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【PLAIN】*platformer* pino-graphic
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@Stage\n\n@(゚∀゚)アヒャ\n\ndefine 初期化\npoint in direction (90)\nset size to (40) %\nclear graphic effects\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-210) y: (-80)\n\nwhen flag clicked\ngo to [back v] layer\nset [stage v] to [1]\n初期化\nforever\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 (0.9)\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 (-0.9)\n end\n change x by (X)\n set [x v] to ((X) * (0.92))\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (-3)\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 [10]\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>> then\n set [y v] to [12]\n end\n end\n change [y v] by (-0.8)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [239]> then\n broadcast (nextstage v)\n change [stage v] by (1)\n 初期化\n end\n if <(y position) < [-179]> then\n 初期化\n end\n if <touching (アハハ! v)?> then\n start sound [Whiz v]\n repeat (30)\n turn right (15) degrees\n change size by (-1)\n change y by (10)\n end\n 初期化\n end\nend\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n\nwhen I receive [nextstage v]\nnext costume\nif <(stage) = [9]> then\n broadcast (f v)\nend\n\n@せなか\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n\nwhen I receive [nextstage v]\nnext costume\n\n@アハハ!\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n\nwhen I receive [nextstage v]\nnext costume\n\n@タイマー\n\nwhen I receive [f v]\nset [a v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [a v] to [2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [a v] to [3]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [a v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(timer) < [100]> then\n if <(a) = [4]> then\n go to x: (30) y: (80)\n switch costume to (コスチューム11 v)\n else\n if <(a) = [1]> then\n go to x: (-40) y: (80)\n switch costume to ((letter (1) of (timer)) + (1))\n else\n if <(a) = [2]> then\n go to x: (0) y: (80)\n switch costume to ((letter (2) of (timer)) + (1))\n else\n go to x: (60) y: (80)\n switch costume to ((letter (4) of (timer)) + (1))\n end\n end\n end\nelse\n go to x: (-20) y: (80)\n switch costume to (コスチューム12 v)\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
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↑\n← →\n\nMobile friendly\n\n100s is over 100s\n\n\n\nちなみに主は42.7sです。
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A useless boring Platformer
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@Stage\n\n@Ground\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n switch costume to (The Level)\nend\n\n@Player\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I start as a clone\n\ndelete this clone\n\ndelete this clone\n\nwait (0.9) seconds\n\nwhen I receive [start v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\n@Spikes\n\nwhen flag clicked\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (start v)\n\nwhen I receive [start v]\n\n
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arrow keys
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Nature Platformer (mobile friendly)
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@Stage\n\nwhen flag clicked\nforever\nend\n\n@Spieler\n\nwhen flag clicked\nclear graphic effects\nset [level v] to [1]\nhide\n\nwhen I start as a clone\nswitch costume to (kostüm2 v)\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [go v]\nshow\nswitch costume to (kostüm3 v)\ngo to x: (-200) y: (74)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-2)\n end\n set [x v] to ((X) * (0.8))\n change x by (X)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((y position) + (20)) < (mouse y)> and <mouse down?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n create clone of (_myself_ v)\n change [y v] by (-1)\n change y by (Y)\n if <touching (platform v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((y position) + (20)) < (mouse y)> and <mouse down?>>> and <touching (platform v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [225]> then\n hide\n broadcast (Next Level v)\n set [x v] to [0]\n set [y v] to [0]\n wait (2) seconds\n change [level v] by (1)\n wait (2) seconds\n show\n go to x: (-200) y: (74)\n end\n if <<<touching (lava v)?> or <touching (spikes v)?>> or <touching (spieler3 v)?>> then\n go to x: (-200) y: (74)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (make clones v)\n end\nend\n\n@Platform\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\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\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nset [down v] to [7]\nrepeat until <(y position) < [-400]>\n change y by (Down)\n change [down v] by (-1)\nend\nbroadcast (Go v)\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Spieler3\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [go v]\nhide\nswitch costume to (kostüm3 v)\n\nbroadcast (Next Level v)\nwait (3.5) seconds\nset [x v] to [0]\nset [y v] to [0]\nchange [level v] by (1)\ngo to x: (-200) y: (74)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nwait (3) seconds\nif <(Level) = [7]> then\n go to x: (114) y: (-62)\n switch costume to (kostüm3 v)\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n go to x: (114) y: (70)\n switch costume to (kostüm2 v)\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n go to x: (20) y: (-62)\n switch costume to (kostüm3 v)\n create clone of (_myself_ v)\n wait (2) seconds\n go to x: (114) y: (70)\n switch costume to (kostüm2 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n show\n if <(costume [number v]) = [2]> then\n switch costume to (kostüm4 v)\n else\n switch costume to (kostüm2 v)\n end\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nshow\nif <(Level) = [7]> then\n forever\n glide (1.5) secs to x: (-114) y: (-62)\n glide (1.5) secs to x: (114) y: (-62)\n end\nelse\n if <(Level) = [8]> then\n forever\n glide (2) secs to x: (-114) y: (70)\n glide (2) secs to x: (114) y: (70)\n end\n else\n if <(costume [number v]) = [1]> then\n forever\n glide (2) secs to x: (-114) y: (-62)\n glide (2) secs to x: (20) y: (-62)\n end\n else\n forever\n glide (2) secs to x: (-114) y: (70)\n glide (2) secs to x: (114) y: (70)\n end\n end\n end\nend\n\nwhen I receive [make clones v]\nif <(Level) = [7]> then\n go to x: (114) y: (-60)\nend\nif <(Level) = [8]> then\n go to x: (114) y: (70)\nend\nif <(Level) = [9]> then\n\n@Figur1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (99999) y: (0)\nswitch costume to (costume1 v)\nshow\nrepeat (30)\n change x by (((x position) * (-1)) / (10))\nend\ngo to x: (0) y: (0)\nrepeat (50)\n change x by ((((x position) * (1)) / (10)) + (-1))\nend\nhide\n\n@Figur2\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\nshow\ngo to x: (-8) y: (60)\nreset timer\npoint in direction (90)\ncreate clone of (_myself_ v)\nforever\n point in direction ((([sin v] of ((timer) * (130)) ) * (20)) + (90))\nend\n\nwhen I start as a clone\nswitch costume to (kostüm2 v)\nforever\n set y to ((([sin v] of ((timer) * (130)) ) * (20)) - (40))\nend\n\n
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PART 2 COMMING SOON\n\nWelcome to Nature Platformer \n\nINSTRUCTIONS:\n ➥ use arrow keys, WASD or Mobile controls to move\n ➥ don't touch the spikes, lava and enemies\n ➥ get to the end as fast as you can\n ➥ I will make Part 2 at 50 likes\n\n❤️,⭐️and Follow as it was very hard work.\n\nPlease also play this platformer Its also by @YanGoose and a multiplayer scrolling platformer so its more fun than this one\n\nhttps://scratch.mit.edu/projects/555688099/\n\n\n
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Slime World | A Scrolling Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [MBB - Beach \[NCS BEST OF\] v] until done\nend\n\n@sky\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (dusk v)\nset [day v] to [1]\nforever\n wait (20) seconds\n fin stage\n switch time period\n wait (30) seconds\n fin stage\n wait (30) seconds\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\ndefine fin stage\ncreate clone of (_myself_ v)\ngo to [back v] layer\nnext costume\n\ndefine switch time period\nif <(day) = [1]> then\n set [day v] to [0]\n broadcast (dusk v)\nelse\n set [day v] to [1]\n broadcast (dawn v)\nend\n\n@Ground\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nrepeat (10)\n\nClone ((480) * ()) [-100] [4]\n\nwhen flag clicked\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nClone ((480) * (6)) [-100] [7]\nforever\n broadcast (Tick v)\nend\n\n@Bad\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nforever\n if <touching (you v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nbroadcast (T v)\n\nwhen flag clicked\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nforever\n broadcast (Tick v)\nend\n\n@You\n\ndefine Player Move\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) + (1))\n replace item (3) of [player v] with [90]\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) - (1))\n replace item (3) of [player v] with [-90]\nend\nreplace item (1) of [player v] with ((item (1) of [player v]) * (0.88))\nchange x by (item (1) of [player v])\nswitch costume to (item (3) of [player v])\nrepeat (10)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change x by (() - (item (1) of [player v]))\n change y by (-10)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n replace item (1) of [player v] with ((6) - ((12) * <not <(item (1) of [player v]) < [0]>>))\n replace item (2) of [player v] with [10]\n end\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>>> then\n replace item (2) of [player v] with [14]\nend\nchange y by (1)\nreplace item (2) of [player v] with ((item (2) of [player v]) - (1))\nchange y by (item (2) of [player v])\nif <touching (ground v)?> then\n change y by (() - (item (2) of [player v]))\n replace item (2) of [player v] with [0]\nend\nreplace item (4) of [player v] with ((item (4) of [player v]) + ((x position) - ((item (4) of [player v]) - (item (6) of [player v]))))\nreplace item (5) of [player v] with ((item (5) of [player v]) + ((y position) - (((item (5) of [player v]) - (item (7) of [player v])) - (50))))\nreplace item (6) of [player v] with ((item (6) of [player v]) + (((item (4) of [player v]) - (item (6) of [player v])) / (10)))\nreplace item (7) of [player v] with ((item (7) of [player v]) + (((item (5) of [player v]) - (item (7) of [player v])) / (5)))\nset x to ((item (4) of [player v]) - (item (6) of [player v]))\nset y to (((item (5) of [player v]) - (item (7) of [player v])) - (50))\nif <(item (7) of [player v]) < [-400]> then\n Setting\nend\n\ndefine Setting\nset size to (150) %\npoint in direction (90)\ngo to x: (0) y: (0)\ndelete (all) of [player v]\nadd [0] to [player v]\nadd [0] to [player v]\nadd [90] to [player v]\nadd [0] to [player v]\nadd [-100] to [player v]\nadd [0] to [player v]\nadd [-100] to [player v]\n\nwhen I receive [t v]\nSetting\nforever\n Player Move\nend\n\nwhen flag clicked\nforever\n if <touching (bad v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bad2 v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (crown v)?> then\n broadcast (Win v)\n end\nend\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
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Slime World | A Scrolling Platformer | ANoobLol12345\n----------------------------------------------------------------------\nHit that green flag and play https://turbowarp.org/551770149 Turbowarp link\n-Move the player using arrow keys\n-Dodge the spikes\n-Get to the end\n*Lagging may happen, just go somewhere closer to the wifi*
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RAINBOW - A Platformer
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@Stage\n\nwhen [space v] key pressed\nrepeat until <(backdrop [number v]) = [3]>\n change [time v] by (0.1)\n wait (0.1) seconds\nend\nshow variable [time v]\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\n\n@background\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen [0 v] key pressed\nnext costume\nbroadcast (go back 0 v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [you win!]>\nswitch backdrop to (backdrop2 v)\nbroadcast (you win! \(end\) v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(level) = [22]>\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(level) = [28]>\nswitch backdrop to (backdrop1 v)\n\n@trail\n\nwhen I start as a clone\nrepeat (12)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen [space v] key pressed\nshow\nset size to (80) %\nforever\n go to (the guy v)\n create clone of (_myself_ v)\nend\n\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [thumbnail v]\nhide\n\nchange size by (-7)\n\nchange [color v] effect by (5)\n\nchange [color v] effect by (2)\n\n@the guy\n\nwhen [space v] key pressed\nset size to (100) %\nforever\n set [speed x v] to ((speed x) * (0.75))\n if <touching (grey v)?> then\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\npoint in direction (90)\nset size to (200) %\ngo to x: (0) y: (20)\n\nwhen I receive [change costume v]\nnext costume\n\nwhen I receive [change costume back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [thumbnail v]\nhide\n\nwhen [space v] key pressed\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\nend\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (background v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen [space v] key pressed\nforever\n if <<key (up arrow v) pressed?> and <(falling) < [3]>> then\n set [speed y v] to [10]\n end\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (background v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nset [speed y v] to [0]\n\nset [falling v] to [0]\n\nwhen flag clicked\nset [space v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(space) = [0]>> then\n set [space v] to [1]\n go to x: (-212) y: (-99)\n go to [front v] layer\n end\nend\n\nwhen [space v] key pressed\n\nwhen I receive [next stage v]\ngo to x: (-212) y: (-99)\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-50)\n\nif <key (left arrow v) pressed?> then\n walk [-90] [-6]\nend\nif <key (right arrow v) pressed?> then\n walk [90] [6]\nend\n\nif <not <touching color (#ababab)?>> then\n\ndefine touching grey\n\ntouching grey\n\nbroadcast (touch grey v)\n\nif <touching (grey v)?> then\n\nwait (2) seconds\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [speed y v] to [15]\n end\nend\n\nwhen [space v] key pressed\nforever\n if <<<touching (grey v)?> or <touching (saw v)?>> or <touching (colour stealer v)?>> then\n repeat (10)\n set [speed y v] to [1]\n set [speed x v] to [0]\n change [brightness v] effect by (10)\n set [speed y v] to [1]\n set [speed x v] to [0]\n end\n hide\n go to x: (-212) y: (-99)\n show\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n play sound [\[MP3DOWNLOAD v] until done\nend\n\nwhen I receive [go back 0 v]\ngo to x: (-212) y: (-99)\n\n@a platformer\n\nwhen flag clicked\nshow\nforever\n show\n wait (0.5) seconds\n hide\n wait (0.2) seconds\nend\n\nwhen [space v] key pressed\nforever\n hide\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@right\n\nwhen flag clicked\nshow\ngo to x: (50) y: (20)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen [space v] key pressed\nhide\n\nwhen this sprite clicked\nbroadcast (change costume v)\n\nwhen I receive [thumbnail v]\nhide\n\n@left\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nshow\ngo to x: (-50) y: (20)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (change costume back v)\n\nwhen I receive [thumbnail v]\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\nhide\n\nshow\nbroadcast (thumbnail v)\n\n@next stage thingy\n\nwhen flag clicked\nshow\ngo to x: (247) y: (19)\nset [ghost v] effect to (100)\nforever\n if <touching (the guy v)?> then\n broadcast (next stage v)\n end\nend\n\nwhen I receive [you win! \(end\) v]\nhide\n\n@grey\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (1)\n switch costume to (level)\nend\n\n@colour stealer\n\nwhen [space v] key pressed\nforever\n next costume\n wait (0.07) seconds\nend\n\nwhen flag clicked\nset size to (45) %\nhide\n\nwhen [space v] key pressed\nforever\n if <(level) = [18]> then\n show\n go to x: (200) y: (-84)\n forever\n repeat (80)\n point in direction (-90)\n move (5) steps\n end\n repeat (80)\n point in direction (90)\n move (5) steps\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [18]>> then\n hide\n end\nend\n\n@trampoline\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@saw\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen [space v] key pressed\nhide\n\ngo [backward v] (1) layers\n\n\n\nshow\n\nturn right (15) degrees\n\nturn right (15) degrees\n\nset size to (60) %\n\n@eater egg!!!\n\nwhen flag clicked\nset size to (50) %\nset [ghost v] effect to (99)\n\nwhen [space v] key pressed\ngo to x: (-136) y: (90)\nwait until <<touching (the guy v)?> and <(level) = [27]>>\nset [ghost v] effect to (0)\nset [whirl v] effect to (500)\nset [pixelate v] effect to (100)\nrepeat (10)\n change [pixelate v] effect by (-10)\n wait (0.04) seconds\nend\nset [pixelate v] effect to (0)\nset [whirl v] effect to (500)\nrepeat (50)\n change [whirl v] effect by (-10)\nend\nset [whirl v] effect to (0)\nrepeat (24)\n next costume\n wait (0.1) seconds\nend\nwait until <(level) = [28]>\nset [ghost v] effect to (99)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(username) = [lookypookyg]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n stop [all v]\nend\n\n
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Welcome to RAINBOW - A Platformer\n********************************************\nThis is my first Platformer EVER so pls ❤️ & ⭐\nI SHALL APPRECIATE IT IMMENSELY :)\n\nINSTRUCTIONS:\n- Arrow keys to move \n- Don't touch the grey \n- Purple trampolines are bouncy \n- Use arrow buttons at the start to change costumes \n- HAVE FUN!!! :D \n(full screen is recommended)\n\nIf u really need it, and the level is a bit too hard, then u can press 0 to skip level. (I don't recommend spam clicking 0 as you can get glitched)\n\nAlso there is an easter egg hidden in the game, if u find it pls don't comment the location, it kinda spoils it :I\n\nThere's also a timer, but you can ignore it, it's only if u want to time yourself. (it's hidden while you play, but shows at the end) - My high score is 107.4\nlet me know if u beat it! :D\nEDIT: my high score is now 96.5\n\nPlease support my little brother's account @Lookypookyg He's only 7 years old!
