npoint in direction (90)\nswitch costume to (start button v)\nforever\n set y to ((-40) + (([sin v] of (Y) ) * (7)))\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n change [direction v] by (6)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (6))\n if <mouse down?> then\n reset timer\n broadcast (vanish v)\n end\n else\n change size by (((100) - (size)) / (6))\n end\nend\n\nwhen I receive [vanish v]\nstop [other scripts in sprite v]\nrepeat (15)\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (7)\nend\nif <(costume [number v]) = [1]> then\n set size to (100) %\n switch costume to (fade v)\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (0) y: (0)\n broadcast (start v)\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n@pen\n\ndefine LevelRender\nDanger\nLines\nLevel End\ngo to x: (-240) y: (-140)\nset pen color to (#c88330)\nset pen size to (80)\npen down\ngo to x: (240) y: (-140)\nchange pen shade by (-5)\nset pen size to (15)\npen up\nset [x v] to [-240]\nrepeat (10)\n pen up\n go to x: (X) y: (-180)\n pen down\n go to x: ((X) + (40)) y: (-110)\n change [x v] by (50)\nend\npen up\nset pen color to (#5cb712)\nset pen shade to (20)\ngo to x: (-240) y: (-105)\npen down\ngo to x: (240) y: (-105)\npen up\ngo to x: (240) y: (-102)\nset pen size to (10)\nchange pen shade by (15)\npen down\ngo to x: (-240) y: (-102)\npen up\n\ndefine Level End\nif <(Level) = [1]> then\n End Dot X (105) Y (155)\nelse\n if <(Level) = [2]> then\n End Dot X (-220) Y (150)\n else\n if <(Level) = [3]> then\n End Dot X (-210) Y (120)\n else\n if <(Level) = [4]> then\n End Dot X (-210) Y (120)\n else\n if <(Level) = [5]> then\n End Dot X (220) Y (120)\n else\n if <(Level) = [6]> then\n End Dot X (-110) Y (150)\n else\n if <(Level) = [7]> then\n End Dot X (-210) Y (155)\n else\n if <(Level) = [8]> then\n End Dot X (-210) Y (-69)\n else\n broadcast (end v)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw lava from x, y (x) (y) to (x2) (y2) With pen size (pensize)\nset pen color to (#ff0000)\nset pen shade to (50)\npen up\nset pen size to (pensize)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine End Dot X (x) Y (y)\nset pen color to (#632d99)\nset pen shade to (50)\npen up\nset pen size to (30)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine Draw ground line from || x, y (x) (y) to (x2) (y2) With pen size (pensize)\nset pen color to (#5cb712)\nset pen shade to (35)\npen up\nset pen size to (pensize)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I receive [start v]\nforever\n erase all\n LevelRender\n if <(Level) = [9]> then\n show variable [score v]\n set [score v] to (round (timer))\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ndefine Danger\nif <(Level) = [1]> then\n Draw ground line from || x, y [-90] [-60] to [-150] [-60] With pen size [20]\n Draw ground line from || x, y [-40] [0] to [30] [0] With pen size [20]\n Draw ground line from || x, y [140] [75] to [70] [75] With pen size [20]\nelse\n if <(Level) = [2]> then\n Draw lava from x, y [240] [-95] to [-100] [-95] With pen size [20]\n Draw ground line from || x, y [-220] [70] to [-180] [70] With pen size [20]\n Draw ground line from || x, y [-240] [-180] to [240] [180] With pen size [20]\n Draw ground line from || x, y [-10] [90] to [-50] [90] With pen size [20]\n Draw ground line from || x, y [-100] [90] to [-140] [80] With pen size [20]\n else\n if <(Level) = [3]> then\n Draw ground line from || x, y [-240] [-30] to [-100] [-30] With pen size [20]\n Draw lava from x, y [-100] [-70] to [-100] [-15] With pen size [20]\n Draw ground line from || x, y [-100] [-70] to [70] [-70] With pen size [20]\n Draw ground line from || x, y [75] [-70] to [75] [70] With pen size [20]\n Draw ground line from || x, y [150] [-79] to [150] [100] With pen size [20]\n Draw ground line from || x, y [250] [100] to [150] [100] With pen size [20]\n Draw lava from x, y [250] [100] to [240] [180] With pen size [20]\n Draw ground line from || x, y [-100] [100] to [-10] [100] With pen size [20]\n Draw ground line from || x, y [-230] [100] to [-180] [100] With pen size [20]\n Draw lava from x, y [-240] [-100] to [240] [-100] With pen size [20]\n else\n if <(Level) = [4]> then\n Draw ground line from || x, y [-135] [-160] to [-135] [-40] With pen size [20]\n Draw ground line from || x, y [-135] [90] to [-135] [40] With pen size [20]\n Draw ground line from || x, y [-20] [-160] to [-20] [-40] With pen size [20]\n Draw ground line from || x, y [-20] [90] to [-20] [40] With pen size [20]\n Draw ground line from || x, y [95] [-160] to [95] [-40] With pen size [20]\n Draw ground line from || x, y [95] [90] to [95] [40] With pen size [20]\n Draw ground line from || x, y [110] [90] to [79] [90] With pen size [20]\n Draw ground line from || x, y [-5] [90] to [-35] [90] With pen size [20]\n Draw ground line from || x, y [-120] [90] to [-150] [90] With pen size [20]\n Draw ground line from || x, y [190] [100] to [190] [-100] With pen size [20]\n Draw ground line from || x, y [190] [100] to [240] [100] With pen size [20]\n Draw lava from x, y [240] [180] to [240] [-180] With pen size [20]\n Draw lava from x, y [290] [-100] to [-130] [-100] With pen size [20]\n Draw lava from x, y [-240] [-180] to [-240] [180] With pen size [20]\n else\n if <(Level) = [5]> then\n Draw ground line from || x, y [-170] [-180] to [-170] [90] With pen size [20]\n Draw ground line from || x, y [-170] [30] to [-100] [30] With pen size [20]\n Draw lava from x, y [-130] [30] to [-120] [30] With pen size [20]\n Draw ground line from || x, y [0] [180] to [] [-50] With pen size [20]\n Draw lava from x, y [-30] [-50] to [] [-50] With pen size [20]\n Draw ground line from || x, y [80] [-180] to [80] [90] With pen size [20]\n Draw ground line from || x, y [80] [90] to [60] [90] With pen size [20]\n Draw lava from x, y [70] [75] to [70] [60] With pen size [20]\n Draw ground line from || x, y [170] [-180] to [170] [90] With pen size [20]\n Draw lava from x, y [125] [90] to [125] [] With pen size [20]\n Draw ground line from || x, y [170] [] to [90] [] With pen size [20]\n Draw ground line from || x, y [170] [90] to [900] [90] With pen size [20]\n else\n if <(Level) = [6]> then\n Draw lava from x, y [-240] [180] to [-240] [-180] With pen size [20]\n Draw ground line from || x, y [-160] [180] to [-160] [-40] With pen size [20]\n Draw ground line from || x, y [-160] [-40] to [180] [-40] With pen size [20]\n Draw lava from x, y [-160] [-40] to [-170] [-40] With pen size [20]\n Draw ground line from || x, y [240] [] to [-110] [] With pen size [20]\n Draw ground line from || x, y [190] [50] to [-150] [50] With pen size [20]\n Draw ground line from || x, y [240] [90] to [-110] [90] With pen size [20]\n Draw ground line from || x, y [-150] [130] to [200] [130] With pen size [20]\n else\n if <(Level) = [7]> then\n Draw ground line from || x, y [-180] [130] to [-240] [130] With pen size [10]\n Draw ground line from || x, y [100] [70] to [-240] [70] With pen size [10]\n Draw ground line from || x, y [-140] [-10] to [-100] [-10] With pen size [10]\n Draw ground line from || x, y [0] [-180] to [] [-10] With pen size [10]\n Draw ground line from || x, y [70] [-10] to [] [-10] With pen size [10]\n Draw ground line from || x, y [150] [-10] to [240] [-10] With pen size [10]\n Draw lava from x, y [-135] [-100] to [1240] [-100] With pen size [20]\n Draw ground line from || x, y [-140] [-180] to [-140] [-10] With pen size [10]\n Draw ground line from || x, y [100] [70] to [180] [120] With pen size [10]\n Draw ground line from || x, y [0] [111] to [] [70] With pen size [10]\n Draw ground line from || x, y [-86] [100] to [-130] [100] With pen size [10]\n Draw ground line from || x, y [-180] [130] to [-130] [100] With pen size [10]\n Draw lava from x, y [-80] [100] to [-80] [70] With pen size [10]\n else\n if <(Level) = [8]> then\n Draw ground line from || x, y [-240] [-50] to [-170] [-50] With pen size [10]\n Draw ground line from || x, y [-170] [-50] to [-170] [13] With pen size [10]\n Draw ground line from || x, y [-170] [180] to [-170] [90] With pen size [10]\n Draw ground line from || x, y [-170] [90] to [180] [90] With pen size [10]\n Draw ground line from || x, y [-170] [13] to [180] [13] With pen size [10]\n Draw lava from x, y [-90] [13] to [-76] [13] With pen size [10]\n Draw lava from x, y [-82.5] [25] to [-82.5] [15] With pen size [10]\n Draw lava from x, y [-5] [90] to [-20] [90] With pen size [10]\n Draw lava from x, y [-11] [90] to [-11] [80] With pen size [10]\n Draw lava from x, y [85] [13] to [70] [13] With pen size [10]\n Draw lava from x, y [78] [25] to [78] [13] With pen size [10]\n Draw lava from x, y [160] [90] to [180] [90] With pen size [10]\n Draw lava from x, y [170] [90] to [170] [80] With pen size [10]\n Draw lava from x, y [240] [-180] to [240] [180] With pen size [20]\n Draw ground line from || x, y [-80] [-50] to [80] [-50] With pen size [10]\n Draw ground line from || x, y [-80] [-50] to [-80] [-180] With pen size [10]\n Draw ground line from || x, y [80] [-50] to [80] [-180] With pen size [10]\n Draw lava from x, y [30] [-48] to [50] [-48] With pen size [15]\n Draw lava from x, y [-50] [-48] to [-30] [-48] With pen size [15]\n else\n broadcast (end v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nerase all\n\ndefine Danger\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nforever\n point in direction ((((90) + ([cos v] of ((timer) * (150)) )) * (15)) + (180))\nend\n\n@player\n\ndefine Respawn\nset [sx v] to [0]\nset [sy v] to [0]\nset [falling? v] to [10]\nswitch costume to (you v)\nset size to (50) %\ngo to x: (-190) y: (-40)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (levelchange v)\nset [level v] to [1]\nRespawn\nwait (0.4) seconds\nforever\n change [sy v] by (-1.5)\n change y by (SY)\n Touch Ground <(SY) > [0]>\n set [sx v] to ((SX) * (0.8))\n if <key (left arrow v) pressed?