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Way to School (Scratch platformer)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (bedroom v)\nwait (5.99) seconds\nbroadcast (play v)\nswitch backdrop to (background v)\n\nwhen I receive [stop v]\nswitch backdrop to (school v)\nwait (9) seconds\nswitch backdrop to (end v) and wait\n\nwhen I receive [die v]\nswitch backdrop to (die v)\n\n@Player \n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (0) y: (10)\nstart sound [Sunshine v]\nshow\nforever\n if <touching (platform v)?> then\n if <key (up arrow v) pressed?> then\n repeat (12)\n switch costume to (jump v)\n change y by (13)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n end\n if <(costume [number v]) = [19]> then\n switch costume to (run_r1 v)\n end\n repeat until <touching (platform v)?>\n change y by (-10)\n switch costume to (fall v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (stand v)\n end\n if <<touching color (#1fa700)?> or <<touching color (#157300)?> or <<touching color (#744f00)?> or <touching color (#5c3f00)?>>>> then\n change y by (10)\n end\n if <touching color (#e6a700)?> then\n broadcast (next v)\n end\n if <touching color (#eaeaea)?> then\n broadcast (stop v)\n end\n if <<touching color (#9b9b9b)?> or <touching color (#4e4e4e)?>> then\n broadcast (Die v)\n hide\n end\nend\n\nwhen I receive [stop v]\nstop all sounds\nhide\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\ngo to x: (230) y: (-150)\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-10)\n end\n if <<key (left arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (10)\n end\nend\n\nwhen I receive [next v]\ngo to x: (230) y: (-150)\nnext costume\n\nwhen I receive [stop v]\nstop all sounds\nhide\n\nwhen I receive [die v]\nstop all sounds\nhide\n\n
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▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n__ How To Play __\n• Don't touch spikes\n• Arrow Keys Move
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Climb to the Rhythm! #games #platformer #music
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@Stage\n\nwhen I receive [music v]\nstop all sounds\nset volume to (100) %\nstart sound [pictogram 2 v]\n\nwhen I receive [music v]\nreset timer\nif <(mode) = [1]> then\n broadcast (Check v)\n forever\n wait until <<[flags v] contains ([floor v] of ((timer) * (2)) )?> and <not <([floor v] of ((timer) * (2)) ) = (Time)>>>\n broadcast (Check v)\n set [time v] to ([floor v] of ((timer) * (2)) )\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [pictogram 1 v]\n\nwhen I receive [play v]\nrepeat (20)\n change volume by (-5)\nend\n\n@block\n\ndefine 描画\nerase all\nif <((0.5) - (((y) / (30)) mod (1))) < [0.02]> then\n broadcast (Revision v)\nend\nset [k v] to ((round ((x) / (30))) + ((Max. of x) * (round ((y) / (30)))))\nset y to ((-165) - ((y) - ((round ((y) / (30))) * (30))))\nrepeat (12)\n set x to ((-225) - ((x) - ((round ((x) / (30))) * (30))))\n repeat (16)\n change [k v] by (1)\n if <(item (k) of [stage v]) > [0]> then\n if <<(item (k) of [stage v]) = [1]> and <(item ((k) + (Max. of x)) of [stage v]) = [1]>> then\n switch costume to (1a v)\n else\n if <<(item (k) of [stage v]) = [2]> and <(item ((k) + (Max. of x)) of [stage v]) = [2]>> then\n switch costume to (2a v)\n else\n if <<(item (k) of [stage v]) = [6]> and <not <(item ((k) + (Max. of x)) of [stage v]) = [0]>>> then\n if <(item ((k) - (1)) of [stage v]) = [0]> then\n switch costume to (6a v)\n else\n if <(item ((k) + (1)) of [stage v]) = [0]> then\n switch costume to (6b v)\n else\n switch costume to (6c v)\n end\n end\n else\n if <(item (k) of [stage v]) = [7]> then\n switch costume to (7a v)\n else\n if <<(item (k) of [stage v]) = [x]> and <not <(flags) = [50]>>> then\n switch costume to (7a v)\n else\n switch costume to (item (k) of [stage v])\n end\n end\n end\n end\n end\n stamp\n end\n change x by (30)\n end\n change [k v] by ((Max. of x) - (16))\n change y by (30)\nend\n\ndefine データ処理\nset [work 1 v] to [1]\nset [max. of x v] to []\nrepeat until <(letter (work 1) of (code)) = [_]>\n set [max. of x v] to (join (Max. of x) (letter (work 1) of (code)))\n change [work 1 v] by (1)\nend\nchange [work 1 v] by (1)\ndelete all of [respawn v]\nrepeat (4)\n set [work 2 v] to []\n repeat until <(letter (work 1) of (code)) = [_]>\n set [work 2 v] to (join (work 2) (letter (work 1) of (code)))\n change [work 1 v] by (1)\n end\n add (work 2) to [respawn v]\n change [work 1 v] by (1)\nend\ndelete all of [stage v]\nrepeat ((((length of (code)) - (work 1)) + (1)) / (2))\n repeat ((letter ((work 1) + (1)) of (code)) + (1))\n add (letter (work 1) of (code)) to [stage v]\n end\n change [work 1 v] by (2)\nend\n\nwhen I receive [prepare v]\nset [code v] to (item (1) of [displaying v])\nデータ処理\nbroadcast (Play v)\nforever\n 描画\nend\n\nwhen flag clicked\nhide variable [x v]\nhide variable [y v]\nhide variable [max. of x v]\nshow list [displaying v]\nerase all\n\nwhen I receive [process v]\n描画\n\nadd (code) to [displaying v]\n\n@player\n\ndefine 移動\nif <mouse down?> then\n if <(x position) > (mouse x)> then\n change [x' v] by (-1)\n point in direction (-90)\n else\n change [x' v] by (1)\n point in direction (90)\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x' v] by (-1)\n point in direction (-90)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x' v] by (1)\n point in direction (90)\nend\nif <([abs v] of (x') ) > [17]> then\n set [x' v] to ((17) * ((x') / ([abs v] of (x') )))\nend\nchange y by (-1)\nif <touching color (#ff00c9)?> then\n if <(x') < [0]> then\n set [x' v] to (((x') + (1)) / (1.07))\n else\n change [x' v] by (0.5)\n end\nelse\n if <touching color (#ff00e2)?> then\n if <(x') > [0]> then\n set [x' v] to (((x') - (1)) / (1.07))\n else\n change [x' v] by (-0.5)\n end\n else\n if <not <touching color (#00ffff)?>> then\n if <([abs v] of (x') ) > [2]> then\n set [x' v] to ((x') * (0.91))\n else\n set [x' v] to ((x') * (0.6))\n end\n end\n end\nend\nif <<<<touching color (#e58900)?> or <touching color (#00ff1b)?>> or <touching color (#00ffff)?>> or <<touching color (#ff00c9)?> or <touching color (#ff00e2)?>>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y' v] to [15]\n end\nend\nchange y by (1)\nchange x by (x')\n位置調整 [1]\nif <(作業1) = [20]> then\n change x by ((x') * (-1))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> 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\nend\nif <(y') > [-20]> then\n change [y' v] by (-1)\nend\nchange y by (y')\nif <<<<touching color (#e58900)?> or <touching color (#00ff1b)?>> or <touching color (#00ffff)?>> or <<touching color (#ff00c9)?> or <touching color (#ff00e2)?>>> then\n change y by ((y') * (-1))\n set [y' v] to [0]\n 位置調整 [-1]\nend\nif <<(y position) < [-170]> or <<<touching color (#ff0000)?> or <touching color (#e50000)?>> or <<touching color (#999999)?> or <touching color (#666666)?>>>> then\n go to x: (item (3) of [respawn v]) y: (item (4) of [respawn v])\n set [x v] to (item (1) of [respawn v])\n set [y v] to (item (2) of [respawn v])\n set [x' v] to [0]\n set [y' v] to [0]\nend\nif <touching color (#001aff)?> then\n set [y' v] to [20]\nend\nif <(y') > [0]> then\n 判定 (((x) + (x position)) + (255)) (((y) + (y position)) + (165)) [789] [7] [7b] [20]\n if <(作業1) = [1]> then\n change y by ((y') * (-1))\n set [y' v] to [0]\n end\nend\nif <touching color (#83ff00)?> then\n if <(flags) = [0]> then\n broadcast (Music v)\n end\n if <(mode) = [2]> then\n 判定 (((x) + (x position)) + (255)) (((y) + (y position)) + (165)) [123456789] [5] [5a] [15]\n if <(作業1) = [1]> then\n delete all of [respawn v]\n add (x) to [respawn v]\n add (y) to [respawn v]\n add (x position) to [respawn v]\n add (y position) to [respawn v]\n change [flags v] by (1)\n end\n end\nend\n\nwhen I receive [play v]\ngo to x: (item (3) of [respawn v]) y: (item (4) of [respawn v])\npoint in direction (90)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (160) %\nshow\nset [flags v] to [0]\nset [x v] to (item (1) of [respawn v])\nset [y v] to (item (2) of [respawn v])\nset [x' v] to [0]\nset [y' v] to [0]\nforever\n 移動\n カメラ移動\nend\n\ndefine カメラ移動\nif <(x) < ((0) - ((x position) / (2)))> then\n if <([abs v] of (x position) ) > [2]> then\n set [x v] to [0]\n end\nelse\n if <((((Max. of x) - (16)) * (30)) - ((x position) / (2))) < (x)> then\n set [x v] to (((Max. of x) - (16)) * (30))\n else\n change [x v] by ((x position) / (2))\n set x to ((x position) / (2))\n end\nend\nif <(y) < ((0) - ((y position) / (2)))> then\n set [y v] to [0]\nelse\n if <([abs v] of (y position) ) > [2]> then\n change [y v] by ((y position) / (2))\n set y to ((y position) / (2))\n end\nend\n\ndefine 位置調整 (y)\nset [作業1 v] to [0]\nrepeat until <<not <<<<touching color (#e58900)?> or <touching color (#00ff1b)?>> or <touching color (#00ffff)?>> or <<touching color (#ff00c9)?> or <touching color (#ff00e2)?>>>> or <(作業1) = [20]>>\n change [作業1 v] by (1)\n change y by (y)\nend\nif <(作業1) = [20]> then\n change y by ((-20) * (y))\nend\n\nwhen I receive [revision v]\nif <(y') < [3]> then\n change [y v] by (2)\n change y by (-2)\nend\n\ndefine 判定 (x) (y) (場所) (検索) (変更) (距離)\nset [作業1 v] to [0]\nif < (場所) contains [1]?> then\n if <(item ((round (((x) - (距離)) / (30))) + ((Max. of x) * (round (((y) - (距離)) / (30))))) of [stage v]) = (検索)> then\n replace item ((round (((x) - (距離)) / (30))) + ((Max. of x) * (round (((y) - (距離)) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\nif < (場所) contains [2]?> then\n if <(item ((round ((x) / (30))) + ((Max. of x) * (round (((y) - (距離)) / (30))))) of [stage v]) = (検索)> then\n replace item ((round ((x) / (30))) + ((Max. of x) * (round (((y) - (距離)) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\nif < (場所) contains [3]?> then\n if <(item ((round (((x) + (距離)) / (30))) + ((Max. of x) * (round (((y) - (距離)) / (30))))) of [stage v]) = (検索)> then\n replace item ((round (((x) + (距離)) / (30))) + ((Max. of x) * (round (((y) - (距離)) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\nif < (場所) contains [4]?> then\n if <(item ((round (((x) - (距離)) / (30))) + ((Max. of x) * (round ((y) / (30))))) of [stage v]) = (検索)> then\n replace item ((round (((x) - (距離)) / (30))) + ((Max. of x) * (round ((y) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\nif < (場所) contains [5]?> then\n if <(item ((round ((x) / (30))) + ((Max. of x) * (round ((y) / (30))))) of [stage v]) = (検索)> then\n replace item ((round ((x) / (30))) + ((Max. of x) * (round ((y) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\nif < (場所) contains [6]?> then\n if <(item ((round (((x) + (距離)) / (30))) + ((Max. of x) * (round ((y) / (30))))) of [stage v]) = (検索)> then\n replace item ((round (((x) + (距離)) / (30))) + ((Max. of x) * (round ((y) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\nif < (場所) contains [7]?> then\n if <(item ((round (((x) - (距離)) / (30))) + ((Max. of x) * (round (((y) + (距離)) / (30))))) of [stage v]) = (検索)> then\n replace item ((round (((x) - (距離)) / (30))) + ((Max. of x) * (round (((y) + (距離)) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\nif < (場所) contains [8]?> then\n if <(item ((round ((x) / (30))) + ((Max. of x) * (round (((y) + (距離)) / (30))))) of [stage v]) = (検索)> then\n replace item ((round ((x) / (30))) + ((Max. of x) * (round (((y) + (距離)) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\nif < (場所) contains [9]?> then\n if <(item ((round (((x) + (距離)) / (30))) + ((Max. of x) * (round (((y) + (距離)) / (30))))) of [stage v]) = (検索)> then\n replace item ((round (((x) + (距離)) / (30))) + ((Max. of x) * (round (((y) + (距離)) / (30))))) of [stage v] with (変更)\n set [作業1 v] to [1]\n end\nend\n\nwhen I receive [prepare v]\ngo to x: (item (1) of [respawn v]) y: (item (2) of [respawn v])\ndelete (1) of [respawn v]\ndelete (1) of [respawn v]\n\nwhen I receive [check v]\nif <touching color (#83ff00)?> then\n 判定 (((x) + (x position)) + (255)) (((y) + (y position)) + (165)) [123456789] [5] [5a] [15]\n if <(作業1) = [1]> then\n delete all of [respawn v]\n add (x) to [respawn v]\n add (y) to [respawn v]\n add (x position) to [respawn v]\n add (y position) to [respawn v]\n change [flags v] by (1)\n if <(flags) = [50]> then\n say [おめでとう!あなたはこのコースを制覇しました!/Congratulations! You have conquered this course! ]\n end\n end\nelse\n stop [other scripts in sprite v]\n broadcast (Game Over v)\nend\n\nwhen flag clicked\nhide\n\n@message\n\nwhen flag clicked\nset [flags v] to [0]\nswitch costume to (cloud v)\ngo to x: (0) y: (0)\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nset size to (250) %\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\n change size by (((70) - (size)) * (0.15))\nend\nwait (0.5) seconds\nrepeat (25)\n change [brightness v] effect by (-4)\n change size by (((100) - (size)) * (0.15))\nend\nset size to (100) %\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (click v)\ngo to x: (0) y: (-180)\nclear graphic effects\nshow\nrepeat (5)\n change y by (4)\nend\nrepeat until <not <<mouse down?> or <key (any v) pressed?>>>\nrepeat until <<mouse down?> or <key (any v) pressed?>>\nif <(flags) = [0]> then\n broadcast (explain v)\nelse\n broadcast (Prepare v)\nend\n\nwhen I receive [prepare v]\ndelete this clone\n\nwhen I receive [game over v]\ngo to x: (0) y: (100)\nswitch costume to (game over v)\nset size to (200) %\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (20)\n change size by (((size) - (100)) * (-0.2))\n change [ghost v] effect by (-5)\n change y by ((y position) * (-0.2))\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [play v]\ngo to x: (-190) y: (140)\nset size to (35) %\nset [ghost v] effect to (100)\nswitch costume to (cloud v)\nshow\nrepeat (16)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [explain v]\nhide\ndelete this clone\n\n@number\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n 最大の桁数… [2] の数字 (flags) の (Clone number) 番目を描画\nend\n\ndefine 最大の桁数… (桁) の数字 (数字) の (番目) 番目を描画\nif <(length of (数字)) > ((桁) - (番目))> then\n show\n switch costume to (letter ((番目) - ((桁) - (length of (数字)))) of (数字))\nelse\n hide\nend\n\nwhen I receive [play v]\nswitch costume to (1 v)\nset size to (60) %\nhide\ngo to x: (180) y: (140)\nset [clone number v] to [0]\ngo to [front v] layer\nrepeat (2)\n change [clone number v] by (1)\n create clone of (_myself_ v)\n change x by (30)\nend\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (black point v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (platform2 v)\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (platform v)\nshow\nforever\n go to [front v] layer\nend\n\n@Image\n\nwhen flag clicked\ngo to x: (0) y: (60)\nset size to (60) %\nhide\n\nwhen I receive [explain v]\nwait (1) seconds\nswitch costume to (1 v)\nset [brightness v] effect to (100)\nshow\nrepeat (4)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n repeat until <not <<mouse down?> or <key (any v) pressed?>>>\n repeat until <<mouse down?> or <key (any v) pressed?>>\n broadcast (next v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n next costume\nend\nhide\nbroadcast (Select v)\n\n@Blue\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [explain v]\nswitch costume to (2 v)\nset [ghost v] effect to (100)\ngo to [back v] layer\nswitch costume to (1 v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [prepare v]\nhide\n\nwhen I receive [next v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Button3\n\nwhen flag clicked\nset [mode v] to [0]\nhide\n\nwhen I receive [select v]\nswitch costume to (challenge mode v)\nset size to (200) %\ngo to x: (0) y: (0)\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-100)\n next costume\nend\n\nwhen I start as a clone\nshow\n\nwhen this sprite clicked\nif <(mode) = [0]> then\n set [mode v] to (costume [number v])\n broadcast (Prepare v)\nend\n\nwhen I receive [prepare v]\ndelete this clone\n\nwhen I receive [play v]\nif <(mode) = [2]> then\n go to x: (-80) y: (140)\n set size to (120) %\n set [ghost v] effect to (100)\n switch costume to (trial mode v)\n show\n repeat (16)\n change [ghost v] effect by (-5)\n end\nend\n\n