> then\n change [sx v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [sx v] by (1.5)\n end\n if <not <(SX) = [0]>> then\n Walk (SX) Wall Jump (10) (11)\n end\n if <key (up arrow v) pressed?> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [sy v] to [14]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n Respawn\n end\n if <touching color (#7f00ff)?> then\n change [level v] by (1)\n broadcast (levelchange v)\n Respawn\n end\nend\n\ndefine Walk (speed) Wall Jump (x) (y)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching color (#55bf00)?> or <touching (_edge_ v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change y by ((0) - (Slope))\n if <key (up arrow v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(speed) < [0]> then\n set [sx v] to (x)\n else\n set [sx v] to ((0) - (x))\n end\n set [sy v] to (y)\n end\n end\n repeat until <not <<touching color (#55bf00)?> or <touching (_edge_ v)?>>>\n if <(speed) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#55bf00)?> or <touching (_edge_ 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 [sy v] to [0]\nend\n\ndefine Draw lava from (x) (y) to (x2) (y2) With pen size (pensize)\nset pen color to (#ff0000)\nset pen shade to (50)\npen up\nset pen size to (pensize)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\n@music\n\nwhen I receive [levelchange v]\n\nwhen I receive [start v]\n\nstart sound [y2mate v]\n\n
-Press arrow keys to move\n-Only for PC\n-Red is dangerous\n-Go to the purple place to pass the levels\n------------\nHow much have you played through the level, please comment below and don't forget to give me an extra star or heart and moreover give me a follow so that I have the motivation to do more of the Platformer project. Sincere thanks. I wish you have fun! Bye! :)
Sea adventure!!  #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat+-+Unity v] until done\nend\n\n@Player\n\nwhen flag clicked\nrepeat (10)\n hide\nend\ngo to [back v] layer\nshow\nset size to (70) %\nswitch costume to (run_r1 v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [now v] to [1]\nset [動いてよろしい? v] to [1]\nforever\n if <touching (地形2 v)?> then\n set [動いてよろしい? v] to [0]\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n set [動いてよろしい? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(動いてよろしい?) = [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 next costume\n change [xv v] by (-0.5)\n point in direction (-75)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n next costume\n change [xv v] by (0.5)\n set rotation style [all around v]\n point in direction (105)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n set [xv v] to ((Xv) * (1.02))\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-4]\n else\n set [xv v] to [4]\n end\n set [yv v] to [7]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地形 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n change [yv v] by (-0.3)\n change y by (Yv)\n if <touching (地形 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n set [動いてよろしい? v] to [0]\n change [now v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n broadcast (ステージ切り替え v)\n end\n end\nend\n\n@地形\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@地形2\n\nwhen I receive [ステージ切り替え v]\nnext costume\nset [動いてよろしい? v] to [1]\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nforever\n set y to (([sin v] of ((timer) * (360)) ) * (10))\n go to [back v] layer\nend\n\n@Sea\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\nend\n\n@泡\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n wait (0.3) seconds\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat (2)\n repeat (10)\n change [ghost v] effect by ((5) / (2))\n if <not <touching (_edge_ v)?>> then\n change y by (3)\n change x by (1)\n end\n end\n repeat (10)\n change [ghost v] effect by ((5) / (2))\n if <not <touching (_edge_ v)?>> then\n change y by (3)\n change x by (-2)\n end\n end\nend\ndelete this clone\n\nforever\n set size to (200) %\n wait (0.3) seconds\n go to (サムネイル v)\n create clone of (_myself_ v)\nend\n\n@2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n set [2 v] to (pick random (1) to (2))\n if <not <(メニュー) = [0]>> then\n if <(2) = [2]> then\n go to x: (-230) y: (-250)\n else\n go to x: (230) y: (-250)\n end\n else\n if <(2) = [2]> then\n go to x: (-230) y: (-80)\n else\n go to x: (230) y: (-80)\n end\n end\n wait (pick random (0.0) to (0.5)) seconds\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset y to (pick random (-180) to (180))\nset size to (pick random (30) to (80)) %\nswitch costume to (pick random (1) to (6))\ngo to [front v] layer\ngo [backward v] (3) layers\nclear graphic effects\nset [brightness v] effect to (pick random (-10) to (50))\nset [color v] effect to (pick random (-10) to (10))\nshow\nforever\n wait (5) seconds\n set [1 v] to (pick random (0) to (5))\nend\n\nwhen I start as a clone\nif <(x position) = [230]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nforever\n if <not <(メニュー) = [0]>> then\n change y by (-2)\n end\n move ((1) + (pick random (0) to (10))) steps\n move (走行) steps\n if <<(x position) > [230]> or <[-230] > (x position)>> then\n delete this clone\n end\nend\n\n@地形3\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nforever\n go to [back v] layer\n set y to (([sin v] of ((timer) * (360)) ) * (10))\n point in direction ((90) + (([sin v] of ((timer) * (360)) ) * (3)))\nend\n\n@サムネイル\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
☆☆☆☆☆☆☆How to play / 操作方法☆☆☆☆☆☆☆\nuse arrows or tap to play!!\n矢印キーか、タップで操作です!\n説明、下まで読まなきゃ損だよ!(\n☆☆☆☆☆☆☆☆☆memo/メモ☆☆☆☆☆☆☆☆☆☆\nLet'sGO!!\nI've got 200 followers!! Thank you for your support!!\n\nキャットを操作して、海を泳ぎましょう!\nあと、フォロワーが300人突破しました!みんな、支えてくれてありがとう!\n\n\n★と♥をお恵み下さい...!!嗚呼...フォローして…(((言い方
⛰️ Mountain High Speedrun! | A Platformer
@Stage\n\nwhen flag clicked\nset [_timer v] to [0.00]\nrepeat (5)\n change [brightness v] effect by (-2)\nend\n\ndefine Timer\nset [_timer v] to (([floor v] of ((timer) * (100)) ) / (100))\n\nwhen I receive [start!! v]\nreset timer\nforever\n Timer\nend\n\nwhen I receive [ready! v]\nchange [brightness v] effect by (10)\n\nwhen I receive [start!! v]\nplay sound [\[Super Mario Bros\] Time Warning Sound Effect \[Free Ringtone Download\] v] until done\nforever\n play sound [Marine Pop, Sky Pop! - Super Mario Land v] until done\nend\n\nwhen I receive [stop timer v]\nbroadcast (Next Level v)\nstop [other scripts in sprite v]\nplay sound [Course Clear - Super Mario Bros 3 v] until done\n\n@player\n\nwhen I start as a clone\nrepeat (60)\n change [ghost v] effect by (8)\n change size by (-8)\nend\ndelete this clone\n\ndefine physics <touch>\nif <key (down arrow v) pressed?> then\n switch costume to (crouch v)\nelse\n switch costume to (costume2 v)\nend\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nif <touching (water/lava v)?> then\n change [yv v] by (-0.25)\nelse\n change [yv v] by (-1)\nend\nif <touching (trampoline v)?> then\n start sound [Boing sound effect v]\n change [yv v] by (20)\nend\nif <key (r v) pressed?> then\n broadcast (Reset v)\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 <<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 then\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.7)\n end\nend\nif <<touching (platforms v)?> or <touching (barrier v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (barrier v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (barrier v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (barrier v)?>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (barrier 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 start sound [smb_jump-small v]\n set [xv v] to [-10]\n else\n start sound [smb_jump-small v]\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <touching (barrier 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 (barrier v)?>>> then\n if <touching (trampoline v)?> then\n change [yv v] by (20)\n else\n change [yv v] by (14)\n end\n start sound [smb_jump-small v]\nend\nchange y by (1)\nif <touching (portal v)?> then\n broadcast (Portal v)\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n broadcast (Next Level v)\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<<touching (danger v)?> or <<touching color (#ff5f5f)?> or <touching (enemies v)?>>> or <(y position) < [-175]>> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to x: (-200) y: (-45)\nreset\nset [level v] to [1]\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [start!! v]\nbroadcast (thingy v)\nforever\n physics <>\nend\n\nwhen I receive [thingy v]\nforever\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or >>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [stop timer v]\nwait until <<(x position) = [-200]> and <(y position) = [-45]>>\nstop [other scripts in sprite v]\nclear graphic effects\nset [_vel v] to [0]\nrepeat until <touching (platforms v)?>\n change [_vel v] by (-1)\n change y by (_Vel)\nend\nset y to (-123)\nset [_vel v] to [1]\nrepeat until <touching (elements v)?>\n change x by (2)\nend\nrepeat until <not <touching (elements v)?>>\n change x by (2)\nend\nwait (.1) seconds\nswitch costume to (crouch v)\nwait (1) seconds\nsay [⚑\(Green Flag\) To Try Again!!!]\n\ndefine smooth glide to x position: (x) y position: (y) Speed: (speed) Ghost: (ge)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change [ghost v] effect by (ge)\nend\n\nwhen I receive [thingy v]\nforever\n if then\n if <not <touching color (#ff5f5f)?>> then\n if <key (up arrow v) pressed?> then\n start sound [swim v]\n wait until <not <key (up arrow v) pressed?>>\n end\n end\n end\nend\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (2.3) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nshow\ngo to x: (-270) y: (pick random (120) to (100))\nset [ghost v] effect to (100)\nset [random v] to (pick random (6) to (10))\nrepeat (Random)\n change [ghost v] effect by (-10)\n change x by (pick random (2) to (3))\nend\nrepeat until <(x position) > [250]>\n change x by (pick random (2) to (3))\nend\nrepeat (Random)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@portal\n\nwhen flag clicked\nshow\nforever\n change [color v] effect by (1)\n go to [front v] layer\nend\n\nbroadcast (Score v)\n\nwhen flag clicked\nwait (.1) seconds\nforever\n if <(Level) = [14]> then\n hide\n broadcast (Stop timer v)\n stop [this script v]\n end\nend\n\n@Elements\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [stop timer v]\nforever\n switch costume to (costume14 v)\n show\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (spike v)\ngo to x: (0) y: (0)\nhide\nset [clone v] to [0]\nforever\n wait until <(Level) = [3]>\n spike at [-61] [-123] [100]\n spike at [-29] [-123] [100]\n spike at [3] [-123] [100]\n wait until <(Level) = [4]>\n turn at [-29] [-136] [100] [5]\n turn at [39] [-136] [100] [5]\n wait until <(Level) = [6]>\n turn at [-73] [-120] [100] [5]\n turn at [36] [-120] [100] [5]\n wait until <(Level) = [7]>\n turn at [67] [-101] [100] [5]\n turn at [128] [-74] [100] [5]\n spike at [-235] [2] [100]\n wait until <(Level) = [11]>\n turn at [-74] [28] [100] [5]\n turn at [12] [-55] [100] [5]\n turn at [172] [-174] [100] [5]\n turn at [156] [19] [100] [5]\n wait until <(Level) = [13]>\n wait (.5) seconds\n last level!!!\n stop [this script v]\nend\n\ndefine spike at (x) (y) (size)\nswitch costume to (spike v)\nset [clone v] to [0]\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\ndefine turn at (x) (y) (size) (amount per frame)\ngo to [front v] layer\nswitch costume to (turn v)\nset [clone v] to [0]\ngo to x: (x) y: (y)\nset size to (size) %\nset [amount. v] to (amount per frame)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [spike]> then\n set [temp. v] to (Level)\n wait until <not <(Level) = (temp.)>>\n set [clone v] to [1]\nelse\n if <(costume [name v]) = [turn2]> then\n set [temp. v] to (Level)\n broadcast (thingy!! v)\n repeat until <not <(Level) = (temp.)>>\n go to [front v] layer\n turn right (amount.) degrees\n set size to (120) %\n end\n stop [other scripts in sprite v]\n set [clone v] to [1]\n else\n set [temp. v] to (Level)\n repeat until <not <(Level) = (temp.)>>\n turn right (amount.) degrees\n end\n set [clone v] to [1]\n end\nend\ndelete this clone\n\ndefine last level!!!\nswitch costume to (turn2 v)\ngo to x: (163) y: (59)\nset size to (120) %\nset size to (size) %\nset [amount. v] to [20]\ncreate clone of (_myself_ v)\n\nwhen I receive [thingy!! v]\nif <(costume [name v]) = [turn2]> then\n forever\n glide (.5) secs to x: (163) y: (-77)\n wait (.5) seconds\n glide (.5) secs to x: (163) y: (59)\n wait (.5) seconds\n end\nend\n\n@BARRIER\n\ndefine Moving Platform at (x) (y) to (x2) (y2) (size) (speed)\ndelete all of [data v]\nadd (x) to [data v]\nadd (y) to [data v]\nadd (x2) to [data v]\nadd (y2) to [data v]\nadd (size) to [data v]\nadd (speed) to [data v]\nset [temp. v] to (Level)\ncreate clone of (_myself_ v)\nwait until <not <(Temp.) = (Level)>>\nbroadcast (Delete Clone! v)\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n Moving Platform at [-142] [76] to [142] [76] [90] [10]\nelse\n if <(Level) = [13]> then\n Moving Platform at [-135] [-130] to [-72] [-24] [90] [10]\n end\nend\n\nwhen I start as a clone\nset size to (item (5) of [data v]) %\ngo to x: (item (1) of [data v]) y: (item (2) of [data v])\nshow\nforever\n glide ((((item (3) of [data v]) - (item (1) of [data v])) + ((item (4) of [data v]) - (item (2) of [data v]))) / (join (item (6) of [data v]) [0])) secs to x: (item (3) of [data v]) y: (item (4) of [data v])\n wait (1) seconds\n glide ((((item (4) of [data v]) - (item (2) of [data v])) + ((item (3) of [data v]) - (item (1) of [data v]))) / (join (item (6) of [data v]) [0])) secs to x: (item (1) of [data v]) y: (item (2) of [data v])\n wait (1) seconds\nend\n\nwhen I receive [delete clone! v]\ndelete this clone\n\n@water/lava\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nforever\n set y to ((([sin v] of ((timer) * (100)) ) * (5)) + (0))\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (1)\nend\ndelete this clone\n\n@_Bar\n\ndefine setup chars\ndelete all of [chars v]\nset [counter v] to [1]\nset [allowed_characters v] to [abcdefghijklmnopqrstuvwxyz0123456789`~!@#$%^&*\(\)-_=+\[{\]}\|;:'"‘’‟”,<.>/? ]\nrepeat (9)\n add [] to [chars v]\nend\nrepeat (length of (allowed_characters))\n add (letter (counter) of (allowed_characters)) to [chars v]\n change [counter v] by (1)\nend\n\ndefine encode (string)\nsetup chars\nset [encoded v] to []\nset [counter v] to [1]\nrepeat (length of (string))\n set [encoded v] to (join (encoded) (item # of (letter (counter) of (string)) in [chars v]))\n change [counter v] by (1)\nend\n\ndefine decode\nsetup chars\nset [decoded v] to []\nset [counter v] to [1]\nrepeat ((length of (encoded)) / (2))\n set [id v] to (join (letter (counter) of (encoded)) (letter ((counter) + (1)) of (encoded)))\n set [decoded v] to (join (decoded) (item (id) of [chars v]))\n change [counter v] by (2)\nend\n\ndefine transit!\nshow\ngo to x: (0) y: (400)\nsmooth glide to x position: [0] y position: [0] Speed: [3] Ghost: []\nwait until <mouse down?>\nwait until <not <mouse down?>>\nsmooth glide to x position: [0] y position: [-200] Speed: [3] Ghost: [5]\nhide\nclear graphic effects\n\ndefine smooth glide to x position: (x) y position: (y) Speed: (speed) Ghost: (ge)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change [ghost v] effect by (ge)\nend\n\nwhen flag clicked\nerase all\nhide\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\nforever\n broadcast (delete number v)\n Analyze\n FONT [Quicksand] Write: (_ANALYZED) At X [-150] Y [160] Size [160] Color Effects [0] [100]\n FONT [Quicksand] Write: (_TIMER) At X [54] Y [160] Size [150] Color Effects [0] [100]\nend\n\nwhen I start as a clone\nif <(CLONE ID) = [1]> then\n switch costume to (costume2 v)\n set size to (100) %\n show\n set [ghost v] effect to (20)\n go to [front v] layer\n go to x: (0) y: (0)\nend\ngo to [front v] layer\nshow\n\ndefine FONT [Quicksand] Write: (letter) At X (x) Y (y) Size (size) Color Effects (col) (bri)\ngo to x: (x) y: (y)\nset size to (size) %\nset [color v] effect to (col)\nset [brightness v] effect to (bri)\nset [_counter v] to [1]\nrepeat (length of (letter))\n switch costume to (join [N_] (letter (_Counter) of (letter)))\n create clone of (_myself_ v)\n move (18) steps\n change [_counter v] by (1)\nend\n\ndefine Analyze\nif <(Level) < [10]> then\n set [_analyzed v] to (join [0] (Level))\nelse\n set [_analyzed v] to (Level)\nend\n\nwhen I receive [delete number v]\nif <(CLONE ID) = [2]> then\n delete this clone\nend\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\nbroadcast (Bar delete v) and wait\nset [brightness v] effect to (0)\nbroadcast (NEW!! v) and wait\nwait until <(_ScoreShow?) = [1]>\nset [clone id v] to [2]\nif <([floor v] of (_TIMER) ) = (_TIMER)> then\n set [_timer v] to (join (_TIMER) [.00])\nend\nHighscore\nFONT [Quicksand] Write: (_TIMER) At X [-40] Y [10] Size [150] Color Effects [0] [-100]\nrepeat (_TIMER)\n start sound [Super Mario Bros4 v]\nend\n\nwhen I receive [bar delete v]\ndelete this clone\n\nchange [level v] by (1)\n\nwhen I receive [new!! v]\nwait (.1) seconds\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CLONE ID) = [3]> then\n set size to (100) %\n switch costume to (costume1 v)\n transit!