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platformer/プラットフォーマー
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@Stage\n\nwhen flag clicked\nforever\n play sound [かけっこ v] until done\nend\n\n@スプライト2\n\nwhen flag clicked\nstart sound [成功 v]\nshow\n座標と変数をリセット\nforever\n 右へ行く\n 左へ行く\n set [x v] to ((x) * (0.9))\n change x by (x)\n 当たってないかの確認\n if <touching (地形 v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n バネ\n end\n change [y v] by (-1)\n change y by (y)\n 当たってないかの確認\n if <touching (地形 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n 当たってないかの確認\n バネ\n if <touching (地形 v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ジャンプ v]\n set [y v] to [13]\n end\n end\n バネ\n change y by (1)\nend\n\ndefine 座標と変数をリセット\ngo to x: (-195) y: (-39)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(x position) > [230]> then\n start sound [成功 v]\n broadcast (次 v)\n 座標と変数をリセット\n end\nend\n\ndefine 右へ行く\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\nend\n\ndefine 左へ行く\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\nend\n\ndefine 当たってないかの確認\nif <<<touching color (#848484)?> or <touching color (#ff6363)?>> or <(y position) < [-180]>> then\n 座標と変数をリセット\nend\n\ndefine バネ\nif <touching color (#66a2ff)?> then\n start sound [ジャンプ v]\n set [y v] to [20]\nend\n\n@地形\n\nwhen flag clicked\nhide variable [☁ クリア人数/number of people cleared v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [次 v]\nnext costume\nif <(costume [name v]) = [コスチューム12]> then\n show variable [☁ クリア人数/number of people cleared v]\n wait (0.5) seconds\n change [☁ クリア人数/number of people cleared v] by (1)\nend\n\n@スプライト1\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (10) to (50))\nset size to (pick random (65) to (100)) %\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (10)\n go to [back v] layer\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset y to (-163)\nforever\n switch costume to (pick random (1) to (4))\n set x to (pick random (-220) to (220))\n create clone of (_myself_ v)\n wait (pick random (0) to (0.3)) seconds\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
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〜English〜\nTap or arrow key to move.\nWhen the character touches the blue color, it jumps greatly.\nThe character must not touch the red color or the needle.\nHave fun! ︎\n〜日本語〜\nタップまたは矢印キーで移動です。\n キャラクターが青い色に触れると、大きくジャンプします。\n キャラクターは赤い色や針に触れてはいけません。\n 楽しんでね!\n\nハートと星くれたらフォローするかも…
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platformer ( `・∀・´)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nwait (0.3) seconds\nswitch backdrop to (背景1 v)\n\n@主人コー\n\nwhen flag clicked\n\nwhen flag clicked\nplay sound [NIVIRO - Memes \[NCS Release\] v] until done\n\ndefine キー入力\nchange x by (x)\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((x) * (0.9))\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching (地面 v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10.1]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <touching (マグマ v)?> then\n broadcast (Miss v)\n set [x v] to [0]\n repeat (10)\n change [ghost v] effect by (7)\n end\n go to x: (-234) y: (-98)\n wait (1) seconds\n clear graphic effects\n play sound [crashed oof v] until done\nend\nif <touching (とげ2 v)?> then\n broadcast (Miss v)\n set [x v] to [0]\n repeat (10)\n change [ghost v] effect by (7)\n end\n go to x: (-234) y: (-98)\n wait (1) seconds\n clear graphic effects\n play sound [crashed oof v] until done\nend\nif <touching (とげ v)?> then\n broadcast (Miss v)\n repeat (10)\n change [ghost v] effect by (7)\n end\n go to x: (-234) y: (-98)\n wait (1) seconds\n clear graphic effects\n play sound [crashed oof v] until done\nend\nif <(x position) > [230]> then\n broadcast (メッセージ1 v)\n go to x: (-234) y: (-98)\n wait (1) seconds\n point in direction (90)\nend\nif <[-179] > (y position)> then\n broadcast (Miss v)\n set [x v] to [0]\n repeat (10)\n change [ghost v] effect by (7)\n end\n go to x: (-234) y: (-98)\n wait (1) seconds\n clear graphic effects\n play sound [crashed oof v] until done\nend\nif <key (down arrow v) pressed?> then\n switch costume to (1 3 v)\nelse\n switch costume to (1 2 v)\nend\nif <key (r v) pressed?> then\n go to x: (-234) y: (-98)\n point in direction (90)\n wait (1) seconds\n play sound [crashed oof v] until done\nend\n\nwhen I receive [ガチの初め v]\nshow\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-212) y: (-98)\npoint in direction (90)\nforever\n キー入力\nend\n\nwhen flag clicked\nforever\n if <touching (コスチューム1 v)?> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nif then\nend\n\n@雲\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <touching (_edge_ v)?> then\n hide\nend\nrepeat until <(x position) < [-300]>\n move (-0.5) steps\nend\ndelete this clone\n\nwhen I receive [ガチの初め v]\nhide\ngo to x: (336) y: (155)\nforever\n create clone of (_myself_ v)\n wait (23) seconds\nend\n\n@地面\n\nwhen I receive [メッセージ1 v]\nbroadcast (x v)\nnext costume\nbroadcast (y v)\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@マグマ\n\nwhen I receive [y v]\nhide\nbroadcast (z v)\n\nwhen flag clicked\n\nwhen I receive [x v]\nhide\n\nwhen I receive [ガチの初め v]\nshow\n\n@地面2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@とげ2\n\nwhen flag clicked\n\nwhen I receive [x v]\nhide\n\nwhen I receive [ガチの初め v]\nshow\nswitch costume to (コスチューム1 \(1\) v)\ngo to x: (40) y: (9)\n\n@コスチューム1\n\nwhen flag clicked\ngo to [front v] layer\nset x to (600)\nchange y by (0)\nhide\n\nwhen I receive [メッセージ1 v]\nshow\nglide (0.3) secs to x: (0) y: (0)\nwait (0.3) seconds\nglide (0.5) secs to x: (-600) y: (0)\nhide\nset x to (600)\n\n@とげ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (20) y: (124)\nshow\n\nwhen I receive [メッセージ1 v]\nnext costume\ngo to x: (-85) y: (163)\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [miss v]\nshow\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nset size to (100) %\nhide\nset [ghost v] effect to (0)\n\n@スプライト2\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nshow\nset size to (100) %\nrepeat (24)\n turn right (15) degrees\nend\nrepeat (22)\n change size by (5)\nend\nwait (1) seconds\nrepeat (20)\n change size by (-5)\nend\nbroadcast (始め v)\nhide\nwait (1.8) seconds\nbroadcast (ガチの初め v)\n\n@スプライト3\n\nwhen flag clicked\nshow\n\nwhen I receive [ガチの初め v]\nhide\n\n@スプライト4\n\nwhen I receive [始め v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (24)\n wait (0.01) seconds\n next costume\nend\nhide\n\nwhen flag clicked\nhide\n\n
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矢印キーでそーさ\nrでリスタート\n久々の壁キックだぜ!\n一般人は、騙される!\nあれは、しようだよ!\nクリアした人にしか、わからないあれね!\nイントロあるけどめんどかった((あれ手抜き?w\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n見たくなるよね
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Narrator 2 | A Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch backdrop to (sky v)\n end\n if <(level) = [2]> then\n switch backdrop to (sky v)\n end\n if <(level) = [3]> then\n switch backdrop to (sky v)\n end\n if <(level) = [4]> then\n switch backdrop to (sky v)\n end\n if <(level) = [5]> then\n switch backdrop to (sky v)\n end\n if <(level) = [6]> then\n switch backdrop to (cave v)\n end\n if <(level) = [7]> then\n switch backdrop to (cave v)\n end\n if <(level) = [8]> then\n switch backdrop to (cave v)\n end\n if <(level) = [9]> then\n switch backdrop to (sky v)\n end\n if <(level) = [10]> then\n switch backdrop to (sky v)\n end\nend\n\n@Player\n\ndefine Run physics (acceleration) (deacceleration) (gravity) (jump height)\nchange [sy v] by (gravity)\nchange [sx v] by (((<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) * (1.7)) * (acceleration))\nset [sx v] to ((sx) * (deacceleration))\nif <touching (trampoline v)?> then\n set [sy v] to [19]\nend\nchange x by (sx)\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (-4)\n change x by ((sx) * (-1))\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to ((jump height) - (2))\n if <[0] < (sx)> then\n set [sx v] to [-13]\n else\n set [sx v] to [13]\n end\n else\n set [sx v] to [0]\n end\nend\nchange y by (sy)\nif <touching (level v)?> then\n change y by ((sy) * (-1))\n set [sy v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching (level v)?> then\n set [sy v] to [15]\n end\nend\nchange y by (1)\n\ndefine Respawn (x) (y)\ngo to x: (x) y: (y)\nset [sy v] to [0]\nset [sx v] to [0]\n\ndefine Walk\nif <(x position) < [-220]> then\n set x to (-220)\nend\nif <(x position) > [221]> then\n set x to (221)\nend\nif <(<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) = [1]> then\n switch costume to (moving player v)\n point in direction (90)\nend\nif <(<<key (a v) pressed?> or <key (left arrow v) pressed?>> - <<key (d v) pressed?> or <key (right arrow v) pressed?>>) = [1]> then\n switch costume to (moving player v)\n point in direction (-90)\nend\nif <(<<key (a v) pressed?> or <key (left arrow v) pressed?>> - <<key (d v) pressed?> or <key (right arrow v) pressed?>>) = [0]> then\n switch costume to (still player v)\n point in direction (0)\nend\n\nwhen I receive [start game loop v]\nset [in air v] to [10]\nforever\n Run physics [1] [0.8] [-1] [14]\n Walk\n Next Level Check\n Respawn Check\n create clone of (_myself_ v)\nend\n\ndefine Respawn Check\nif <<touching (spike v)?> or <<touching (lava v)?> or <touching (saw v)?>>> then\n stop [other scripts in sprite v]\n change [total deaths this level v] by (1)\n repeat (20)\n change [ghost v] effect by (5)\n end\n if <(Level) = [5]> then\n Respawn [-200] [0]\n else\n Respawn [-180] [0]\n end\n wait (0.4) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (Start Game Loop v)\nend\n\ndefine Next Level Check\nif <(Level) = [9]> then\n if <(x position) > [80]> then\n broadcast (END v)\n end\nelse\n if <(x position) > [215]> then\n stop [other scripts in sprite v]\n set [total deaths this level v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [level v] by (1)\n Respawn [-180] [0]\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (Start Game Loop v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (blank v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nRespawn [-180] [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (Start Game Loop v) and wait\n\nwhen flag clicked\nset [level v] to [1]\nset [fix outro glitch v] to [0]\nhide\n\nwhen I receive [create clone v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nhide\n\n@Level\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen I receive [game - play v]\nhide\n\n@Spike\n\nwhen I receive [green flag v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen flag clicked\nset [green flag v] to [0]\nforever\n switch costume to (Level)\n if <(green flag) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [outro v]\nwait (8) seconds\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [green flag v]\nset [green flag v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\n\n@Saw\n\nwhen I receive [start game loop v]\nhide\nwait until <(Clone Adder Glitch) = [0]>\nCreate Level Trampoline\nswitch costume to (costume1 v)\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Create Level Trampoline\nif <(Level) = [2]> then\n set size to (100) %\n clone at x: [100] y: [-10]\nend\nif <(Level) = [5]> then\n set size to (115) %\n clone at x: [13] y: [5]\nend\nif <(Level) = [7]> then\n set size to (90) %\n clone at x: [165] y: [-70]\nend\n\nwhen I receive [start game loop v]\nforever\n set [mouse v] to (join (mouse x) (join [, ] (mouse y)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Clone Adder Glitch) = [1]> then\n delete this clone\n end\n turn right (10) degrees\nend\n\nwhen I receive [start game loop v]\nset [clone adder glitch v] to [1]\nwait (0.01) seconds\nset [clone adder glitch v] to [0]\n\n@Trampoline\n\nwhen I receive [start game loop v]\nwait (0.01) seconds\nhide\nwait until <(Clone Adder Glitch) = [0]>\nCreate Level Trampoline\nswitch costume to (costume1 v)\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Create Level Trampoline\nif <(Level) = [6]> then\n clone at x: [-100] y: [-92]\n clone at x: [15] y: [-92]\n clone at x: [130] y: [-92]\nend\nif <(Level) = [8]> then\n clone at x: [-50] y: [-92]\nend\n\nwhen I receive [start game loop v]\nforever\n set [mouse v] to (join (mouse x) (join [, ] (mouse y)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Clone Adder Glitch) = [1]> then\n delete this clone\n end\n if <touching (player v)?> then\n repeat (3)\n next costume\n wait (0.01) seconds\n end\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [start game loop v]\nset [clone adder glitch v] to [1]\nwait (0.01) seconds\nset [clone adder glitch v] to [0]\n\n@Lava\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: ((([cos v] of (((timer) - (3)) * (200)) ) * (7)) - (10))\nend\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\n@Game Start\n\nwhen flag clicked\nset [hide2 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (quest of darkness tb2 v)\nshow\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(hide2) = [1]>\nhide\nbroadcast (Green Flag v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (triangle play v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait until <(hide2) = [1]>\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [hide2 v] to [1]\nend\n\n@END SCREEN\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\n\n
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You must defeat the Evil King! Listen to the narrator this time!\n\nWASD or Arrow Keys.\n\nPART 1 - https://scratch.mit.edu/projects/525266385/\n\nIf you remix, you will be unique out of 1074 people as only 4 others remixed!