\n switch costume to (costume3 v)\n show\n go to x: (0) y: (400)\n smooth glide to x position: [0] y position: [0] Speed: [3] Ghost: []\n set [_scoreshow? v] to [1]\nend\n\nwhen flag clicked\nset [_scoreshow? v] to [0]\n\nif <(CLONE ID) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nbroadcast (delete number v)\n\nrepeat (13)\n broadcast (Next Level v)\n change [level v] by (1)\nend\n\nchange [level v] by (1)\nbroadcast (Next Level v)\n\ndefine Highscore\n\ndecode\n\nshow variable [☁️ cloud high score v]\nif <(letter (1) of (☁ High)) = [3]> then\n set [☁️ cloud high score v] to (join (letter (2) of (☁ High)) (join (letter (3) of (☁ High)) (join [.] (join (letter (4) of (☁ High)) (letter (5) of (☁ High))))))\nelse\n if <(letter (1) of (☁ High)) = [2]> then\n set [☁️ cloud high score v] to (join (letter (2) of (☁ High)) (join (letter (3) of (☁ High)) (join [.] (letter (4) of (☁ High)))))\n end\nend\nset [decoded high v] to [0]\nif <(☁️ CLOUD High Score) > (_TIMER)> then\n set [counter2 v] to [1]\n repeat until <(letter (counter2) of (_TIMER)) = [.]>\n change [counter2 v] by (1)\n end\n set [temporary var v] to (counter2)\n repeat until <(letter (counter2) of (_TIMER)) = []>\n change [counter2 v] by (1)\n end\n if <((counter2) - (temporary var)) = [2]> then\n set [☁ high v] to (join ((counter2) - (temporary var)) ((10) * (_TIMER)))\n else\n if <((counter2) - (temporary var)) = [3]> then\n set [☁ high v] to (join ((counter2) - (temporary var)) ((100) * (_TIMER)))\n end\n end\n encode (username)\n set [☁ by v] to (encoded)\nend\nset [encoded v] to (☁ By)\ndecode\nset [☁️ cloud high score v] to (join (☁️ CLOUD High Score) (join [ By ] (decoded)))\n\nwhen flag clicked\nhide variable [☁️ cloud high score v]\n\nset [☁ high v] to [35615]\n\n@_Introduction\n\ndefine smooth glide to x position: (x) y position: (y) Speed: (speed) Ghost: (ge)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change [ghost v] effect by (ge)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ntransit!\nswitch costume to (costume2 v)\ntransit!\nwait (.5) seconds\nbroadcast (READY! v)\nswitch costume to (3! v)\nstart sound [3 v]\ncountdown\nswitch costume to (2! v)\nstart sound [2 v]\ncountdown\nswitch costume to (1! v)\nstart sound [1 v]\ncountdown\nstart sound [Go v]\nswitch costume to (go!!! v)\nshow\ngo to x: (0) y: (400)\nsmooth glide to x position: [0] y position: [0] Speed: [3] Ghost: []\nbroadcast (START!! v)\nwait (.5) seconds\nsmooth glide to x position: [0] y position: [-200] Speed: [3] Ghost: [5]\nhide\nclear graphic effects\n\ndefine transit!\nshow\ngo to x: (0) y: (400)\nsmooth glide to x position: [0] y position: [0] Speed: [3] Ghost: []\nwait until <mouse down?>\nwait until <not <mouse down?>>\nsmooth glide to x position: [0] y position: [-200] Speed: [3] Ghost: [5]\nhide\nclear graphic effects\n\ndefine countdown\nshow\ngo to x: (0) y: (400)\nsmooth glide to x position: [0] y position: [0] Speed: [3] Ghost: []\nwait (1) seconds\nsmooth glide to x position: [0] y position: [-200] Speed: [3] Ghost: [10]\nhide\nclear graphic effects\n\n
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n⛰️ ᴍᴏᴜɴᴛᴀɪɴ ʜɪɢʜ | ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\n~~~~~~~~~~~~~~~~~~~~~~~~~~~\n2021/08/08-09 curated by @nerdintown !!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~\n★ INTRODUCTION ★\n\nHi! It's DwBros's Official First Project Together!! Thank You For All Your Support!! It would be great of you to follow us! Thanks!\nThis Platformer is about a gradient explorer going high in the mountains, but went too high!! So, you player need to help him get back to his home that you see in the thumbnail! The Journey will not be easy though.. There are spikes, gears, water, lava, etc. See how long you take to reach the gradient explorer home!\nPress that ♥︎ and ★ !!!\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n★ CONTROLS ★\n\nArrow Keys To Move!!!\nAnd Green Flag To Play Again.\nOne More thing, tap! (Intro, score)\nAlso, to swim, hold the up arrow!\n(Post your score in the comments!)\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n★ Credits ★\n\n- Some Assets from @Deluxra\n- Some assets from @dwseoh127's projects\n- BGM&SFX from Nintendo! (Mario)\n- The Text from thumbnail is from cool text\n- The Font is Quick Sand (from google drawings)\n- Code is 100% Me\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nv. 1. 0 BETA\n\nPossible Upgrades:\n+Cloud-Score [IF WE GET THE SCRATCHER STATUS!]\n+Other modes\n\n© 2021 DwBros Productions \n[@dwseoh127 || @dwseoh12]\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Rainbow Platformer I
@Stage\n\n@Bird Left\n\nwhen I receive [introdone v]\nforever\n repeat (7)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen I receive [introdone v]\ngo to x: (60) y: (pick random (21) to (176))\nforever\n repeat (7)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen I receive [introdone v]\nset [ghost v] effect to (30)\nset [bird flight speed v] to [0.1]\nhide\nwait (3) seconds\ngo to [back v] layer\n\nwhen I receive [introdone v]\nswitch costume to (costume1 v)\nshow\nforever\n if <(x position) < [-248]> then\n hide\n wait (1) seconds\n go to x: (60) y: (pick random (21) to (176))\n show\n end\n change x by (-2.5)\nend\n\nwhen I receive [introdone v]\nforever\n if <(x position) < [-248]> then\n hide\n wait (1) seconds\n go to x: (251) y: (pick random (21) to (176))\n show\n end\n change x by (-2.5)\nend\n\nwhen flag clicked\nhide\n\n@clouds\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (6))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(level) = [10]> then\n delete this clone\n end\n switch costume to (pick random (1) to (6))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(level) = [10]> then\n delete this clone\n end\nend\n\nwhen I receive [introdone v]\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sun\n\nwhen I receive [introdone v]\nshow\npoint in direction (90)\ngo to x: (212) y: (166)\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n switch costume to (pick random (1) to (6))\n wait (0.03) seconds\n repeat (10)\n change size by (1.5)\n end\n wait (0.03) seconds\n repeat (10)\n change size by (-1.5)\n end\n wait (0.03) seconds\nend\n\nwhen I receive [introdone v]\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Bird Right\n\nwhen I receive [introdone v]\nforever\n if <[248] < (x position)> then\n hide\n wait (1) seconds\n go to x: (-251) y: (pick random (21) to (176))\n show\n end\n change x by (2.5)\nend\n\nwhen I receive [introdone v]\nshow\ngo to x: (-251) y: (pick random (21) to (176))\nforever\n repeat (7)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen I receive [introdone v]\nset [ghost v] effect to (30)\nset [bird flight speed v] to [0.1]\nwait (3) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@Bird Left2\n\nwhen I receive [introdone v]\ngo to x: (251) y: (pick random (21) to (176))\nforever\n repeat (7)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen I receive [introdone v]\nset [ghost v] effect to (30)\nset [bird flight speed v] to [0.1]\nhide\nwait (3) seconds\ngo to [back v] layer\n\nwhen I receive [introdone v]\nswitch costume to (costume1 v)\nshow\nforever\n if <(x position) < [-248]> then\n hide\n wait (1) seconds\n go to x: (251) y: (pick random (21) to (176))\n show\n end\n change x by (-2.5)\nend\n\nwhen I receive [introdone v]\nforever\n if <(x position) < [-248]> then\n hide\n wait (1) seconds\n go to x: (251) y: (pick random (21) to (176))\n show\n end\n change x by (-2.5)\nend\n\nwhen flag clicked\nhide\n\n@level\n\nwhen I receive [introdone v]\nforever\n switch costume to (level)\nend\n\nwhen I receive [introdone v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [introdone v]\nswitch costume to (1st v)\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n change size by (-7)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [introdone v]\nset volume to (999999999999999999999999999999999999999999) %\nstart sound [BIRDS v]\nstart sound [ song v]\n\nwhen I receive [death v]\nforever\n if <touching color (#f9ff00)?> then\n change [yv v] by (25)\n end\nend\n\nwhen I receive [introdone v]\nset drag mode [not draggable v]\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 next costume\n set [x v] to (x position)\n set [y v] to (y position)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n switch costume to (right v)\n create clone of (_myself_ v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (left v)\n create clone of (_myself_ v)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by (1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> 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?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((yv) * (1))\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#28ab00)?> or <touching color (#764700)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yv v] by (12)\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 (#ff0000)?> 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\n if <<touching color (#00e0ff)?> or <<touching color (#00b4cc)?> or >> 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\n if <<touching color (#888888)?> or <touching color (#b2b2b2)?>> 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\nwhen flag clicked\nhide\n\n@Bird Right2\n\nwhen flag clicked\nhide\n\nwhen I receive [introdone v]\nset [ghost v] effect to (30)\nset [bird flight speed v] to [0.1]\nwait (3) seconds\ngo to [back v] layer\n\nwhen I receive [introdone v]\nshow\ngo to x: (-120) y: (pick random (21) to (176))\nforever\n repeat (7)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen I receive [introdone v]\nforever\n repeat (7)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen I receive [introdone v]\nforever\n if <[248] < (x position)> then\n hide\n wait (1) seconds\n go to x: (-120) y: (pick random (21) to (176))\n show\n end\n change x by (2.5)\nend\n\n@Love Fav\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [introdone v]\nshow\nforever\n wait (pick random (5) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@ Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n broadcast (start v)\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n broadcast (introdone v)\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\n\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nset volume to (100) %\nstart sound [spark-of-inspiration v]\n\nbroadcast (introdone v) and wait\n\nwhen I receive [introdone v]\nforever\n hide\nend\n\n@LOGO\n\nwhen I receive [introdone v]\nhide\n\nwhen flag clicked\nshow\nset size to (70) %\ngo to x: (348) y: (43)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n
Controls Is WASD / ARROWKEYS\n@Max-0 commented\n\nPart 2 scrolling plat former https://scratch.mit.edu/projects/561956836\n\n\nALSO CHECK MY OTHER BEST PROJECTS\n\n\nhttps://scratch.mit.edu/projects/513871614 \n\nhttps://scratch.mit.edu/projects/513873435\n\n\nCAN WE GET THIS NUMBER 1 TRENDING??\nMax-0 COMMENTED ;O\nJust Press the Green Flag, and stare at the screen Have fun!!!\n
Candy Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Ball\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#7bbae3)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-217) y: (-20)\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-217) y: (-20)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [bensound-erf v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Sissy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop23 v]\nshow\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\nwhen flag clicked\nforever\n go to x: (214) y: (46)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Hello! My first platformer is out! \n\n→Read Instructions←\nClick the flag to begin. Use the arrow keys to move.\nCandice, a candy, needs help to find her sister Caramel. Use arrow keys to move. Have fun!
Colors || a platformer [2]
@Stage\n\nwhen flag clicked\nforever\n if <(Lev) = [6]> then\n switch backdrop to (backdrop1 v)\n else\n if <(Lev) = [7]> then\n switch backdrop to (backdrop1 v)\n else\n if <(Lev) = [8]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (blue sky v)\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\n\n@persona\n\nwhen flag clicked\nbroadcast (Player to x -200 y 0 v) and wait\nset [lev v] to [1]\n\nwhen I receive [player to x -200 y 0 v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine (x) x\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (x)\n set [right or left arrow pressed -> <- v] to [right arrow]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((x) * (-1))\n set [right or left arrow pressed -> <- v] to [left arrow]\nend\nset [x v] to ((X) * (0.7))\nchange x by (X)\nif <touching (ground v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [32]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (4)\n end\n if <touching (ground v)?> then\n change y by (((Slope) * (-1)) * (0.25))\n repeat ([abs v] of (X) )\n if <touching (ground v)?> then\n change x by (([abs v] of (X) ) / ((X) * (-1)))\n end\n end\n set [x v] to [0]\n end\nend\nchange y by (Y)\nif <touching (ground v)?> then\n repeat ([abs v] of (Y) )\n if <touching (ground v)?> then\n change y by (([abs v] of (Y) ) / ((Y) * (-1)))\n end\n end\n if <(Cling to ceiling) = [false]> then\n if <<<(([abs v] of (Y) ) / (Y)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <not <touching (water v)?>>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n else\n if <(Cling to ceiling) = [true]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <touching (water v)?>>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\n end\nelse\n change [y v] by (-1)\nend\n\nwhen flag clicked\nset [lev v] to [1]\nstop all sounds\nset volume to (80) %\nforever\n if <(Lev) < [20]> then\n play sound [Tobu - Infectious \(Original Mix\).mp3 v] until done\n else\n if <(Lev) < [42]> then\n set volume to (100) %\n play sound [Inferno3 v] until done\n repeat until <[41] < (Lev)>\n play sound [Inferno2 v] until done\n end\n else\n play sound [Awesome SONG - OMFG - Happy v] until done\n end\n end\nend\n\nwhen flag clicked\nwait until <(Lev) = [20]>\nrepeat (16)\n change volume by (-5)\n wait (0.02) seconds\nend\nwait (1) seconds\nstop all sounds\nset volume to (100) %\nwait until <(Lev) = [42]>\nhide variable [lev v]\nrepeat (20)\n change volume by (-5)\n wait (0.01) seconds\nend\nwait (0.05) seconds\nstop all sounds\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <[235] < (x position)> then\n if <not <(Lev) = [20]>> then\n change [lev v] by (1)\n broadcast (Player to x -200 y 0 v) and wait\n else\n if <(ball) = [hide]> then\n change [lev v] by (1)\n broadcast (Player to x -200 y 0 v) and wait\n end\n end\n if <not <(Lev) = [40]>> then\n end\n if <touching (spickle v)?> then\n broadcast (Player to x -200 y 0 v) and wait\n end\n if <(y position) < [-179]> then\n broadcast (Player to x -200 y 0 v) and wait\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <key (n v) pressed?> then\n if <not <<<<(Lev) = [19]> or <(Lev) = [20]>> or <<(Lev) = [39]> or <(Lev) = [40]>>> or <(Lev) = [22]>>> then\n broadcast (Player to x -200 y 0 v) and wait\n change [lev v] by (1)\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nshow\nshow variable [lev v]\nbroadcast (Player to x -200 y 0 v) and wait\nforever\n [2.6] x\nend\n\nwhen flag clicked\nforever\n if <(Lev) > [41]> then\n go to [back v] layer\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (boiing v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (persona yellow v)\nforever\n if <(Lev) = [1]> then\n switch costume to (persona pink v)\n end\n if <(Lev) = [21]> then\n switch costume to (persona blue v)\n end\n if <(Lev) = [41]> then\n switch costume to (persona red v)\n end\n if <(Lev) > [41]> then\n go to [back v] layer\n hide\n end\nend\n\ndefine Water effect\nif <<touching (water v)?> and <not <touching (ground v)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (1)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-1)\n end\n end\nend\nif <<touching (water v)?> and <not <touching (ground v)?>>> then\n change [y v] by (0.95)\n if <<touching (water v)?> and <not <touching (ground v)?>>> then\n change [y v] by (0.25)\n end\nelse\n if <touching (water v)?