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Gradient Platformer || #Platformer #Games #All #Sharpkeen888 (1)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [win v]\nswitch backdrop to (backdrop2 v)\n\n@player\n\nwhen flag clicked\nwait until <<<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>\nbroadcast (starttimer v)\n\nwhen I receive [start v]\nshow\nJump\n\nwhen I receive [next level v]\ngo to x: (0) y: (-196)\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <key (r v) pressed?>> then\n go to x: (0) y: (-196)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jumppads v)?> then\n set [y v] to [20]\n broadcast (jump v)\n end\nend\n\ndefine Jump\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x) y: (y)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1.2)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1.2)\n end\n set [x v] to ((x) * (0.84))\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?> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [14]\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 (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 <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\npoint in direction (90)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\n\nforever\n if <key (s v) pressed?> then\nend\n\nwhen [s v] key pressed\nnext costume\n\nif <key (down arrow v) pressed?> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen I receive [starttimer v]\nforever\n wait (1.55) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(☁ Cloud High Score) < (Timer)> then\n set [☁ cloud high score v] to (Timer)\n end\nend\n\nwhen flag clicked\nset [your score v] to [0]\nforever\n set [your score v] to (Timer)\nend\n\nwhen I receive [win v]\nchange [timer v] by (0)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [☁ cloud high score v]\nhide variable [your score v]\n\nwhen I receive [start v]\n\n@thumbnailSprite1\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nshow\ngo to [front v] layer\n\n@ground\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (ground v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [8]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [16]>>> then\n broadcast (8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [15]> or <(costume [number v]) = [9]>> then\n broadcast (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [31]> then\n broadcast (win v)\n stop [this script v]\n end\nend\n\nforever\nend\n\nwhen I receive [win v]\nhide\n\n@splash\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (36) y: (28)\nshow\nthink (join [Hmm... is your name... ] (join (username) (join [???] [ Don't press space yet!!! Just wait a sec for the instructions and the guide.]))) for (5) seconds\nsay (join [Hi ] (join (username) (join [!] (join [ I am excited to be your guide today. ] (join [Although you can't see me, I am here. ] (join [Get ready for some adventure. ] [Press the arrow keys to move. After you press space, you can press s to change the design. Have fun!]))))))\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nforever\n repeat (30)\n change [ghost v] effect by (3)\n end\n wait (0.2) seconds\n repeat (30)\n change [ghost v] effect by (-3)\n end\nend\n\nwhen flag clicked\nwait until <key (space v) pressed?>\nbroadcast (Start v)\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\n\n@levelchanger\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [win v]\nhide\n\n@spikes\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [win v]\nhide\n\n@jumppads\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [7 v]\nshow\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\ngo to x: (6) y: (26)\nshow\n\nwhen flag clicked\nforever\n \nend\n\n@na\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [timerstop v]\nshow\n\nwhen I receive [win v]\nforever\n hide\nend\n\n@milli\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to x: (145) y: (103)\nswitch costume to (costume0 v)\nset size to (50) %\nhide\n\nwhen I receive [starttimer v]\nshow\nforever\n wait (0.1) seconds\n next costume\n if <(costume [number v]) = [10]> then\n broadcast (milliswitch v)\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [timerstop v]\nforever\n hide\n stop [this script v]\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@ones\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset size to (50) %\ngo to x: (36) y: (28)\ngo to x: (145) y: (103)\nswitch costume to (costume0 v)\nhide\n\nwhen I receive [milliswitch v]\nnext costume\nwait (1.4) seconds\nwait until <(costume [number v]) = [10]>\nbroadcast (tensecondswitch v)\n\nwhen I receive [timerstop v]\nhide\nstop [this script v]\n\nforever\n if <(costume [number v]) = [10]> then\n broadcast (tensecondswitch v)\n end\nend\n\nif then\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@min\n\nwhen flag clicked\ngo to x: (-33) y: (47)\ngo to x: (112) y: (112)\nswitch costume to (costume0 v)\nset size to (50) %\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [minswitch v]\nnext costume\n\nwhen I receive [timerstop v]\nhide\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (timerstop v)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@tens\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to x: (93) y: (61)\nset size to (50) %\nswitch costume to (costume0 v)\nhide\n\ngo to x: (-67) y: (-56)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [minswitch v]\nswitch costume to (costume0 v)\n\nwhen I receive [timerstop v]\nhide\nstop [this script v]\n\nwhen I receive [tensecondswitch v]\nnext costume\n\nnext costume\n\nforever\n wait (10) seconds\n next costume\nend\n\nbroadcast (minswitch v)\n\nwhen I receive [minswitch v]\nswitch costume to (costume0 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (minswitch v)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@skip\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n set y to (25)\n set x to (35)\n set [color v] effect to (5000)\n else\n set size to (100) %\n set [color v] effect to (0)\n set y to (0)\n set x to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.1) seconds\n broadcast (Next Level v)\n broadcast (timerstop v)\n end\nend\n\nwhen flag clicked\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n\nwhen I receive [win v]\nforever\n hide\nend\n\n@Sprite1\n\nwhen I receive [win v]\n\nwhen I receive [win v]\nshow\ngo to (random position v)\nset y to (116)\nglide (1) secs to x: (x position) y: (-261)\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I start as a clone\nforever\n show\n switch costume to (pick random (1) to (10))\n go to (random position v)\n set y to (160)\n glide (1) secs to x: (x position) y: (-230)\n delete this clone\nend\n\nforever\n\ndelete this clone\n\nwhen I receive [win v]\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nnext costume\n\nwhen I start as a clone\nrepeat (5)\n repeat (5)\n wait (0.000000001) seconds\n turn right (15) degrees\n end\nend\n\n
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PLEASE READ THE INSTRUCTIONS (DON'T PRESS SPACE UNTIL YOU READ EVERYTHING INCLUDING THE SECOND MESSAGE) IN THE GAME AND THE INSTRUCTIONS RIGHT HERE.\nProtect the gradient world by pressing the arrow keys and navigating through the platformer. The timer will start when you move. The timer will be turned off if the timer reaches to 9:59.9. Press r to reset the level. Press s to switch the player's design. The timer will also turn off if you skip the levels. (You can't turn the timer back on after skipping.) The timer is slow for the purpose of this game. Enjoy! My first-time simple speed run is 0:58.0. How about yours? \nHeads Up: If you are not signed in or if you are using turbowarp, you will not be able to see your username in the beginning.\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 #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Games #All #Art #Stories #Tutorial #Animations
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Grass - A Platformer
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@Stage\n\n@aaaa\n\nwhen flag clicked\nset [deaths v] to [0]\ngo to [front v] layer\ngo to x: (-200) y: (-41)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nset [level v] to [47]\n\nwhen flag clicked\nforever\n if <touching (alien v)?> then\n go to x: (-200) y: (-41)\n end\nend\n\nset [level v] to [50]\n\nwhen flag clicked\nwait until <(level) = [103]>\nif <(Deaths) < (☁ Highscore deaths)> then\n set [☁ highscore deaths v] to (Deaths)\nend\n\nset [☁ highscore deaths v] to [41]\n\nwhen I receive [start v]\nswitch costume to (1346 v)\nshow\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (1346 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n switch costume to (1347 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#00ff3f)?> then\n change y by (1)\n end\n if <touching color (#00ff3f)?> then\n change y by (1)\n end\n if <touching color (#00ff3f)?> then\n change y by (1)\n end\n if <touching color (#00ff3f)?> then\n change y by (1)\n end\n if <touching color (#00ff3f)?> then\n change y by (-1)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [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 (#00ff3f)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching color (#00ff3f)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-41)\n change [deaths v] by (1)\n end\n if <<(x position) > [236]> and <(level) < [160]>> then\n change [level v] by (1)\n broadcast (levelup v)\n go to x: (-200) y: (-41)\n end\n if <touching color (#00ff3f)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (-41)\n change [deaths v] by (1)\n end\n if <touching color (#d400ff)?> then\n go to [front v] layer\n wait (0.01) seconds\n change [x v] by (5)\n end\n if <touching color (#00ffff)?> then\n wait (0.01) seconds\n change [y v] by (10)\n end\nend\n\npoint in direction (90)\n\npoint in direction (-90)\n\nbroadcast (start v)\n\nchange [level v] by (1)\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nset [level v] to [65]\n\nset [level v] to [71]\n\nset [level v] to [99]\n\nwhen flag clicked\nhide variable [☁ highscore deaths v]\nhide variable [deaths v]\n\nchange [level v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to [front v] layer\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Alien\n\nwhen flag clicked\nforever\n if <(level) = [51]> then\n show\n glide (0.4) secs to (random position v)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nset [level v] to [61]\n\nif <(level) = [61]> then\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(level) = [61]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [62]> then\n show\n else\n hide\n end\nend\n\nset [level v] to [62]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(level) = [69]> then\n show\n change [color v] effect by (2)\n else\n hide\n end\nend\n\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [89]> then\n show\n else\n hide\n end\nend\n\nset [level v] to [62]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [90]> then\n show\n else\n hide\n end\nend\n\nset [level v] to [90]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [101]> then\n show\n else\n hide\n end\nend\n\nset [level v] to [62]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [101]> then\n show\n else\n hide\n end\nend\n\nset [level v] to [62]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [102]> then\n show\n else\n hide\n end\nend\n\nset [level v] to [62]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite10\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite11\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (black screen v)\n\n@Sprite12\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [black screen v]\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2.5) seconds\nbroadcast (start v)\nhide\n\n@coin\n\nwhen flag clicked\nhide\nhide variable [coins v]\nset [coins v] to [0]\n\nwhen I receive [levelup v]\nhide\nif <(pick random (1) to (14)) > [12]> then\n go to x: (pick random (-200) to (200)) y: (pick random (-200) to (200))\n show\nend\n\nchange [coins v] by (1)\n\nwhen flag clicked\nforever\n if <touching (aaaa v)?> then\n change [coins v] by (1)\n hide\n end\nend\n\nwhen flag clicked\nforever\n replace item (1) of [~player stats~ v] with (join [Coins: ] (coins))\n replace item (2) of [~player stats~ v] with (join [Level: ] (level))\n replace item (3) of [~player stats~ v] with (join [Deaths: ] (Deaths))\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide list [~player stats~ v]\n else\n show list [~player stats~ v]\n end\nend\n\ndelete all of [~player stats~ v]\n\nwhen flag clicked\nbroadcast (del v)\nreplace item (4) of [~player stats~ v] with [Release space to exit]\n\nwhen I receive [del v]\n\nif <(length of [~player stats~ v]) < [0]> then\n add [Coins] to [~player stats~ v]\n add [Level] to [~player stats~ v]\nelse\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(level) > [24]> then\n change [coins v] by (level)\n broadcast (black screen v)\n set [level v] to [1]\nend\n\n
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NOTE: PLS HEART AND STAR\nCHECK OUT MY BRAND NEW PLATFORMER:\nhttps://scratch.mit.edu/projects/561354508/\n\nDifficulty Chart Obby: https://scratch.mit.edu/projects/555265782/\nWelcome to Grass - A Platformer!\nThere are currently 103 levels.\n--------------------------------------------------------------\nREAD ME |\n--------------------------------------------------------------\nRed is killer blocks - Don't touch them\nBlue is bouncy blocks - They make you bounce
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GRASSLAND - A PLATFORMER
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n set [sound v] to (volume)\nend\n\nwhen flag clicked\nplay sound (pick random (1) to (6)) until done\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\n@PLAYER\n\nwhen flag clicked\nwait (2.5) seconds\nif <(paused???) = [FALSE]> then\n SAY : (join (join (join [HI!!!!!] [ ]) (username)) [ WELLCOME TO THE GRASSLAN - A PLATFORMER]) WITH DUDRATION [0] IN BETWEEN\nend\n\ndefine SAY : (text) WITH DUDRATION (duration) IN BETWEEN\nset [# v] to [0]\nset [text v] to []\nrepeat (length of (text))\n change [# v] by (1)\n say (join (TEXT) (letter (#) of (text)))\n set [text v] to (join (TEXT) (letter (#) of (text)))\n wait (duration) seconds\nend\nsay []\n\ndefine game on\nshow\nset size to (100) %\ngo to x: (-207) y: (-18)\nset [x pos v] to [0]\nset [y pos v] to [0]\nforever\n if <(paused???) = [FALSE]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <mouse down?>> then\n point in direction (90)\n change [x pos v] by (0.7)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <mouse down?>> then\n point in direction (-90)\n change [x pos v] by (-0.7)\n end\n change x by (X POS)\n set [x pos v] to ((X POS) * (0.9))\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (0.5)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (0.5)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (0.5)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (0.5)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (0.5)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (0.5)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (0.5)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (0.5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n if <[0] < (X POS)> then\n set [x pos v] to [-7]\n else\n set [x pos v] to [7]\n end\n set [y pos v] to [10]\n else\n set [x pos v] to ((X POS) * (-1.3))\n change x by (X POS)\n set [x pos v] to [0]\n change x by ((X POS) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y pos v] by (-0.5)\n change y by (Y POS)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n set [y pos v] to ((Y POS) * (-0.25))\n change y by (Y POS)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (Y POS)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (Y POS)\n if <<touching (greenland platform v)?> or <touching (items v)?>> then\n change y by (Y POS)\n end\n end\n end\n end\n change y by (-1)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <mouse down?>> and <<touching (greenland platform v)?> or <touching (items v)?>>> then\n set [y pos v] to [10]\n end\n change y by (1)\n if <<<<<touching (danger v)?> or <touching (water v)?>> or <touching (lava v)?>> or <touching (saws v)?>> or <touching (saws2 v)?>> then\n if <touching (water v)?> then\n start sound [Splash v]\n end\n if <touching (lava v)?> then\n start sound [Oops v]\n end\n if <touching (danger v)?> then\n start sound [Pew v]\n end\n if <touching (saws v)?> then\n start sound [SAW HIT v]\n end\n if <touching (saws2 v)?> then\n start sound [SAW HIT v]\n end\n hide\n RESET\n end\n if <touching (level line v)?> then\n broadcast (NEXT LEVEL v)\n NEXT LEVEL\n end\n if <touching (boink v)?> then\n start sound [Big Boing v]\n set [y pos v] to [14]\n end\n if <touching (enemy v)?> then\n RESET\n broadcast (RESET ENEMY v)\n end\n if <touching (victory v)?> then\n start sound [Win v]\n broadcast (you are home!!!!!!! v)\n end\n end\nend\n\ndefine RESET\nif <(paused???) = [FALSE]> then\n show\n go to x: (-207) y: (-18)\nend\n\ndefine NEXT LEVEL\nif <(paused???) = [FALSE]> then\n go to x: (-207) y: (-18)\nend\n\ndefine PLAYER BODY\nif <(paused???) = [FALSE]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <mouse down?>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <mouse down?>> then\n switch costume to (right v)\n else\n if <<<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (a v) pressed?> and <key (w v) pressed?>>> or <mouse down?>> then\n switch costume to (up left v)\n else\n if <<<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (d v) pressed?