> then\n change [y v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n Water effect\nend\n\nwhen flag clicked\nset [cling to ceiling v] to [false]\nwait until <(Lev) = [40]>\nwait until <(ball) = [show]>\nwait until <(ball) = [hide]>\nset [cling to ceiling v] to [true]\n\nset [cling to ceiling v] to [true]\n\n@ground\n\nwhen flag clicked\nshow\nrepeat until <(Lev) > [41]>\n switch costume to (Lev)\nend\ngo to [back v] layer\nhide\nhide variable [lev v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@spickle\n\nwhen flag clicked\nshow\nrepeat until <(Lev) > [41]>\n switch costume to (Lev)\nend\ngo to [back v] layer\nhide\n\n@boiing\n\nwhen flag clicked\nforever\n if <(Lev) = [4]> then\n show\n switch costume to (1boing v)\n else\n if <(Lev) = [9]> then\n show\n switch costume to (2boing v)\n else\n if <(Lev) = [17]> then\n show\n switch costume to (3boing v)\n else\n if <(Lev) = [18]> then\n show\n switch costume to (4boing v)\n else\n if <(Lev) = [25]> then\n show\n switch costume to (7boing2 v)\n else\n if <(Lev) = [27]> then\n show\n switch costume to (7boing3 v)\n else\n if <(Lev) = [33]> then\n show\n switch costume to (7boing4 v)\n else\n if <(Lev) = [37]> then\n show\n switch costume to (7boing5 v)\n else\n hide\n go to [back v] layer\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set y to (0)\n if <touching (persona v)?> then\n change y by (-10)\n repeat (10)\n change y by (1)\n end\n set y to (0)\n end\nend\n\n@Balls\n\nwhen flag clicked\nset [ball v] to [hide]\ngo to x: (0) y: (-80)\nset size to (100) %\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n wait until <(Lev) = [20]>\n set [ball v] to [show]\n switch costume to (costume3 v)\n wait until <(Lev) = [40]>\n set [ball v] to [show]\n switch costume to (costume4 v)\nend\n\nwhen flag clicked\nforever\n change [8* v] by (8)\n change [5* v] by (5)\n change [2* v] by (2)\n set [sin v] to (([sin v] of (5*) ) * (20))\nend\n\nwhen flag clicked\nforever\n if <(ball) = [show]> then\n show\n end\n if <(ball) = [hide]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <touching (persona v)?> then\n set [ball v] to [hide]\n hide\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Lev) > [41]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [clone difference v] to [1]\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nset [ball v] to [hide]\nset size to (100) %\nforever\n if <<(Lev) = [20]> or <(Lev) = [40]>> then\n set size to (((sin) * (0.7)) + (100)) %\n set y to ((-70) + (([sin v] of (2*) ) * (10)))\n if <<(Lev) = [20]> or <(Lev) = [40]>> then\n if <(Lev) = [20]> then\n switch costume to (costume3 v)\n go to [front v] layer\n go [backward v] (2) layers\n if <touching (persona v)?> then\n set [ball v] to [hide]\n hide\n create clone of (_myself_ v)\n end\n if <(Lev) = [40]> then\n switch costume to (costume4 v)\n go to [front v] layer\n go [backward v] (2) layers\n if <touching (persona v)?> then\n set [ball v] to [hide]\n hide\n create clone of (_myself_ v)\n broadcast (lazer v)\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Lev) = [1]> then\n if <(clone difference) = [1]> then\n set [clone difference v] to [2]\n show\n set size to (50) %\n go to [front v] layer\n switch costume to (costume1 v)\n go to x: (210) y: (150)\n forever\n if <touching (persona v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (35)\n forever\n set size to ((([sin v] of (2*) ) * (8)) + (50)) %\n end\n end\n end\n end\n if <(clone difference) = [2]> then\n show\n set size to (50) %\n go to [front v] layer\n switch costume to (costume2 v)\n go to x: (170) y: (150)\n forever\n if <touching (persona v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (35)\n forever\n set size to ((([sin v] of (2*) ) * (8)) + (50)) %\n end\n end\n end\n end\nelse\n if <(Lev) = [20]> then\n show\n set size to (50) %\n go to [front v] layer\n switch costume to (costume3 v)\n glide (1) secs to x: (130) y: (150)\n forever\n if <touching (persona v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (35)\n forever\n set size to ((([sin v] of (2*) ) * (8)) + (50)) %\n end\n end\n end\n else\n if <(Lev) = [40]> then\n show\n set size to (50) %\n go to [front v] layer\n switch costume to (costume4 v)\n glide (1) secs to x: (90) y: (150)\n forever\n if <touching (persona v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (35)\n forever\n set size to ((([sin v] of (2*) ) * (8)) + (50)) %\n end\n end\n end\n end\n end\nend\n\n@ligiht\n\nwhen flag clicked\nrepeat until <(Lev) = [42]>\n go to [back v] layer\n if <key (space v) pressed?> then\n show\n go to (persona v)\n else\n hide\n end\nend\nstop [this script v]\n\n@ShOioty bawl\n\nwhen I start as a clone\nshow\ngo to (persona v)\nif <(right or left arrow pressed -> <-) = [right arrow]> then\n repeat until <(x position) > [230]>\n move (12) steps\n end\n delete this clone\nend\nif <(right or left arrow pressed -> <-) = [left arrow]> then\n repeat until <(x position) < [-230]>\n move (-12) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nhide\nforever\n if <key (f v) pressed?> then\n create clone of (_myself_ v)\n wait (0.34) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(Lev) < [21]> then\n switch costume to (pwink bawly v)\n end\n if <<(Lev) > [20]> and <[41] > (Lev)>> then\n switch costume to (bwuw bawly v)\n else\n if <(Lev) > [40]> then\n switch costume to (wed bawly v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (emeny v)?> then\n broadcast (emeny ded v)\n delete this clone\n end\n if <touching (emeny2 v)?> then\n delete this clone\n end\n if <touching (boss3 v)?> then\n wait (0) seconds\n delete this clone\n end\n if <touching (boss4 v)?> then\n wait (0) seconds\n delete this clone\n end\nend\n\n@boss3\n\nwhen I start as a clone\nshow\nswitch costume to (spikelay v)\ngo to [back v] layer\ngo to x: (boss x position) y: ((boss y position) - (50))\nrepeat until <<(x position) < [-225]> or <(Lev) < [19]>>\n if <[19] < (Lev)> then\n delete this clone\n else\n point towards (persona v)\n if <[125] > (x position)> then\n move (4) steps\n end\n if <(x position) > [125]> then\n move (50) steps\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [boss hp v]\nhide\nwait until <(Lev) = [19]>\nshow variable [boss hp v]\ngo to x: (142) y: (-53)\nshow\nswitch costume to (boass v)\npoint in direction (90)\nrepeat until <[19] < (Lev)>\n if <(Lev) = [19]> then\n create clone of (_myself_ v)\n wait (1) seconds\n else\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (persona v)?> then\n set [boss hp v] to [10]\n broadcast (Player to x -200 y 0 v)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n set [boss x position v] to (x position)\n set [boss y position v] to (y position)\nend\n\nwhen I start as a clone\nforever\n if <[19] < (Lev)> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [boss hp v] to [10]\nforever\n if <touching (persona v)?> then\n set [boss hp v] to [10]\n broadcast (Player to x -200 y 0 v) and wait\n end\n if <(Lev) = [19]> then\n switch costume to (boass v)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (shoioty bawl v)?> then\n wait (0) seconds\n delete this clone\n end\nend\n\nwhen I receive [hit boss v]\nchange [boss hp v] by (-1)\n\nwhen flag clicked\nforever\n if <touching (shoioty bawl v)?> then\n change [boss hp v] by (-1)\n set [ball ded v] to [ded]\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss HP) = [0]> then\n hide variable [boss hp v]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(Boss HP) = [0]> then\n hide variable [boss hp v]\n delete this clone\n end\nend\n\nwhen flag clicked\nrepeat until <(Lev) = [20]>\n wait until <(Boss HP) = [5]>\n set [boss change possition v] to [p2]\n set [boss hp v] to [10]\n glide (0.5) secs to x: (142) y: (40)\n repeat until <(boss change possition) = [p1]>\n if <[10] > (Boss HP)> then\n wait (4) seconds\n change [boss hp v] by (1)\n end\n end\nend\n\nwhen I receive [player to x -200 y 0 v]\ngo to x: (142) y: (-53)\nif <(Lev) = [19]> then\n set [boss hp v] to [10]\n set [boss change possition v] to [p1]\nend\n\n@emeny\n\nwhen flag clicked\nhide variable [emeny health v]\nset [emeny health v] to [3]\nhide\nwait (0.0000001) seconds\nhide variable [emeny health v]\nset [emeny health v] to [3]\nhide\n\nwhen I receive [emeny ded v]\nif <(Emeny health) > [1]> then\n change [emeny health v] by (-1)\nelse\n hide variable [emeny health v]\n hide\nend\n\nwhen flag clicked\nrepeat until <(Lev) = [13]>\n hide\nend\nshow variable [emeny health v]\nshow\ngo to x: (168) y: (-89)\nrepeat until <(Lev) = [14]>\n set y to (([y position v] of [persona v]) + (23))\nend\nhide\nstop [this script v]\n\nwhen flag clicked\nhide\nwait (0.0000001) seconds\nhide\nwait until <(Lev) = [13]>\nshow variable [emeny health v]\ngo to x: (168) y: (-89)\nshow\nwait (0.0000001) seconds\ngo to x: (168) y: (-89)\nshow variable [emeny health v]\nshow\nrepeat until <(Lev) = [14]>\n if <touching (persona v)?