> and <key (w v) pressed?>>> or <mouse down?>> then\n switch costume to (up right v)\n else\n if <not <key (any v) pressed?>> then\n switch costume to (player v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(paused???) = [FALSE]> then\n switch costume to (trail v)\n repeat (50)\n change [ghost v] effect by (10)\n change size by (-5)\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(paused???) = [FALSE]> then\n PLAYER BODY\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [1]\nwait (2) seconds\nif <(paused???) = [FALSE]> then\n game on\nend\n\nwhen [r v] key pressed\nif <(paused???) = [FALSE]> then\n broadcast (restart v)\n RESET\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\nwhen flag clicked\nset [☁ time : v] to [0]\nset [☁ time : v] to [0]\nset [☁ time : v] to [0]\nchange [☁ viewers v] by (1)\n\n@GREENLAND PLATFORM\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <(paused???) = [FALSE]> then\n next costume\nend\n\nwhen flag clicked\nif <(paused???) = [FALSE]> then\n set [level v] to [1]\n switch costume to (platform v)\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\n@DANGER\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nif <(paused???) = [FALSE]> then\n switch costume to (spike7 v)\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\n@LEVEL LINE\n\nwhen flag clicked\nhide\nforever\n if <(paused???) = [FALSE]> then\n go to [back v] layer\n repeat (10)\n change [ghost v] effect by (10)\n show\n end\n end\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\n@PAUSE\n\nwhen flag clicked\nset [paused??? v] to [FALSE]\n\nwhen I receive [grassland v]\n\nwhen [p v] key pressed\nhide variable [sound v]\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\nwhen flag clicked\nforever\n if <(paused???) = [FALSE]> then\n go to [front v] layer\n hide\n end\n if <(paused???) = [TRUE]> then\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(paused???) = [FALSE]> then\n if <key (p v) pressed?> then\n set [paused??? v] to [TRUE]\n wait until <not <key (p v) pressed?>>\n end\n else\n if <(paused???) = [TRUE]> then\n if <key (p v) pressed?> then\n set [paused??? v] to [FALSE]\n wait until <not <key (p v) pressed?>>\n end\n end\n end\nend\n\n@SOUND\n\nwhen I receive [grassland v]\n\nwhen flag clicked\nset [paused??? v] to [FALSE]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <(paused???) = [TRUE]> then\n show variable [sound v]\n go to [front v] layer\n show\n go to [front v] layer\n else\n go to [front v] layer\n hide\n end\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\nset volume to (100) %\n\n@CAP\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\nforever\n if <(paused???) = [FALSE]> then\n go to (player v)\n point in direction ([direction v] of [player v])\n end\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\n@water\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(paused???) = [FALSE]> then\n go to [back v] layer\n if <([costume # v] of [greenland platform v]) = [4]> then\n switch costume to (water v)\n show\n else\n if <([costume # v] of [greenland platform v]) = [6]> then\n switch costume to (water2 v)\n show\n else\n if <([costume # v] of [greenland platform v]) = [11]> then\n switch costume to (water2 v)\n show\n else\n if <([costume # v] of [greenland platform v]) = [14]> then\n switch costume to (water2 v)\n show\n else\n if <([costume # v] of [greenland platform v]) = [19]> then\n switch costume to (water2 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(paused???) = [FALSE]> then\n go to x: (36) y: ([sin v] of ((X POS) * (10)) )\n change [x pos v] by (3)\n end\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\n@SUN\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(paused???) = [FALSE]> then\n go to [back v] layer\n repeat (50)\n change size by (0.6)\n end\n repeat (50)\n change size by (-0.6)\n end\n end\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\n@GRASSLAND TB\n\nwhen flag clicked\nforever\n if <(paused???) = [FALSE]> then\n go to [front v] layer\n go to x: (0) y: (0)\n repeat (10)\n go to [front v] layer\n show\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (GRASSLAND v)\n end\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\n@lava\n\nwhen flag clicked\nforever\n if <(paused???) = [FALSE]> then\n go to x: (36) y: ([sin v] of ((X POS) * (10)) )\n change [x pos v] by (3)\n end\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\nwhen flag clicked\nforever\n if <(paused???) = [FALSE]> then\n go to [back v] layer\n if <([costume # v] of [greenland platform v]) = [8]> then\n switch costume to (water v)\n show\n else\n if <([costume # v] of [greenland platform v]) = [10]> then\n switch costume to (water v)\n show\n else\n if <([costume # v] of [greenland platform v]) = [15]> then\n switch costume to (water v)\n show\n else\n if <([costume # v] of [greenland platform v]) = [18]> then\n switch costume to (water v)\n show\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@BOINK\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n go to [back v] layer\n if <(paused???) = [FALSE]> then\n if <touching (player v)?> then\n repeat (3)\n next costume\n end\n else\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\nwhen flag clicked\nforever\n if <([costume # v] of [greenland platform v]) = [2]> then\n go to x: (-129) y: (-70)\n go to [back v] layer\n show\n else\n if <([costume # v] of [greenland platform v]) = [18]> then\n go to x: (-140) y: (-98)\n go to [back v] layer\n show\n else\n if <([costume # v] of [greenland platform v]) = [9]> then\n go to x: (138) y: (-78)\n go to [back v] layer\n show\n else\n hide\n end\n end\n end\nend\n\n@TEXT\n\nwhen flag clicked\nswitch costume to (n1 v)\nshow\n\nwhen I receive [next level v]\nif <(paused???) = [FALSE]> then\n next costume\n show\nend\n\nhide\n\nwhen I receive [reduce sound v]\nchange volume by (-1)\n\nwhen I receive [increase sound v]\nchange volume by (1)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@VOLUME DOWN\n\nwhen I receive [sound v]\nforever\n if <(paused???) = [TRUE]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (REDUCE SOUND v)\n\nwhen [p v] key pressed\nbroadcast (SOUND v)\nhide\n\nwhen flag clicked\nhide\n\n@VOLUME UP\n\nwhen I receive [sound v]\nforever\n if <(paused???) = [TRUE]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (INCREASE SOUND v)\nchange volume by (1)\n\nwhen [p v] key pressed\nhide\n\nwhen flag clicked\nhide variable [sound v]\n\nwhen flag clicked\nhide\n\n@SAWS\n\nwhen flag clicked\nhide\nforever\n if <(paused???) = [FALSE]> then\n turn right (15) degrees\n end\nend\n\nwhen I receive [next level v]\nforever\n if <([costume # v] of [greenland platform v]) = [2]> then\n go to [back v] layer\n go to x: (37) y: (12)\n show\n else\n if <([costume # v] of [greenland platform v]) = [3]> then\n go to [back v] layer\n go to x: (158) y: (-76)\n show\n else\n if <([costume # v] of [greenland platform v]) = [12]> then\n go to [back v] layer\n go to x: (59) y: (-99)\n show\n else\n if <([costume # v] of [greenland platform v]) = [13]> then\n go to [back v] layer\n go to x: (-7) y: (71)\n show\n else\n if <([costume # v] of [greenland platform v]) = [17]> then\n go to x: (-6) y: (-79)\n show\n go to [back v] layer\n else\n if <([costume # v] of [greenland platform v]) = [15]> then\n hide\n go to [back v] layer\n go to x: (-72) y: (-197)\n hide\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@SAWS2\n\nwhen I receive [next level v]\nforever\n if <([costume # v] of [greenland platform v]) = [5]> then\n go to [back v] layer\n go to x: (-49) y: (68)\n show\n else\n if <([costume # v] of [greenland platform v]) = [7]> then\n go to [back v] layer\n go to x: (15) y: (-81)\n show\n else\n if <([costume # v] of [greenland platform v]) = [11]> then\n go to [back v] layer\n go to x: (18) y: (-40)\n show\n else\n if <([costume # v] of [greenland platform v]) = [13]> then\n go to [back v] layer\n go to x: (19) y: (-22)\n show\n else\n if <([costume # v] of [greenland platform v]) = [15]> then\n go to [back v] layer\n go to x: (126) y: (-186)\n hide\n else\n hide\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(paused???) = [FALSE]> then\n turn right (15) degrees\n end\nend\n\n@CLOUDS\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (pick random (60) to (100)) %\nset [ghost v] effect to (pick random (30) to (60))\nforever\n go to [back v] layer\n change x by (2)\n if <(x position) > [230]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nforever\n go to [back v] layer\n go to (random position v)\n set x to (-270)\n if <(y position) > [0]> then\n set y to (pick random (80) to (180))\n end\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n@items\n\nwhen flag clicked\nif <(paused???) = [FALSE]> then\n forever\n if <([costume # v] of [greenland platform v]) = [14]> then\n switch costume to (bridge v)\n go to [back v] layer\n go to x: (-89) y: (-96)\n show\n else\n if <([costume # v] of [greenland platform v]) = [21]> then\n switch costume to (open v)\n go to [back v] layer\n go to x: (-89) y: (-96)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [you are home!!!!!!! v]\nswitch costume to (closed house v)\nstop [other scripts in sprite v]\n\n@victory\n\nwhen flag clicked\nhide\nif <(paused???) = [FALSE]> then\n forever\n if <([costume # v] of [greenland platform v]) = [21]> then\n go to [back v] layer\n go to x: (103) y: (-20)\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [you are home!!!!!!! v]\nhide\nstop [other scripts in sprite v]\n\n@BLANK\n\nwhen flag clicked\nset [☁ time : v] to [0]\nhide variable [☁ time : v]\nhide variable [☁ money v]\nwait (2.5) seconds\nshow variable [☁ money v]\nshow variable [☁ time : v]\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <(paused???) = [FALSE]> then\n wait (1) seconds\n change [☁ time : v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [greenland platform v]) = [21]> then\n stop [other scripts in sprite v]\n end\nend\n\n@ASSETS FOR U\n\n@CLOUD VARIABLES\n\ndefine encodeUsername (username)\nset [tempusername v] to []\nset [i v] to [1]\nrepeat (length of (username))\n set [check v] to (item # of (letter (I) of (username)) in [char_list v])\n if <(length of (Check)) = [1]> then\n set [check v] to (join [0] (Check))\n end\n set [tempusername v] to (join (tempUsername) (Check))\n change [i v] by (1)\nend\nset [☁ username v] to (tempUsername)\n\ndefine DecodeNumberToUsername (number)\nset [tempusername v] to []\nset [i v] to [1]\nrepeat ((length of (number)) / (2))\n set [tempusername v] to (join (tempUsername) (item (join (letter (I) of (number)) (letter ((I) + (1)) of (number))) of [char_list v]))\n change [i v] by (2)\nend\nset [☁ username v] to (tempUsername)\n\nwhen flag clicked\nencodeUsername (username)\nDecodeNumberToUsername (☁ USERNAME)\n\nwhen I receive [start v]\nDecodeNumberToUsername (☁ USERNAME)\n\nwhen flag clicked\nhide variable [username v]\n\nshow variable [username v]\n\n@COIN\n\nwhen I start as a clone\nswitch costume to (1 v)\nchange x by (20)\nforever\n next costume\n wait (.1) seconds\nend\n\nwhen I receive [next level v]\nshow\nwait until <(my variable) = [100]>\n\nwhen flag clicked\nswitch costume to (1 v)\nset [☁ money v] to [0]\nset size to (50) %\ngo to [front v] layer\nshow\nforever\n if <(paused???) = [FALSE]> then\n set [my variable v] to [1000]\n next costume\n wait (.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n change [☁ money v] by (100)\n hide\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [☁ money v] by (100)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\nif <(LEVEL) = [1]> then\n go to x: (-158) y: (-70)\nend\n\n@COIN2\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n change [☁ money v] by (100)\n hide\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [☁ money v] by (100)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nchange x by (20)\nforever\n if <(paused???) = [FALSE]> then\n next costume\n wait (.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nshow\nwait until <(my variable) = [100]>\n\nwhen I receive [next level v]\nrepeat until <touching (player v)?>\n if <([costume # v] of [greenland platform v]) = [19]> then\n go to x: (-192) y: (-99)\n show\n else\n hide\n end\nend\n\n@COIN3\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n change [☁ money v] by (100)\n hide\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [☁ money v] by (100)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nchange x by (20)\nforever\n if <(paused???) = [FALSE]> then\n next costume\n wait (.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nshow\nwait until <(my variable) = [100]>\n\nwhen I receive [next level v]\nrepeat until <touching (player v)?>\n if <([costume # v] of [greenland platform v]) = [19]> then\n go to x: (5) y: (-34)\n show\n else\n hide\n end\nend\n\n@COIN4\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n change [☁ money v] by (100)\n hide\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [☁ money v] by (100)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nchange x by (20)\nforever\n if <(paused???) = [FALSE]> then\n next costume\n wait (.1) seconds\n end\nend\n\nwhen I receive [next level v]\nshow\nwait until <(my variable) = [100]>\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nrepeat until <touching (player v)?>\n if <([costume # v] of [greenland platform v]) = [19]> then\n go to x: (197) y: (-105)\n show\n else\n hide\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (20) seconds\nrepeat (2)\n switch costume to (costume1 v)\n go to x: (-100) y: (105)\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@detector\n\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-100)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (100)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen 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\nchange [clicks v] by (1000000)\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (-1) y: (-11)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
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⭐️SUP GUYS THIS IS @GAYANINDU_P WITH⭐️\n \n \n ⭐️ "GRASSLAND - A PLATFORMER⭐️\n\n\n ❤️GAME INFO❤️\n\n✳️CAN WE GET THIS GAME ON TRENDING !!!!!!! AFTER 1 DAY AND 20 HOURS OF WORK, I SNAPED SOME BLOCKS AND MADE IT. HOPE U GUYS LIKE IT. IF YOU LEAVE A ❤️ AND A ⭐️. IF U CAN PROPOSE THIS GAME TO BE FEATURED. HERE IS THE STUDIO LINK.\n\nhttps://scratch.mit.edu/studios/28715018/\n\n ⭐️GAME INSTRUCTIONS⭐️\n\n✳️ARROW KEYS OR W,A,S,D KEYS TO MOVE\n( I WILL BE ADDING MOBILE CONTROLS LATER)\n✳️AVOID SPIKES, EXPLOSIVES AND STUFF\n✳️AVOID LAVA\n✳️AVOID WATER\n✳️COLLECT COINS\n✳️PRESS P TO PAUSE. ( PRESS P AGAIN TO UNPAUSE)\n✳️CAN ADJUST VOLUMES TOO.\n\n\n ✅✅✅✅MORE UPDATES COMING SOON!!!!!!✅✅✅✅✅✅\n\n⭐️MORE ITEMS\n⭐️GAME PLAY RECORDING WITH MAIN MENU\n⭐️AND MANY MORE (MAYBE PART 2)\n\n❇️COMMENT YOUR TIME AND THE SCORE ON THE COMMENT SECTION.\n\n✳️IF U WANT TO ADVERTISE DON'T COME HERE......\n✳️IF U WANT JOIN MY FAN CLUB AND @FAZAH_CHAMP 'S ONE CONTACT ME ON MY PROFILE.\n\n\n.STAY TUNED FOR MORE GAMES.......\n\nSO PEACE OUT STAY COOOL STAY SAFE. \n\nFOLLOW ME FOR AWESOME GAMES..\n\n:D
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Platformer "star"