> then\n set [emeny health v] to [3]\n broadcast (Player to x -200 y 0 v)\n set x to (168)\n end\nend\nhide\nstop [this script v]\n\nwhen flag clicked\nwait until <(Lev) = [13]>\nrepeat until <(Lev) = [14]>\n move (-5) steps\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n go to x: (168) y: (-89)\n end\nend\n\nwhen flag clicked\nforever\n if <(Lev) = [14]> then\n hide variable [emeny health v]\n hide\n end\nend\n\n@Missile2\n\nwhen flag clicked\nhide\nwait until <(Lev) = [20]>\nwait until <(ball) = [hide]>\nrepeat until <(Lev) = [43]>\n if <key (c v) pressed?> then\n create clone of (_myself_ v)\n wait (7.5) seconds\n end\nend\n\nwait until <(ball) = [show]>\n\nwhen I start as a clone\nshow\nif <(Lev) > [40]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\npoint in direction (0)\ngo to (persona v)\nglide (0.3) secs to x: (x position) y: ((y position) + (25))\nrepeat (20)\n turn right (4.5) degrees\n move (4) steps\nend\nif <<(Lev) = [22]> and <([costume # v] of [emeny2 v]) = [1]>> then\n point towards (emeny2 v)\n repeat until <<touching (emeny2 v)?> or <touching (_edge_ v)?>>\n move (6) steps\n end\n broadcast (emeny ded v) and wait\n delete this clone\nelse\n if <<(Lev) = [39]> and <not <(Boss HP) < [1]>>> then\n point towards (boss4 v)\n repeat until <<touching (boss4 v)?> or <touching (_edge_ v)?>>\n move (6) steps\n end\n if <[10] < (Boss HP)> then\n change [boss hp v] by (-10)\n else\n set [boss hp v] to [0]\n end\n delete this clone\n else\n repeat until <touching (_edge_ v)?>\n move (3.5) steps\n end\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n show\nend\n\n@emeny2\n\nwhen flag clicked\npoint in direction (90)\nset [emeny2 ded v] to [alive]\nswitch costume to (costume1 v)\nhide\nwait until <(Lev) = [22]>\ngo to x: (168) y: (-89)\nshow\nrepeat until <(Lev) = [23]>\n if <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v)\n end\nend\nhide\nstop [this script v]\n\nwhen I receive [emeny ded v]\nif <(Lev) = [22]> then\n set [emeny2 ded v] to [ded]\n hide\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nwait until <(Lev) = [22]>\nwait (3) seconds\nrepeat until <(Lev) = [23]>\n if <(emeny2 ded) = [alive]> then\n create clone of (_myself_ v)\n wait (3) seconds\n end\nend\nhide\nstop [this script v]\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo to x: (168) y: (-89)\npoint in direction (-90)\nrepeat until <<<touching (persona v)?> or <touching (_edge_ v)?>> or <touching (shoioty bawl v)?>>\n move (4) steps\nend\nif <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v)\n delete this clone\nelse\n delete this clone\nend\n\n@Water\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Lev) = [28]> then\n show\n switch costume to (costume1 v)\n else\n if <(Lev) = [29]> then\n show\n switch costume to (costume2 v)\n else\n if <(Lev) = [30]> then\n show\n switch costume to (costume3 v)\n else\n if <(Lev) = [32]> then\n show\n switch costume to (costume4 v)\n else\n hide\n go to [back v] layer\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set y to ((([sin v] of (8*) ) * (10)) * (0.5))\nend\n\n@boss4\n\nwhen I start as a clone\nshow\nswitch costume to (spikelay v)\ngo to [back v] layer\ngo to x: (boss x position) y: ((boss y position) - (50))\nrepeat until <<(x position) < [-225]> or <[39] < (Lev)>>\n if <[39] < (Lev)> then\n delete this clone\n else\n point towards (persona v)\n if <[125] > (x position)> then\n move (4) steps\n end\n if <(x position) > [125]> then\n move (25) steps\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [boss hp v]\nhide\nwait until <(Lev) = [39]>\nshow variable [boss hp v]\ngo to x: (142) y: (49)\nshow\nswitch costume to (boass v)\npoint in direction (90)\nrepeat until <[39] < (Lev)>\n if <(Lev) = [39]> then\n create clone of (_myself_ v)\n wait (0.75) seconds\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n set [boss x position v] to (x position)\n set [boss y position v] to (y position)\nend\n\nwhen I start as a clone\nforever\n if <touching (shoioty bawl v)?> then\n wait (0) seconds\n delete this clone\n end\n if <[39] < (Lev)> then\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(Lev) = [39]>\nset [boss hp v] to [50]\nforever\n if <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v) and wait\n if <(Lev) = [39]> then\n change [boss hp v] by (1)\n if <[50] < (Boss HP)> then\n set [boss hp v] to [50]\n end\n end\n end\n if <(Lev) = [39]> then\n switch costume to (boass v)\n show\n else\n hide\n end\nend\n\nwhen I receive [hit boss v]\nchange [boss hp v] by (-1)\n\nwhen flag clicked\nforever\n if <touching (shoioty bawl v)?> then\n change [boss hp v] by (-1)\n set [ball ded v] to [ded]\n end\nend\n\nwhen flag clicked\nwait until <(Lev) = [39]>\nforever\n if <(Boss HP) < [1]> then\n hide variable [boss hp v]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(Boss HP) < [1]> then\n hide variable [boss hp v]\n delete this clone\n end\nend\n\nwhen I receive [player to x -200 y 0 v]\ngo to x: (142) y: (49)\n\nwhen flag clicked\nset [boss hp v] to [10]\nforever\n if <(Boss HP) < [50]> then\n if <(Lev) = [39]> then\n wait (2.5) seconds\n change [boss hp v] by (1)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v)\n delete this clone\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@thoenail\n\nwhen flag clicked\nhide\n\nhide\ngo to [back v] layer\nshow variable [lev v]\n\nshow\ngo to [front v] layer\nhide variable [lev v]\nhide variable [boss hp v]\n\nhide\ngo to [back v] layer\nshow variable [lev v]\nshow variable [boss hp v]\n\n@emd skreen\n\nwhen flag clicked\nhide\nwait (0) seconds\nhide\nrepeat until <(Lev) > [41]>\n hide\nend\nshow\n\nshow\n\n@LoFavLow\n\nwhen flag clicked\npoint in direction (90)\nshow variable [lev v]\nhide\nwait (0) seconds\nhide\nrepeat until <(Lev) > [41]>\n hide\nend\nshow\npoint in direction (90)\nhide variable [lev v]\nforever\n point in direction ((([sin v] of ((8*) * (1.5)) ) * (10)) + (90))\nend\n\n@counter - levels\n\nwhen flag clicked\nset [-idclone v] to [0]\nhide\n\nwhen I start as a clone\nset size to (50) %\ngo to [front v] layer\nshow\nclear graphic effects\nset [brightness v] effect to (-100)\nset y to (-157)\npoint in direction (90)\n\ndefine gen clones\nrepeat (10)\n change [-idclone v] by (1)\n create clone of (_myself_ v)\nend\nset [-idclone v] to [man]\n\nwhen I start as a clone\n\nwhen I receive [tick v]\nif <not <(-idClone) = [man]>> then\n if <((length of (Lev)) + (1)) > (-idClone)> then\n show\n switch costume to (letter (-idClone) of (Lev))\n set x to ((-240) + ((-idClone) * (20)))\n set y to ((160) + ([sin v] of ((timer) * (1000)) ))\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (9)))\n set [brightness v] effect to (-100)\n else\n hide\n end\nend\n\nwhen flag clicked\ngen clones\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nforever\n hide variable [lev v]\nend\n\n
DOUBLE CLICK GREEN FLAG!!!!!!!!!!\nPart 1: https://scratch.mit.edu/projects/400364304/\nPart 3: https://scratch.mit.edu/projects/551205351/\n➠ Arrow keys or WASD to move\n➠ N to skip\n➠ Space for light\n➠ F to shoot\n➠ C for missile ➠ Unlocked at lvl 20\nPlease report any bugs or improvements in the comments. Thanks!\nHave fun!\n\nif it lags use turbowarp: https://turbowarp.org/551098381\n\nI'm #80 on trending! WHAT! - July 26, 2021
Clone Platformer ver.1.6
@Stage\n\nwhen flag clicked\nhide variable [☁ time v]\nhide variable [☁ world record v]\nswitch backdrop to (背景1 v)\nset [stage v] to [0]\n\nwhen I receive [start v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [ok v]\nreset timer\nrepeat until <(stage) = [6]>\n set [time v] to ([floor v] of (timer) )\nend\nif <(stage) = [6]> then\n switch backdrop to (背景3 v)\n set [☁ time v] to (time)\n show variable [☁ time v]\n if <(☁ time) < (☁ world record)> then\n set [☁ world record v] to (☁ time)\n end\n show variable [☁ world record v]\nend\n\n@主人公\n\ndefine reset (x) (y)\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (0)\nset rotation style [left-right v]\ngo to x: (x) y: (y)\n\nwhen I receive [ok v]\nshow\nreset [-230] [-140]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[25] < (mouse x)>>> then\n change [x v] by (1)\n point in direction ([abs v] of (direction) )\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-25]>>> then\n change [x v] by (-1)\n point in direction ((-1) * ([abs v] of (direction) ))\n end\n set [x v] to ((x) * (.82))\n change x by (x)\n if <touching (1,2:ステージ v)?> then\n change y by (1.11)\n if <touching (1,2:ステージ v)?> then\n change y by (1.11)\n if <touching (1,2:ステージ v)?> then\n change y by (1.11)\n if <touching (1,2:ステージ v)?> then\n change y by (1.11)\n if <touching (1,2:ステージ v)?> then\n change y by (1.11)\n if <touching (1,2:ステージ v)?> then\n change y by (1.11)\n if <touching (1,2:ステージ v)?> then\n change y by (1.11)\n if <touching (1,2:ステージ v)?> then\n change x by ((-1) * (x))\n change y by (-7.77)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\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 set [y v] to [9]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (1,2:ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y v] to [9]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (1,2:ステージ v)?> then\n change y by ((-1) * (y))\n set [y v] to [0]\n end\n if <touching (6:ゴール v)?> then\n set [消える判定 v] to [1]\n wait (.001) seconds\n set [消える判定 v] to [0]\n change [stage v] by (1)\n broadcast (next v)\n reset [-230] [-140]\n wait (1) seconds\n end\n if <<[-170] > (y position)> or <<touching (3,4,9:障害物 v)?> or <<touching (4:マグマ下 v)?> or <touching (9:とげ v)?>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset [-230] [-140]\n end\n if <(x position) < [-230]> then\n set x to (-230)\n end\n if <(x position) > [230]> then\n set x to (230)\n end\n if <touching (5:ジャンプ v)?> then\n set [y v] to [13]\n end\n if <touching (d;ダッシュ v)?> then\n set [x v] to [10]\n end\n if <touching (b;バックダッシュ v)?> then\n set [x v] to [-10]\n end\nend\n\nwhen flag clicked\nset [消える判定 v] to [0]\nhide\n\n@1,2:ステージ\n\nwhen I start as a clone\nforever\n if <not <(消える判定) = [0]>> then\n delete this clone\n end\nend\n\ndefine 配置\nshow\ngo to x: (-230) y: (170)\nset [a v] to [1]\nset [b v] to (((stage) * (18)) + (1))\nrepeat (18)\n set x to (-230)\n repeat (25)\n change [a v] by (1)\n if < (letter (a) of (item (b) of [1 v])) contains [1]?> then\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n else\n if < (letter (a) of (item (b) of [1 v])) contains [2]?> then\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n end\n end\n change x by (20)\n end\n set [a v] to [1]\n change [b v] by (1)\n change y by (-20)\nend\nhide\n\nwhen I receive [next v]\n配置\n\nwhen I receive [start v]\n配置\nbroadcast (OK v)\n\n@3,4,9:障害物\n\nwhen I start as a clone\nforever\n if <not <(消える判定) = [0]>> then\n delete this clone\n end\nend\n\ndefine 配置\nshow\ngo to x: (-230) y: (170)\nset [a v] to [1]\nset [b v] to (((stage) * (18)) + (1))\nrepeat (18)\n set x to (-230)\n repeat (25)\n change [a v] by (1)\n if < (letter (a) of (item (b) of [1 v])) contains [3]?> then\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n else\n if < (letter (a) of (item (b) of [1 v])) contains [4]?> then\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n else\n if < (letter (a) of (item (b) of [1 v])) contains [9]?> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n end\n end\n end\n change x by (20)\n end\n set [a v] to [1]\n change [b v] by (1)\n change y by (-20)\nend\nhide\n\nwhen I receive [next v]\n配置\n\nwhen I receive [start v]\n配置\n\n@5:ジャンプ\n\nwhen I start as a clone\nforever\n if <not <(消える判定) = [0]>> then\n delete this clone\n end\nend\n\ndefine 配置\nshow\nset [a v] to [1]\nset [b v] to (((stage) * (18)) + (1))\ngo to x: (-230) y: (170)\nrepeat (18)\n set x to (-230)\n repeat (25)\n change [a v] by (1)\n if < (letter (a) of (item (b) of [1 v])) contains [5]?> then\n create clone of (_myself_ v)\n end\n change x by (20)\n end\n set [a v] to [1]\n change [b v] by (1)\n change y by (-20)\nend\nhide\n\nwhen I receive [next v]\n配置\n\nwhen I receive [start v]\n配置\n\n@6:ゴール\n\nwhen I receive [next v]\n配置\n\nwhen I start as a clone\nforever\n if <not <(消える判定) = [0]>> then\n delete this clone\n end\nend\n\ndefine 配置\nshow\ngo to x: (-230) y: (170)\nset [a v] to [1]\nset [b v] to (((stage) * (18)) + (1))\nrepeat (18)\n set x to (-230)\n repeat (25)\n change [a v] by (1)\n if < (letter (a) of (item (b) of [1 v])) contains [6]?> then\n create clone of (_myself_ v)\n end\n change x by (20)\n end\n set [a v] to [1]\n change [b v] by (1)\n change y by (-20)\nend\nhide\n\nwhen I receive [start v]\n配置\n\n@7,8,a:飾り\n\nwhen I start as a clone\nforever\n if <not <(消える判定) = [0]>> then\n delete this clone\n end\nend\n\ndefine 配置\nshow\ngo to x: (-230) y: (170)\nset [a v] to [1]\nset [b v] to (((stage) * (18)) + (1))\nrepeat (18)\n set x to (-230)\n repeat (25)\n change [a v] by (1)\n if < (letter (a) of (item (b) of [1 v])) contains [7]?> then\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n else\n if < (letter (a) of (item (b) of [1 v])) contains [8]?> then\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n else\n if < (letter (a) of (item (b) of [1 v])) contains [a]?> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n end\n end\n end\n change x by (20)\n end\n set [a v] to [1]\n change [b v] by (1)\n change y by (-20)\nend\nhide\n\nwhen I receive [next v]\n配置\n\nwhen I receive [start v]\n配置\n\n@d;ダッシュ\n\nwhen I start as a clone\nforever\n if <not <(消える判定) = [0]>> then\n delete this clone\n end\nend\n\ndefine 配置\nshow\ngo to x: (-230) y: (170)\nset [a v] to [1]\nset [b v] to (((stage) * (18)) + (1))\nrepeat (18)\n set x to (-230)\n repeat (25)\n change [a v] by (1)\n if < (letter (a) of (item (b) of [1 v])) contains [d]?> then\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n end\n change x by (20)\n end\n set [a v] to [1]\n change [b v] by (1)\n change y by (-20)\nend\nhide\n\nwhen I receive [next v]\n配置\n\nwhen I receive [start v]\n配置\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\npoint in direction (80)\ngo to x: (550) y: (0)\nrepeat (20)\n change x by (((x position) - (0)) / (-5))\nend\nrepeat (21)\n change x by (((x position) - (-550)) / (-5))\nend\nhide\n\n@おサムネ\n\nwhen flag clicked\nshow\nchange [ghost v] effect by (100)\n\n@入\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [7]> then\n if <(M) = [1]> then\n go to [front v] layer\n go to x: (550) y: (0)\n repeat (20)\n change x by (((x position) - (0)) / (-5))\n end\n repeat (21)\n change x by (((x position) - (-550)) / (-5))\n end\n else\n go to [front v] layer\n go to x: (550) y: (0)\n repeat (20)\n change x by (((x position) - (0)) / (-5))\n end\n set [↻ v] to [1]\n repeat (21)\n change x by (((x position) - (-550)) / (-5))\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n go to x: (0) y: (0)\n show\n go to [back v] layer\n repeat until <(M) = [1]>\n turn right (5) degrees\n end\n if <(M) = [1]> then\n delete this clone\n end\nend\nif <(costume [number v]) = [4]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (75) %\n go to [front v] layer\n ↻ [3]\n repeat (5)\n change size by (-5)\n end\n repeat (5)\n change size by (-5)\n end\n switch costume to (5 v)\n go to x: (0) y: (0)\n point in direction (90)\n set size to (1) %\n create clone of (_myself_ v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) < [4]> then\n set size to (pick random (80) to (120)) %\n go to (random position v)\n point in direction (pick random (1) to (360))\n repeat until <(M) = [1]>\n move (pick random (0) to (1)) steps\n if on edge, bounce\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n repeat (18)\n change size by (5)\n point in direction (((12) * ([sin v] of ((timer) * (300)) )) + (90))\n end\n repeat (80)\n point in direction (((12) * ([sin v] of ((timer) * (300)) )) + (90))\n end\n set [m v] to [1]\n delete this clone\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (7 v)\ncreate clone of (_myself_ v)\nwait until <(↻) = [1]>\nif <(↻) = [1]> then\n start sound [ v]\n set size to (100) %\n hide\n switch costume to (6 v)\n create clone of (_myself_ v)\n switch costume to (4 v)\n create clone of (_myself_ v)\n go to x: (300) y: (300)\n repeat (80)\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n end\nend\nwait until <(M) = [1]>\nif <(M) = [1]> then\n switch costume to (7 v)\n create clone of (_myself_ v)\nend\nwait (1.1) seconds\nbroadcast (start v)\n\nwhen flag clicked\nset [m v] to [0]\nset [↻ v] to [0]\nforever\n set [角度 v] to (pick random (15) to (30))\n set [速度 v] to (pick random (3) to (7))\nend\n\ndefine ↻ ()\nrepeat ()\n wait (.1) seconds\n point in direction (90)\n set [↻ v] to [0]\n repeat (45)\n point in direction ((90) + (([tan v] of (↻) ) * (7)))\n change [↻ v] by (4)\n end\n point in direction (90)\nend\n\n@b;バックダッシュ\n\nwhen I start as a clone\nforever\n if <not <(消える判定) = [0]>> then\n delete this clone\n end\nend\n\ndefine 配置\nshow\ngo to x: (-230) y: (170)\nset [a v] to [1]\nset [b v] to (((stage) * (18)) + (1))\nrepeat (18)\n set x to (-230)\n repeat (25)\n change [a v] by (1)\n if < (letter (a) of (item (b) of [1 v])) contains [b]?> then\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n end\n change x by (20)\n end\n set [a v] to [1]\n change [b v] by (1)\n change y by (-20)\nend\nhide\n\nwhen I receive [next v]\n配置\n\nwhen I receive [start v]\n配置\n\n
★ How to play\n・Use the arrow keys\n・tap the screen to move.\n★遊び方\n・矢印キーで操作\n・モバイルにも一応対応\n\n・The stages are managed by a list, so you can also create your own stages.\n・I plan to add more stages in the future.\n\n・一応リストでステージは管理しているので、自分でステージを作ることもできます。\n 背景のところにブロックがあると思うので、そこに\n ある数字をいじると、反映されます。