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@Stage\n\nwhen I receive [ステージゴール v]\nnext backdrop\n\nwhen I receive [bosss v]\nwait (2) seconds\nrepeat (3)\n stop all sounds\n wait (0) seconds\nend\nif <(れヴぇる」) = [3]> then\n set [pitch v] effect to (50)\n repeat (2)\n play sound [アンパンマンのマーチ ラスボス風アレンジ復刻版 v] until done\n end\nelse\n repeat (2)\n play sound [アンパンマンのマーチ ラスボス風アレンジ復刻版 v] until done\n end\nend\n\nwhen I receive [倒した v]\nrepeat (3)\n stop all sounds\n wait (0) seconds\nend\nset volume to (80) %\nif <not <(れヴぇる」) = [3]>> then\n repeat (3)\n play sound [Vicetone Tony Igy - Astronomia \(CHIBITERU Remix\) \(棺桶ダンス\) v] until done\n end\nelse\n repeat (3)\n play sound [Vicetone Tony Igy - Astronomia \(CHIBITERU Remix\) \(棺桶ダンス\) v] until done\n end\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [title v]\nswitch backdrop to (stars v)\nset volume to (100) %\nset [pitch v] effect to (1)\nwait (2) seconds\nrepeat (3)\n play sound [Vicetone Tony Igy - Astronomia \(CHIBITERU Remix\) \(棺桶ダンス\) v] until done\nend\n\nwhen I receive [title v]\nswitch backdrop to (たいとる v)\n\nwhen I receive [チャレンジ v]\nset [pitch v] effect to (50)\nrepeat (5)\n play sound [Vicetone Tony Igy - Astronomia \(CHIBITERU Remix\) \(棺桶ダンス\) v] until done\nend\n\n@飾り\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [変化確立 v] to (pick random (1) to (5))\nset [ghost v] effect to (100)\ngo to (random position v)\nset size to (pick random (300) to (500)) %\nif <(変化確立) = [1]> then\n switch costume to <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>\nelse\n switch costume to (コスチューム1 v)\nend\nrepeat (50)\n go to [back v] layer\n change [ghost v] effect by (-2)\nend\nrepeat (50)\n go to [back v] layer\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nhide\n\nwhen I receive [title v]\nforever\n wait (pick random (0.01) to (0.05)) seconds\n create clone of (_myself_ v)\nend\n\nset [☁ world record v] to [200]\n\n@かざり2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n go to [back v] layer\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [title v]\ngo to x: (207) y: (164)\nforever\n wait (pick random (0.5) to (2.5)) seconds\n show\n go to (random position v)\n set size to (300) %\n repeat until <touching (_edge_ v)?>\n broadcast (飾られた v)\n create clone of (_myself_ v)\n change x by (pick random (-5) to (-6))\n change y by (pick random (-5) to (-6))\n end\n hide\nend\n\n@説明\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nshow\ngo to x: (-110) y: (146)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [ステージゴール v]\nif <not <[5] < (backdrop [number v])>> then\n next costume\n show\n go to x: (-110) y: (146)\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\nelse\n hide\nend\n\n\n\nwhen flag clicked\nset [説明の移動 v] to [1]\nforever\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nshow\nclear graphic effects\nforever\n repeat (30)\n change [pixelate v] effect by (1)\n end\n repeat (30)\n change [pixelate v] effect by (-1)\n end\n wait (2) seconds\nend\n\nrepeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\nend\nwait (0.5) seconds\nrepeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\nend\nwait (0.5) seconds\n\n@you\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [ステージゴール v]\nset [y v] to [-10]\nset [x v] to [0]\nstart sound [Pew v]\ngo to x: (-181) y: (-62)\n\nwhen flag clicked\nhide\n\nwait (0.1) seconds\nwait (0.1) seconds\n\nwhen I receive [死 v]\nif <(aし) = [0]> then\n set [y v] to [-10]\n set [x v] to [0]\n start sound [Zoop v]\n switch costume to (cat-a2 v)\n wait (0.01) seconds\nelse\n switch costume to (cat-a3 v)\n repeat (2)\n wait (0.3) seconds\n next costume\n end\n set rotation style [all around v]\n point in direction (45)\n wait (1) seconds\n broadcast (si v)\nend\n\nwhen flag clicked\nset [しゃがんでる判定 v] to [0]\n\nswitch costume to (cat-a3 v)\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\nend\n\nwhen [d v] key pressed\nbroadcast (死 v)\nwait (5) seconds\n\nwhen flag clicked\n\nwhen I receive [死 v]\nwait (0) seconds\ngo to x: (-181) y: (-89)\n\nwhen I receive [1 v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (cat-a v)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (cat-a6 v)\n point in direction (-90)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (cat-a3 v)\n else\n switch costume to (cat-a v)\n end\nend\n\nwhen I receive [1 v]\npoint in direction (90)\nset rotation style [left-right v]\nif <(れヴぇる」) = [3]> then\n broadcast (チャレンジモーション v)\n wait (3) seconds\nend\nshow\nclear graphic effects\ngo to x: (-181) y: (-62)\nset size to (60) %\nswitch costume to (cat-a v)\nset [y v] to [0]\nset [x v] to [0]\nset [g v] to [0.5]\nset [死亡回数 v] to [0]\nforever\n if <(変更) = [0]> then\n change [y v] by (-0.6)\n set rotation style [left-right v]\n if on edge, bounce\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <touching color (#3c2f56)?> then\n change y by (1)\n end\n if <touching color (#3c2f56)?> then\n change y by (1)\n end\n if <touching color (#3c2f56)?> then\n change y by (1)\n end\n if <touching color (#3c2f56)?> then\n change y by (1)\n end\n if <touching color (#3c2f56)?> then\n change x by ((x) * (-1.1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [-1]\n end\n end\n if <key (down arrow v) pressed?> then\n start sound [Jump v]\n switch costume to (cat-a2 v)\n set [しゃがんでる判定 v] to [1]\n change [y v] by (-1)\n else\n set [しゃがんでる判定 v] to [0]\n end\n change y by (y)\n if <touching color (#3c2f56)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#3c2f56)?>> then\n start sound [Pluck v]\n set [y v] to [12]\n end\n change y by (1)\n end\n if <touching color (#005aff)?> then\n broadcast (ステージゴール v)\n end\n if <<touching color (#ff0000)?> or <touching (gobo v)?>> then\n broadcast (死 v)\n wait (0.1) seconds\n end\n if <touching color (#00ff15)?> then\n switch costume to (cat flying-b v)\n start sound [Boing v]\n set [y v] to [19]\n end\n if <touching color (#dbff00)?> then\n switch costume to (cat flying-a v)\n start sound [キーン v]\n set [x v] to [50]\n end\nend\n\nwhen I receive [1 v]\nforever\n change [color v] effect by (0.1)\nend\n\nwhen I receive [1 v]\nforever\n repeat (300)\n change [brightness v] effect by (0.1)\n end\n repeat (300)\n change [brightness v] effect by (-0.1)\n end\nend\n\n@Gobo\n\nwhen flag clicked\nset [ご簿死亡処理 v] to [0]\nset [ご簿は死亡しましたか? v] to [0]\nhide\nset size to (60) %\ngo to x: (-110) y: (146)\n\nwhen backdrop switches to [stars5 v]\nset [ご簿は死亡しましたか? v] to [0]\ngo to x: (100) y: (-105)\nswitch costume to (gobo-a v)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n repeat (100)\n change x by (1)\n end\n point in direction (90)\n repeat (100)\n change x by (-1)\n end\nend\n\nif <(ご簿死亡処理) = [0]> then\n\nswitch backdrop to (stars5 v)\n\nwhen backdrop switches to [stars7 v]\ngo to x: (150) y: (146)\nswitch costume to (gobo-a v)\nforever\n if <touching (球 v)?> then\n set [ご簿は死亡しましたか? v] to [1]\n start sound [se_enep01 v]\n start sound [男性の悲鳴 v]\n switch costume to (gobo-b v)\n repeat (3)\n next costume\n end\n start sound [Tada v]\n set [ご簿死亡処理 v] to [1]\n broadcast (はかい v)\n hide\n stop [this script v]\n end\nend\n\nhide\nstop [this script v]\n\nwhen backdrop switches to [stars7 v]\nset [ご簿は死亡しましたか? v] to [0]\nswitch costume to (gobo-a v)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n repeat (100)\n change x by (1)\n end\n point in direction (90)\n repeat (100)\n change x by (-1)\n end\nend\n\ngo to x: (100) y: (-105)\n\nwhen backdrop switches to [stars5 v]\nwait until <touching (球 v)?>\nswitch costume to (gobo-a v)\nset [ご簿は死亡しましたか? v] to [1]\nstart sound [se_enep01 v]\nstart sound [男性の悲鳴 v]\nswitch costume to (gobo-b v)\nrepeat (3)\n next costume\nend\nstart sound [Tada v]\nset [ご簿死亡処理 v] to [1]\nbroadcast (はかい v)\nhide\nstop [this script v]\n\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n repeat (100)\n change x by (1)\n end\n point in direction (90)\n repeat (100)\n change x by (-1)\n end\nend\n\nwhen backdrop switches to [stars9 v]\ngo to x: (150) y: (0)\nswitch costume to (gobo-a v)\nforever\n if <touching (球 v)?> then\n set [ご簿は死亡しましたか? v] to [1]\n start sound [se_enep01 v]\n start sound [男性の悲鳴 v]\n switch costume to (gobo-b v)\n repeat (3)\n next costume\n end\n start sound [Tada v]\n set [ご簿死亡処理 v] to [1]\n broadcast (二重壁の一段目破壊 v)\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [stars9 v]\nset [ご簿は死亡しましたか? v] to [0]\nswitch costume to (gobo-a v)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n repeat (100)\n change y by (-2)\n end\n point in direction (90)\n repeat (100)\n change y by (2)\n end\nend\nset [ご簿は死亡しましたか? v] to [0]\n\nwhen backdrop switches to [stars16 v]\ngo to x: (150) y: (0)\nswitch costume to (gobo-a v)\nforever\n if <touching (球 v)?> then\n set [ご簿は死亡しましたか? v] to [1]\n start sound [se_enep01 v]\n start sound [男性の悲鳴 v]\n switch costume to (gobo-b v)\n repeat (3)\n next costume\n end\n start sound [Tada v]\n set [ご簿死亡処理 v] to [1]\n broadcast (二重壁の一段目破壊 v)\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [stars16 v]\nset [ご簿は死亡しましたか? v] to [0]\nswitch costume to (gobo-a v)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n repeat (100)\n change y by (-2)\n end\n point in direction (90)\n repeat (100)\n change y by (2)\n end\nend\nset [ご簿は死亡しましたか? v] to [0]\n\nwhen backdrop switches to [stars17 v]\ngo to x: (150) y: (117)\nswitch costume to (gobo-a v)\nforever\n if <touching (球 v)?> then\n set [ご簿は死亡しましたか? v] to [1]\n start sound [se_enep01 v]\n start sound [男性の悲鳴 v]\n switch costume to (gobo-b v)\n repeat (3)\n next costume\n end\n start sound [Tada v]\n set [ご簿死亡処理 v] to [1]\n broadcast (はかい v)\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [stars17 v]\nset [ご簿は死亡しましたか? v] to [0]\nswitch costume to (gobo-a v)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n show\n wait (1) seconds\n hide\n wait (1.5) seconds\nend\nset [ご簿は死亡しましたか? v] to [0]\n\n@zyuu\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\nset size to (60) %\nhide\nforever\n go to x: (([x position v] of [you v]) + (20)) y: ([y position v] of [you v])\n if <([direction v] of [you v]) = [90]> then\n go to x: (([x position v] of [you v]) + (20)) y: ([y position v] of [you v])\n switch costume to (コスチューム8 v)\n end\n if <([direction v] of [you v]) = [-90]> then\n go to x: (([x position v] of [you v]) + (-20)) y: ([y position v] of [you v])\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [ポンプ v]\nwait (0.5) seconds\nstart sound [shotgun-pumpaction1 v]\nif <([direction v] of [you v]) = [90]> then\n turn left (20) degrees\n wait (0.2) seconds\n turn right (20) degrees\nend\nif <([direction v] of [you v]) = [-90]> then\n turn right (20) degrees\n wait (0.2) seconds\n turn left (20) degrees\nend\n\nturn left (15) degrees\n\nset rotation style [left-right v]\n\npoint in direction (-90)\n\npoint in direction (90)\n\n@球\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n if <(れヴぇる」) = [-1]> then\n create clone of (_myself_ v)\n if <([direction v] of [you v]) = [90]> then\n change [x v] by (-6)\n change [y v] by (5)\n end\n if <([direction v] of [you v]) = [-90]> then\n change [x v] by (6)\n change [y v] by (5)\n end\n wait (0.05) seconds\n else\n create clone of (_myself_ v)\n if <([direction v] of [you v]) = [90]> then\n change [x v] by (-6)\n change [y v] by (5)\n end\n if <([direction v] of [you v]) = [-90]> then\n change [x v] by (6)\n change [y v] by (5)\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to (zyuu v)\nstart sound [Pew v]\nset pen (transparency v) to (0)\nswitch costume to (コスチューム1 v)\nshow\nif <([direction v] of [you v]) = [90]> then\n repeat until <<touching (gobo v)?> or <<touching (球の当たり判定 v)?> or <touching color (#3c2f56)?>>>\n turn right (20) degrees\n change x by (30)\n end\n wait (0.01) seconds\n start sound [Cymbal v]\n repeat (3)\n next costume\n wait (0.2) seconds\n end\n delete this clone\nend\nif <([direction v] of [you v]) = [-90]> then\n repeat until <<touching (gobo v)?> or <<touching (球の当たり判定 v)?> or <touching color (#3c2f56)?>>>\n change x by (-30)\n turn left (20) degrees\n end\n start sound [Cymbal v]\n repeat (3)\n next costume\n wait (0.1) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait (2) seconds\ndelete this clone\n\npen down\nset pen color to (#dcdcdc)\n\npen up\n\nchange pen (transparency v) by (5)\n\n@かざり3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n go to [back v] layer\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [1 v]\ngo to x: (207) y: (164)\nforever\n wait (pick random (0.5) to (2.5)) seconds\n show\n go to (random position v)\n set size to (300) %\n repeat until <touching (_edge_ v)?>\n broadcast (飾られた v)\n create clone of (_myself_ v)\n change x by (pick random (-11) to (-12))\n change y by (pick random (-7) to (-8))\n end\n hide\nend\n\n@かざり4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n go to [back v] layer\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [1 v]\ngo to x: (207) y: (164)\nforever\n wait (pick random (0.5) to (2.5)) seconds\n show\n go to (random position v)\n set size to (300) %\n repeat until <touching (_edge_ v)?>\n broadcast (飾られた v)\n create clone of (_myself_ v)\n change x by (pick random (-3) to (-3))\n change y by (pick random (-5) to (-6))\n end\n hide\nend\n\n@miss\n\nwhen flag clicked\nhide\n\nwhen I receive [死 v]\nif <(aし) = [0]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (you v)\nshow\nrepeat (20)\n change y by (5)\nend\ndelete this clone\n\nset [color v] effect to (0)\n\nwhen I start as a clone\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@kabe\n\nwhen flag clicked\ngo to x: (198) y: (-109)\nhide\n\nwhen backdrop switches to [stars5 v]\nshow\n\nwhen I receive [はかい v]\nhide\n\nwhen backdrop switches to [stars7 v]\nshow\n\nstart sound [se_enep01 v]\nhide\n\nwhen backdrop switches to [stars17 v]\ngo to x: (211) y: (-20)\nshow\n\n@kabe2\n\nwhen flag clicked\ngo to x: (-216) y: (91)\nhide\n\nwhen backdrop switches to [stars9 v]\ngo to x: (-216) y: (91)\nshow\n\nwhen I receive [二重壁の一段目破壊 v]\nstart sound [se_enep01 v]\nhide\n\nwhen backdrop switches to [stars14 v]\nshow\n\nwhen I receive [はかい v]\nstart sound [se_enep01 v]\nhide\n\nwhen backdrop switches to [stars16 v]\ngo to x: (-216) y: (91)\nshow\n\n@ステージクリア\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ステージゴール v]\nset size to (100) %\npoint in direction (90)\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nwait (0.5) seconds\nrepeat (10)\n change y by (3)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [倒した v]\nset size to (0) %\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nrepeat (10)\n turn left (60) degrees\n change size by (10)\nend\nstart sound [スペルカード v]\nstart sound [でん!! v]\nstart sound [Tada v]\npoint in direction (90)\nwait (1.5) seconds\nrepeat (10)\n change y by (3)\n change [ghost v] effect by (10)\nend\nhide\n\n@kabe3\n\nwhen flag clicked\ngo to x: (-205) y: (59)\nhide\n\nwhen backdrop switches to [stars9 v]\nshow\n\nwhen I receive [二重壁の二段目破壊 v]\nstart sound [se_enep01 v]\nhide\n\nwhen backdrop switches to [stars16 v]\nshow\n\n@Gobo2\n\nwhen flag clicked\nset [ご簿死亡処理 v] to [0]\nset [ご簿は死亡しましたか? v] to [0]\nhide\nset size to (60) %\ngo to x: (-110) y: (146)\n\nswitch backdrop to (stars5 v)\n\nhide\nstop [this script v]\n\nwhen backdrop switches to [stars9 v]\ngo to x: (150) y: (-10)\nswitch costume to (gobo-a v)\nforever\n if <touching (球 v)?> then\n set [ご簿は死亡しましたか? v] to [1]\n start sound [se_enep01 v]\n start sound [男性の悲鳴 v]\n switch costume to (gobo-b v)\n repeat (3)\n next costume\n end\n start sound [Tada v]\n set [ご簿死亡処理 v] to [1]\n broadcast (二重壁の二段目破壊 v)\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [stars9 v]\nset [ご簿は死亡しましたか? v] to [0]\nswitch costume to (gobo-a v)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n repeat (100)\n change y by (2)\n end\n point in direction (90)\n repeat (100)\n change y by (-2)\n end\nend\nset [ご簿は死亡しましたか? v] to [0]\n\nwhen backdrop switches to [stars14 v]\ngo to x: (216) y: (-6)\nswitch costume to (gobo-a v)\nforever\n if <touching (球 v)?> then\n set [ご簿は死亡しましたか? v] to [1]\n start sound [se_enep01 v]\n start sound [男性の悲鳴 v]\n switch costume to (gobo-b v)\n repeat (3)\n next costume\n end\n start sound [Tada v]\n set [ご簿死亡処理 v] to [1]\n broadcast (はかい v)\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [stars14 v]\nset [ご簿は死亡しましたか? v] to [0]\nswitch costume to (gobo-a v)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n change y by (50)\n wait (pick random (0.1) to (1)) seconds\n change y by (-50)\n wait (pick random (0.1) to (1)) seconds\nend\nset [ご簿は死亡しましたか? v] to [0]\n\nrepeat (100)\npoint in direction (90)\n\nrepeat (100)\n\nwhen flag clicked\nforever\n if <touching (you v)?> then\n broadcast (死 v)\n end\nend\n\nwhen backdrop switches to [stars16 v]\nset [ご簿は死亡しましたか? v] to [0]\nswitch costume to (gobo-a v)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(ご簿は死亡しましたか?) = [1]>\n repeat (100)\n change y by (2)\n end\n point in direction (90)\n repeat (100)\n change y by (-2)\n end\nend\nset [ご簿は死亡しましたか? v] to [0]\n\nwhen backdrop switches to [stars16 v]\ngo to x: (150) y: (-10)\nswitch costume to (gobo-a v)\nforever\n if <touching (球 v)?> then\n set [ご簿は死亡しましたか? v] to [1]\n start sound [se_enep01 v]\n start sound [男性の悲鳴 v]\n switch costume to (gobo-b v)\n repeat (3)\n next costume\n end\n start sound [Tada v]\n set [ご簿死亡処理 v] to [1]\n broadcast (二重壁の二段目破壊 v)\n hide\n stop [this script v]\n end\nend\n\n@ボス\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [stars10 v]\ngo to x: (0) y: (0)\nset size to (100) %\nstart sound [雷魔法!!.mp3 v]\nbroadcast (bosss v)\nshow\nset [ghost v] effect to (0)\nrepeat (3)\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\nbroadcast (体力ゲージの出現 v)\n\nset [ghost v] effect to (0)\n\nwhen I receive [体力ゲージの出現 v]\nrepeat (10)\n turn right (60) degrees\n change size by (-7)\nend\npoint in direction (90)\n\nwhen I receive [体力ゲージの出現 v]\nglide (0.5) secs to x: (-160) y: (144)\n\nwhen I receive [倒した v]\nhide\n\n@boss\n\nwhen flag clicked\nhide\nforever\n if <touching (球 v)?> then\n set [ボスの受けたダメージ v] to [1]\n broadcast (ボスだ目地 v)\n switch costume to (gobo-a2 v)\n set [ghost v] effect to (50)\n wait (1) seconds\n switch costume to (gobo-a v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [bosss v]\nswitch costume to (gobo-a v)\ngo to x: (182) y: (-80)\nclear graphic effects\nshow\nwait (3) seconds\nforever\n set [攻撃パターン v] to (pick random (1) to (2))\n if <(攻撃パターン) = [1]> then\n repeat (6)\n broadcast (mini GO=BO boom v)\n wait (1) seconds\n end\n end\n if <(攻撃パターン) = [2]> then\n repeat (5)\n broadcast (爆弾発射 v)\n wait (2) seconds\n end\n end\n wait (1) seconds\nend\n\nwhen I receive [mini go=bo boom v]\npoint towards (you v)\nglide (1) secs to (random position v)\n\nwhen I receive [bosss v]\ngo to x: (182) y: (-80)\nshow\nwait (3) seconds\n\nwhen I receive [爆弾発射 v]\npoint towards (you v)\nglide (2) secs to (random position v)\n\nwhen I receive [倒した v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nswitch costume to (コスチューム1 v)\nshow\nstop [other scripts in sprite v]\n\nwhen I receive [ステージゴール v]\nhide\n\nchange [攻撃パターン v] by (1)\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (29) y: (147)\n\nwhen I receive [体力ゲージの出現 v]\nswitch costume to (コスチューム1 v)\nshow\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [ボスだ目地 v]\nrepeat (ボスの受けたダメージ)\n next costume\nend\nif <(costume [number v]) = [10]> then\n hide\n broadcast (倒した v)\nend\n\nwhen I receive [倒した v]\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [体力ゲージの出現 v]\ngo to x: (-8) y: (141)\ngo to [back v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [倒した v]\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [mini go=bo boom v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nstart sound [Boom Cloud v]\ngo to (boss v)\nshow\npoint in direction (0)\npoint towards (you v)\nrepeat (5)\n move (30) steps\nend\nstart sound [Cymbal Crash v]\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\ndelete this clone\n\nrepeat (5)\n change y by (10)\nend\n\n@BOOM2\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen flag clicked\nswitch costume to (explode-05-june\[2 v)\nset [color v] effect to (150)\nshow\nhide\n\nforever\n\nsay [ん?]\n\nswitch costume to (cat1-a v)\n\nstart sound [gong v]\n\nchange [color v] effect by (-25)\n\nchange [color v] effect by (25)\n\nshow\nforever\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint towards (you v)\nset size to (50) %\nswitch costume to (コスチューム1 v)\nshow\nrepeat until <<touching (you v)?> or <<touching color (#3c2f56)?> or <touching (_edge_ v)?>>>\n move (5) steps\n a\n move (5) steps\n a\n move (5) steps\n a\n move (5) steps\n a\n switch costume to (コスチューム2 v)\nend\nclear graphic effects\nshow\nstart sound [bomb2.mp3 v]\nrepeat (25)\n next costume\n if <touching (you v)?> then\n broadcast (死 v)\n wait (0.1) seconds\n end\nend\nhide\ndelete this clone\n\nwait (0.1) seconds\nsay []\nhide\nstop all sounds\nhide\n\nwhen I start as a clone\nforever\n\nwhen I receive [爆弾発射 v]\ngo to (boss v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen I receive [倒した v]\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@ニューレコード!\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ニューレコード! v]\nset size to (0) %\nshow\nrepeat (10)\n change size by (10)\n turn right (60) degrees\nend\npoint in direction (90)\nrepeat (3)\n stop all sounds\n wait (0) seconds\nend\nplay sound [魔王魂 効果音 ジングル13 v] until done\nrepeat (10)\n play sound [MEGALOVANIA \(Camellia Remix\) v] until done\nend\n\n@taitoru\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@tougarashi1\n\nwhen flag clicked\nset [color v] effect to (0)\nset size to (100) %\ngo to x: (300) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nset [動く料 v] to [0]\nhide\nwait (1) seconds\nshow\nrepeat (10)\n change x by (-30)\n turn right (55.5555) degrees\nend\npoint in direction (90)\nstart sound [でん!! v]\nset size to (200) %\nrepeat (50)\n change [color v] effect by (1)\n turn right ([cos v] of ((timer) * (400)) ) degrees\n change y by ([cos v] of ((timer) * (200)) )\n change size by (-2)\nend\npoint in direction (90)\nbroadcast (いぇp v)\nset [動く料 v] to [10]\nturn right (15) degrees\nrepeat (10)\n change y by (() - (動く料))\nend\nwait (0.3) seconds\nrepeat (20)\n change y by (() + (動く料))\nend\nhide\nwait (1) seconds\nbroadcast (title v)\n\nwhen I receive [いぇp v]\nrepeat (10)\n change [動く料 v] by (-1.1)\nend\nwait (0.3) seconds\nrepeat (20)\n change [動く料 v] by (2)\nend\nwait (0.3) seconds\n\n@スプライト4\n\nwhen I receive [title v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nclear graphic effects\nhide\n\n@>>>\n\nwhen I receive [title v]\nswitch costume to (コスチューム1 v)\nwait (2.5) seconds\ngo to x: (-214) y: (124)\nstart sound [Zoop v]\nshow\nset [動く料 v] to [16]\nrepeat (10)\n change x by (動く料)\n change [動く料 v] by (-2)\nend\nset [わけわかめなへんすう v] to [1]\ncreate clone of (_myself_ v)\nbroadcast (! v)\nwait until <(わけわかめなへんすう) = [0]>\nrepeat (20)\n change x by (-3)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\nclear graphic effects\ngo to x: (-214) y: (124)\nhide\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset y to (74)\nstart sound [Zoop v]\nset [ugokuryou v] to [16]\nrepeat (10)\n change x by (ugokuryou)\n change [ugokuryou v] by (-2)\nend\nrepeat until <(わけわかめなへんすう) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\nwait until <(わけわかめなへんすう) = [0]>\nwait (0.5) seconds\nrepeat (20)\n change x by (-3)\n change [ghost v] effect by (5)\nend\nchange [ghost v] effect by (5)\nhide\nclear graphic effects\n\nwhen I start as a clone\nrepeat until <(わけわかめなへんすう) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nwhen I receive [title v]\nrepeat until <(わけわかめなへんすう) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\nrepeat (20)\n change x by (-3)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen I receive [! v]\nrepeat until <(わけわかめなへんすう) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nwait until <(わけわかめなへんすう) = [0]>\nrepeat (20)\n change x by (-3)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\n@かざりGobo3\n\nwhen flag clicked\ngo to x: (208) y: (120)\npoint in direction (45)\nhide\n\nwhen I receive [title v]\nwait (3) seconds\nclear graphic effects\nshow\nrepeat (5)\n move (-25) steps\nend\nrepeat until <(わけわかめなへんすう) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\nrepeat (20)\n change x by (5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [! v]\nwait until <(わけわかめなへんすう) = [0]>\nrepeat (20)\n change x by (5)\n change [ghost v] effect by (2)\nend\nhide\n\n@Star\n\nwhen I receive [title v]\nwait (3) seconds\nshow\nrepeat (5)\n move (25) steps\nend\nrepeat until <(わけわかめなへんすう) = [0]>\n turn right (4) degrees\nend\n\nwhen flag clicked\ngo to x: (208) y: (120)\npoint in direction (-105)\nhide\n\nwhen I receive [title v]\nwait (3.2) seconds\nshow\nclear graphic effects\nstart sound [collect v]\nrepeat until <(わけわかめなへんすう) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\nrepeat (20)\n change x by (5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [! v]\nwait until <(わけわかめなへんすう) = [0]>\nrepeat (20)\n change x by (5)\n change [ghost v] effect by (2)\nend\nhide\n\n@play\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-154) y: (-47)\nhide\nclear graphic effects\n\nwhen I receive [title v]\nwait (3.5) seconds\nshow\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat until <(わけわかめなへんすう) = [0]>\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n start sound [Rip v]\n set [わけわかめなへんすう v] to [0]\n set [動く料 v] to [24]\n repeat (5)\n turn left (5) degrees\n end\n repeat (10)\n change x by (() - (動く料))\n change [動く料 v] by (-2)\n end\n hide\n broadcast (? v)\n end\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [! v]\nrepeat until <(わけわかめなへんすう) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\n@ふつう\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-14) y: (-47)\nhide\nclear graphic effects\n\nwhen I receive [? v]\nwait (1) seconds\nset [せんたくされた v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat until <(せんたくされた) = [0]>\n if <touching (mouse-pointer v)?> then\n say [Normal difficulty. First from here.普通の難易度。まずはここから。]\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n start sound [Rip v]\n set [わけわかめなへんすう v] to [0]\n set [れヴぇる」 v] to [1]\n set [せんたくされた v] to [0]\n broadcast (きまった v)\n set [動く料 v] to [24]\n repeat (10)\n change [ghost v] effect by (5)\n change x by (-10)\n end\n hide\n wait (0.5) seconds\n broadcast (1 v)\n end\n else\n change size by (((100) - (size)) / (4))\n say []\n end\nend\n\nset [動く料 v] to [32]\nrepeat (10)\n change x by (動く料)\n change [動く料 v] by (-3.4)\nend\n\nrepeat (5)\n turn left (5) degrees\nend\nwait (0.3) seconds\n\nwhen I receive [動く v]\nbroadcast (うごく27 v)\n\nwhen I receive [きまった v]\nif <not <(れヴぇる」) = [1]>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n clear graphic effects\nend\n\nif <not <(れヴぇる」) = [1]>> then\n\nwhen I receive [うごく27 v]\nrepeat until <(せんたくされた) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nbroadcast (うごく27 v)\n\n@play2\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-154) y: (-100)\nhide\nclear graphic effects\n\nwhen I receive [title v]\nwait (3.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat until <(わけわかめなへんすう) = [0]>\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n say (☁ World record)\n else\n change size by (((100) - (size)) / (4))\n say []\n end\nend\n\nwhen I receive [! v]\nrepeat until <(わけわかめなへんすう) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nwhen I receive [? v]\nrepeat (20)\n change x by (-3)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen I receive [! v]\nwait until <(わけわかめなへんすう) = [0]>\nrepeat (20)\n change x by (-3)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen backdrop switches to [stars18 v]\nshow variable [time v]\nshow variable [☁ world record v]\nif <not <(れヴぇる」) = [-1]>> then\n if <(TIME) < (☁ World record)> then\n if <not <(TIME) = [0]>> then\n set [☁ world record v] to (TIME)\n broadcast (ニューレコード! v)\n end\n end\n if <(れヴぇる」) = [3]> then\n if <(TIME) < (☁ World record)> then\n broadcast (ニューレコード! v)\n set [☁ world record v] to ((☁ World record) - (Time limit))\n end\n end\nend\n\nwhen I receive [1 v]\nswitch backdrop to (stars v)\nset volume to (80) %\nset [pitch v] effect to (1)\nif <(れヴぇる」) = [3]> then\n broadcast (チャレンジ v)\n set [time limit v] to (☁ World record)\n show variable [time limit v]\n repeat (3)\n stop all sounds\n wait (0) seconds\n end\nend\n\nwhen I receive [チャレンジモーション v]\nwait (3) seconds\nrepeat until <<(Time limit) = [0]> or <(backdrop [number v]) = [19]>>\n change [time limit v] by (-1)\n wait (1) seconds\n if <(Time limit) = [0]> then\n broadcast (si\(limit\) v)\n end\nend\n\nwhen flag clicked\nhide variable [time limit v]\nhide variable [☁ world record v]\nhide variable [time v]\nset [time v] to [0]\nif <not <(れヴぇる」) = [3]>> then\n repeat until <(backdrop [number v]) = [19]>\n wait (1) seconds\n change [time v] by (1)\n end\nelse\n wait (3) seconds\n repeat until <(backdrop [number v]) = [19]>\n wait (1) seconds\n change [time v] by (1)\n end\nend\nchange size by (((120) - (size)) / (4))\n\nset [☁ world record v] to [102]\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (1) y: (101)\nclear graphic effects\nhide\n\nwhen I receive [? v]\nswitch backdrop to (たいとる v)\nhide variable [☁ world record v]\nhide variable [time v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [動く v]\nset [せんたくされた v] to [1]\nrepeat until <(せんたくされた) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nwhen I receive [きまった v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\n\n@むずい\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (144) y: (-47)\nhide\nclear graphic effects\n\nwhen I receive [? v]\nbroadcast (動く v)\nwait (1) seconds\nset [れヴぇる」 v] to [0]\nset [せんたくされた v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat until <(せんたくされた) = [0]>\n if <touching (mouse-pointer v)?> then\n say [Difficult difficulty. The game is over when you die 20 times.難しい難易度。20回死亡したらゲームオーバー。]\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n start sound [Rip v]\n broadcast (きまった v)\n set [わけわかめなへんすう v] to [0]\n set [せんたくされた v] to [0]\n repeat (10)\n change [ghost v] effect by (5)\n change x by (-10)\n end\n hide\n wait (0.5) seconds\n set [れヴぇる」 v] to [2]\n broadcast (1 v)\n end\n else\n change size by (((100) - (size)) / (4))\n say []\n end\nend\n\nset [動く料 v] to [32]\nrepeat (10)\n change x by (動く料)\n change [動く料 v] by (-3.4)\nend\n\nwhen I receive [うごく27 v]\nrepeat until <(せんたくされた) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nwhen I receive [きまった v]\nif <not <(れヴぇる」) = [2]>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n clear graphic effects\nend\n\n@残り体力\n\nwhen flag clicked\nset [aし v] to [0]\ngo to x: (188) y: (-163)\nswitch costume to (20 v)\nhide\n\nwhen I receive [死 v]\nclear graphic effects\nif <(れヴぇる」) = [2]> then\n next costume\n set [brightness v] effect to (80)\n if <(costume [number v]) = [21]> then\n set [aし v] to [1]\n broadcast (lose v)\n hide\n end\n wait (0.1) seconds\n set [brightness v] effect to (0)\nend\nif <<(costume [number v]) = [11]> or <(???) = [1]>> then\n if <(???) = [0]> then\n set [??? v] to [1]\n end\n repeat until <(costume [number v]) = [16]>\n repeat (25)\n change [ghost v] effect by (4)\n end\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\nend\nif <<(costume [number v]) = [16]> or <(???) = [2]>> then\n start sound [Alert v]\n if <(???) = [1]> then\n set [??? v] to [2]\n end\n repeat until <(costume [number v]) = [20]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\nif <(costume [number v]) = [20]> then\n start sound [Alert v]\n repeat until <(costume [number v]) = [21]>\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen I receive [1 v]\nforever\n if <(れヴぇる」) = [2]> then\n show\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [1 v]\nset [??? v] to [0]\nset [透明度 v] to [0]\nforever\n if <touching (you v)?> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nif <(???) = [1]> then\n set [??? v] to [2]\nend\n\nwhen I receive [lose v]\nforever\n hide\nend\n\n@スプライト6\n\nwhen I receive [si v]\nswitch costume to (コスチューム1 v)\nclear graphic effects\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (-4)\nend\nwait (0.2) seconds\nstop [all v]\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [si\(limit\) v]\nswitch costume to (コスチューム2 v)\nclear graphic effects\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (-4)\nend\nwait (0.2) seconds\nstop [all v]\n\n@かんたん?\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-162) y: (-47)\nhide\nclear graphic effects\n\nwhen I receive [? v]\nbroadcast (動く v)\nwait (1) seconds\nset [れヴぇる」 v] to [0]\nset [せんたくされた v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat until <(せんたくされた) = [0]>\n if <touching (mouse-pointer v)?> then\n say [Probably easy. You can shoot a lot of beams.* It is not saved in the world record.恐らく簡単。ビームをたくさん発射できる。しかし、世界記録には保存されません。]\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n start sound [Rip v]\n broadcast (きまった v)\n set [わけわかめなへんすう v] to [0]\n set [せんたくされた v] to [0]\n repeat (10)\n change [ghost v] effect by (5)\n change x by (-10)\n end\n hide\n wait (0.5) seconds\n set [れヴぇる」 v] to [-1]\n broadcast (1 v)\n end\n else\n change size by (((100) - (size)) / (4))\n say []\n end\nend\n\nset [動く料 v] to [32]\nrepeat (10)\n change x by (動く料)\n change [動く料 v] by (-3.4)\nend\n\nwhen I receive [うごく27 v]\nrepeat until <(せんたくされた) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nwhen I receive [きまった v]\nif <not <(れヴぇる」) = [-1]>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n clear graphic effects\nend\n\n@球の当たり判定\n\nwhen flag clicked\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\n\n@recordチャレンジ1年生\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-14) y: (-108)\nhide\nclear graphic effects\n\nwhen I receive [? v]\nwait (1) seconds\nset [せんたくされた v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat until <(せんたくされた) = [0]>\n if <touching (mouse-pointer v)?> then\n say [You challenge the world record. The current world record reaches the time limit, and when the time limit reaches 0, it ends.世界記録に挑戦します。世界記録が制限時間になり、制限時間が0になると終わりです。]\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n start sound [Rip v]\n set [わけわかめなへんすう v] to [0]\n set [れヴぇる」 v] to [3]\n set [せんたくされた v] to [0]\n broadcast (きまった v)\n set [動く料 v] to [24]\n repeat (10)\n change [ghost v] effect by (5)\n change x by (-10)\n end\n hide\n wait (0.5) seconds\n broadcast (1 v)\n end\n else\n change size by (((100) - (size)) / (4))\n say []\n end\nend\n\nrepeat (5)\n turn left (5) degrees\nend\nwait (0.3) seconds\n\nwhen I receive [うごく27 v]\nrepeat until <(せんたくされた) = [0]>\n repeat (10)\n change y by (([cos v] of (説明の移動) ) / (1.5))\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (() - (([cos v] of (説明の移動) ) / (1.5)))\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\nwhen I receive [きまった v]\nif <not <(れヴぇる」) = [3]>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n clear graphic effects\nend\n\nif <not <(れヴぇる」) = [1]>> then\n\n@スプライト7\n\n@がんばれ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (350) %\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [1 v]\nif <(れヴぇる」) = [3]> then\n switch costume to (コスチューム1 v)\n show\n repeat (3)\n repeat (25)\n change size by (-10)\n end\n set size to (350) %\n next costume\n start sound [Bonk v]\n end\n set size to (350) %\n start sound [Teleport2 v]\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (10)\n end\nend\n\n@たーぼまん\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [ターボ禁止 v] by (1)\nend\n\nwhen flag clicked\nforever\n set [ターボ禁止 v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ禁止)> then\n show\n set [ターボ v] to [1]\n stop [all v]\n else\n hide\n set [ターボ v] to [0]\n end\nend\n\n
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日本語は下にあります。\n\n~Engrish~\nI made a serious work for the first time in a long time.\nThe theme is stars.\nPlease check in-game for the operation method.\nThere will be stages where you will definitely need that gimmick, so be sure to check it carefully.\n* If you get stuck on the wall or floor, you can return to the initial point with the D key.\n~日本語~\n久しぶりにまじめな作品を作ってみました。\n星がテーマです。\n操作方法についてはゲーム内で確認してください。\nそのギミックが必ず必要になるステージが出てくるのでしっかりと確認してください。\n※壁や床にはまってしまった場合、Dキーで初期地点に戻れます\n\n
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☁ Sunset II Multiplayer Platformer
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@Stage\n\nwhen flag clicked\nforever\n set volume to (10) %\n wait (0.1) seconds\n play sound [Ikson - Waves \(Official\) v] until done\n wait (0.1) seconds\n play sound [Ikson - Last Summer \(Official\) v] until done\nend\n\n@player\n\nwhen flag clicked\nbroadcast (Connecting v)\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [max players v] to [8]\nset [#my player v] to [0]\ndelete all of [buffer v]\nbroadcast (setup - opponents v) and wait\nbroadcast (join game v) and wait\nif <(#my Player) > [0]> then\n broadcast (Connected v)\n broadcast (Joined v)\n wait (3) seconds\nelse\n broadcast (Full v)\nend\nbroadcast (Begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n player tick\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ player1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ player4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ player5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ player6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ player7 v] to (value)\n else\n set [☁ player8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(#my Player) < [1]> then\n stop [this script v]\nend\nadd (x position) to [buffer v]\nadd (y position) to [buffer v]\nchange [cloud timer v] by (1)\nif <(Cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (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)\nset cloud # (#my Player) to (encoded)\n\ndefine player tick\ncreate clone of (_myself_ v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\nend\nset [x v] to ((x) * (.9))\nchange x by (x)\nif <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (block v)?>> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <<touching (level v)?> or <touching (block v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> or <touching (block v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (12)\n end\nend\nchange y by (1)\nif <<touching (spikes v)?> or <touching (saws v)?>> then\n broadcast (respawn v)\nend\nif <touching (trampoline v)?> then\n change [y v] by (15)\nend\nif then\n set [y v] to [-2]\nend\n\nwhen flag clicked\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen I receive [next level v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nif <(_ LEVEL) = [6]> then\n go to x: (-200) y: (-34)\nend\nif <(_ LEVEL) = [7]> then\n go to x: (-200) y: (-34)\nend\nif <(_ LEVEL) = [1]> then\n go to x: (-200) y: (0)\nend\nif <(_ LEVEL) = [11]> then\n go to x: (-250) y: (-34)\nend\nif <(_ LEVEL) = [3]> then\n go to x: (-250) y: (0)\nend\nif <(_ LEVEL) = [15]> then\n go to x: (-250) y: (0)\nend\nwait (1) seconds\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(_ LEVEL) = [6]> then\n go to x: (-200) y: (-34)\nend\nif <(_ LEVEL) = [7]> then\n go to x: (-200) y: (-34)\nend\nif <(_ LEVEL) = [3]> then\n go to x: (-250) y: (0)\nend\nwait (1) seconds\n\nwhen I start as a clone\nswitch costume to (1 v)\nrepeat (10)\n change [color v] effect by (25)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [connected v]\nforever\n if <[237] < (x position)> then\n broadcast (NEXT LEVEL v)\n end\n if <(x position) < [-245]> then\n go to x: (-244) y: (y position)\n end\n if <(y position) < [-160]> then\n broadcast (respawn v)\n end\nend\n\nwhen I receive [connected v]\nforever\n if <(#my Player) = [1]> then\n set [☁ @ count? v] to [1]\n else\n if <(#my Player) = [2]> then\n set [☁ @ count? v] to [2]\n else\n if <(#my Player) = [3]> then\n set [☁ @ count? v] to [3]\n else\n if <(#my Player) = [4]> then\n set [☁ @ count? v] to [4]\n else\n if <(#my Player) = [5]> then\n set [☁ @ count? v] to [5]\n else\n if <(#my Player) = [6]> then\n set [☁ @ count? v] to [6]\n else\n if <(#my Player) = [7]> then\n set [☁ @ count? v] to [7]\n else\n if <(#my Player) = [8]> then\n set [☁ @ count? v] to [8]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwait (1) seconds\n\nwhen I receive [begin v]\n\n delete all of [@level v]\n add (_ LEVEL) to [@level v]\nend\n\n@other players\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value =read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [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 (☁ player1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ player2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ player3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ player4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ player5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ player6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ player7)\n else\n set [value v] to (☁ player8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue =cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value =read from encoded\n say (join (player #) (join [:] (value)))\n value =read from encoded\n value =read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value =read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to (item (1) of [buffer v])\n delete (1) of [buffer v]\n set y to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nvalue =cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue =cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [#my player v] to (player #)\nend\n\nwhen I receive [begin v]\nforever\nend\n\n@cloud\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (connecting v)\ngo to [front v] layer\n\nwhen I receive [joined v]\nshow\nswitch costume to (connected v)\ngo to [front v] layer\n\nwhen I receive [full v]\nshow\nswitch costume to (server full v)\ngo to [front v] layer\n\nwhen I receive [begin v]\nhide\nif <(username) = []> then\n show\n switch costume to (no ac v)\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (level1 v)\nforever\n go to x: (0) y: (0)\n set [_ level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nswitch costume to ((costume [number v]) - (1))\n\n@Spikes\n\nwhen flag clicked\ngo to x: (28) y: (52)\nhide\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n show\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n switch costume to (costume9 v)\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\ngo to x: (28) y: (52)\nhide\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n switch costume to (_ LEVEL)\nend\n\nshow\nrepeat (10)\n change y by (1)\nend\nrepeat (10)\n change y by (-1)\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@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 go to [front v] layer\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@ birds\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [1]> then\n forever\n set size to (60) %\n go to x: (-150) y: (0)\n repeat (4)\n bird inamation\n switch costume to (2 v)\n bird inamation\n switch costume to (1 v)\n end\n repeat (6)\n bird outamation\n switch costume to (2 v)\n bird outamation\n switch costume to (1 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by (2)\n end\n wait (3) seconds\n end\nend\n\ndefine bird inamation\nrepeat (10)\n change size by (1)\n change x by (1)\n change [ghost v] effect by (-2)\nend\n\ndefine bird outamation\nrepeat (10)\n change x by (2)\n change y by (0.2)\nend\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nwait (1) seconds\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\n\n@SFX\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (100) %\n play sound [Outdoor Ambience v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (100) %\n play sound [Tropical Birds v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (50) %\n play sound [Liquid-SoundBible v] until done\nend\n\n@Saws\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\n if <(_ LEVEL) = [3]> then\n go to [back v] layer\n show\n set size to (85) %\n go to x: (-138) y: (-100)\n end\n if <(_ LEVEL) = [4]> then\n go to x: (-24) y: (6)\n go to [back v] layer\n show\n set size to (85) %\n end\n if <(_ LEVEL) = [12]> then\n go to x: (152) y: (-94)\n go to [back v] layer\n show\n set size to (85) %\n end\n if <(_ LEVEL) = [7]> then\n go to x: (-71) y: (-92)\n show\n set size to (85) %\n end\n if <(_ LEVEL) = [13]> then\n go to x: (-33) y: (-84)\n show\n set size to (85) %\n end\n if <(_ LEVEL) = [14]> then\n show\n set size to (85) %\n go to x: (110) y: (118)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\ngo [forward v] (1) layers\n\n@skip\n\nwhen flag clicked\nset [skips v] to [0]\nhide\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [doneee v]\nhide\n\nwhen I receive [begin v]\nset [color v] effect to (150)\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (165) y: (161)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(_ LEVEL) = [17]> then\n hide\n else\n show\n end\nend\n\n@Trampoline\n\nhide\n\nwhen flag clicked\nhide\nforever\n if <(_ LEVEL) = [1]> then\n hide\n end\n hide\n if <(_ LEVEL) = [7]> then\n show\n go to x: (5) y: (-70)\n end\n if <(_ LEVEL) = [13]> then\n go to x: (-157) y: (-100)\n show\n end\nend\n\nwhen I receive [kill script v]\nhide\nstop [other scripts in sprite v]\n\n@block\n\nwhen flag clicked\nhide\n\ndefine Execute block (x) (y)\nswitch costume to (costume1 v)\nshow\ngo to x: (x) y: (y)\nrepeat (11)\n create clone of (_myself_ v)\n change x by (8)\nend\n\nwhen I start as a clone\nforever\n if <<<[0] < (round (distance to [player v]))> and <[30] > (round (distance to [player v]))>> or <(round (distance to [player v])) = [28]>> then\n wait (0.3) seconds\n hide\n wait (5) seconds\n show\n end\n if <(_ LEVEL) = [12]> then\n delete this clone\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(_ LEVEL) = [10]> then\n switch costume to (costume1 v)\n Execute block [-81] [-40]\n Execute block [66] [-40]\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(_ LEVEL) = [11]> then\n switch costume to (costume1 v)\n show\n Execute block [-214] [-140]\n Execute block [-70] [-90]\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(_ LEVEL) = [12]> then\n hide\n end\n if <(_ LEVEL) = [13]> then\n hide\n end\n if <(_ LEVEL) = [15]> then\n hide\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(_ LEVEL) = [14]> then\n switch costume to (xy v)\n show\n go to x: (-1) y: (-100)\n repeat (40)\n change y by (4)\n end\n repeat (40)\n change y by (-4)\n end\n end\nend\n\nhide\n\nwhen I start as a clone\nforever\n if <(_ LEVEL) = [12]> then\n delete this clone\n end\n if <(_ LEVEL) = [13]> then\n delete this clone\n end\nend\n\n@Water\n\nwhen flag clicked\nset [water? v] to [0]\npoint in direction (1)\nbroadcast (setup without waiting v)\nbroadcast (main game v)\nhide\nforever\n broadcast (Tick v)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [tick v]\nset [ghost v] effect to (75)\ngo to [back v] layer\ngo [backward v] (3) layers\nset y to ((([cos v] of (((tic) * (0.5)) + ((direction) * (100))) ) * (10)) + (((y) - (190)) - (SCROLL Y)))\nset rotation style [don't rotate v]\nset x to (([cos v] of (((tic) * (0.5)) + (((direction) + (2)) * (100))) ) * (200))\n\nwhen I receive [setup without waiting v]\nset [y v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [y v] by (10)\n turn right (1) degrees\nend\n\nwhen I receive [main game v]\nset [tic v] to [0]\nforever\n change [tic v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(mute) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (1000)\n show\n go to [front v] layer\nend\n\n
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Hi friends Welcome to my new game.\nArrow keys/WASD Keys to move\nMobile Friendly !!\nHope you all have fun XD\nIt's multiplayer so you can play with other scratchers online. Leave a love and fav if you enjoyed the game \nThat's all\n\n\n\n\n\n\n\nSupports 8 PLAYERS\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHave Fun\n\n\n\n\n\nNothing more :)\n\n\n\n\n\n\n\n\n\n\n\n\nOk then Love and fav the project XD\n\n\n\n\n\n\n\n\nLOL\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nEnjoy The SUNSET WITH OTHER PLAYERS XD\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStill not satisfied\n\n\n\n\n\n\n\nComment _meow_ if you liked it
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Ice land ll Platformer ll Part 1 #Games #All
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [*play* v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro done v]\nforever\n play sound (pick random (1) to (10)) until done\nend\n\n@Player\n\nwhen flag clicked\nset [level: v] to [1]\nforever\n if <touching (sprite3 v)?> then\n go to x: (-197) y: (9)\n broadcast (Next level v)\n next backdrop\n change [level: v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching color (#ff0000)?> or <touching (sprite9 v)?>> or <<touching color (#ea0000)?> or <<touching (sprite12 v)?> or <<touching (sprite7 v)?> or <touching (sprite5 v)?>>>>> then\n go to x: (-197) y: (9)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [*play* v]\nshow\ngo to x: (-197) y: (9)\nset [x script v] to [0]\nset [y script v] to [0]\nforever\n if then\n change [x script v] by (1)\n end\n if then\n change [x script v] by (-1)\n end\n set [x script v] to ((X Script) * (0.9))\n change x by (X Script)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change x by ((X Script) * (-1))\n change y by (-5)\n if then\n if <(X Script) > [0]> then\n set [x script v] to [-5]\n else\n set [x script v] to [5]\n end\n set [y script v] to [10]\n else\n set [x script v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y script v] by (-1)\n change y by (Y Script)\n if <touching (sprite6 v)?> then\n change y by ((Y Script) * (-1))\n set [y script v] to [0]\n end\n change y by (-1)\n if <touching (sprite6 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 script v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (player v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player5 v)\n end\n if <<key (left arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n switch costume to (player3 v)\n end\n if <<key (right arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n switch costume to (player2 v)\n end\n if <<key (up arrow v) pressed?> and <<not <key (right arrow v) pressed?>> or <not <not <key (left arrow v) pressed?>>>>> then\n switch costume to (player4 v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite11 v)?> then\n set [y script v] to [18]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.000001) seconds\nend\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n switch costume to (player7 v)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Intro\n\ndefine Clone (number) of (id)\nset [clone id v] to (id)\nrepeat (number)\n create clone of (_myself_ v)\nend\n\ndefine Cam (x) (y) (size) (direction)\nset [\[intro\] x v] to (x)\nset [\[intro\] y v] to (y)\nset [\[intro\] size v] to (size)\nset [\[intro\] direction v] to (direction)\n\ndefine Green flag\nrepeat (10)\n reset timer\nend\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nswitch costume to (blank v)\nCam [0] [0] [0] [0]\n\ndefine Smooth glide (x) (y) (size) (speed)\nset [costume v] to (costume [name v])\nswitch costume to (position v)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\nif <(size) < [101]> then\n switch costume to (full size v)\nelse\n switch costume to (blank v)\nend\nchange size by (((size) - (size)) / (speed))\nswitch costume to (costume)\n\ndefine Position\npoint in direction ((\[Intro\] Direction) + (direction))\nset [costume v] to (costume [name v])\nswitch costume to (position v)\ngo to x: ((x) + (\[Intro\] X)) y: ((y) + (\[Intro\] Y))\nif <(size) < [101]> then\n switch costume to (full size v)\nelse\n switch costume to (blank v)\nend\nset size to ((\[Intro\] Size) + (size)) %\nswitch costume to (costume)\n\ndefine Line explosion (x) (y) (size) (speed) (number)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [speed v] to (speed)\nset [direction v] to [0]\nrepeat (number)\n change [direction v] by ((360) / (number))\n Clone [1] of [Line explosion]\nend\nset [direction v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [Line explosion]> then\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n go to x: (x) y: (y)\n point in direction (direction)\n move ((speed) * (3)) steps\n set size to (size) %\n switch costume to (line explosion1 v)\n show\n repeat (11)\n move (speed) steps\n next costume\n end\n end\n delete this clone\nend\n\ndefine Shockwave (x) (y) (size) (end)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [speed v] to (end)\nClone [1] of [Shockwave]\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave]> then\n if <(\[Intro\] Playing?) = [1]> then\n go to x: (x) y: (y)\n go to [front v] layer\n set size to (size) %\n set [effect v] to [12]\n switch costume to (shockwave v)\n show\n repeat (35)\n change [fisheye v] effect by (effect)\n Smooth glide (x) (y) (speed) [5]\n change [effect v] by ((effect) / (4))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Particle]?> then\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n end\n switch costume to (join [Particle] (pick random (1) to (3)))\n set size to (pick random (80) to (120)) %\n set [y v] to [0]\n show\n if <(Clone ID) = [Particle]> then\n go to x: (0) y: (0)\n else\n go to (random position v)\n end\n point in direction (pick random (-180) to (1808))\n repeat (50)\n change [ghost v] effect by (2)\n move ((size) / (7)) steps\n change size by (-2)\n change y by (y)\n change [y v] by (-0.5)\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (15)\n move ((size) / (7)) steps\n change size by (-2)\n change y by (y)\n change [y v] by (-0.5)\n end\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine Shake size (size)\nset [size v] to ((((size) - (size)) / (5)) + ((size) * (0.8)))\n\nwhen I start as a clone\nif <(Clone ID) = [Spin]> then\n go to x: (x) y: (y)\n set size to (size) %\n show\n point in direction (direction)\n switch costume to (spin v)\n repeat (17)\n Position\n next costume\n end\n delete this clone\nend\n\ndefine Spin (size)\nset [size v] to (size)\nset [x v] to [0]\nset [y v] to [50]\nset [direction v] to [90]\nClone [1] of [Spin]\nset [x v] to [0]\nset [y v] to [-50]\nset [direction v] to [90]\nClone [1] of [Spin]\nset [y v] to [0]\n\nwhen I start as a clone\nif < (Clone ID) contains [Spline]?> then\n if < (Clone ID) contains [B]?> then\n set [brightness v] effect to (100)\n end\n wait until <(timer) > [6.7]>\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n end\n repeat until <(timer) > (\[Intro\] End time)>\n set [speed v] to [0.1]\n wait (0.4) seconds\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Spline]?> then\n switch costume to (spline v)\n set [speed v] to [0.2]\n repeat until <(timer) > (\[Intro\] End time)>\n if <(timer) > [5.5]> then\n show\n end\n go to x: (([sin v] of ((Splines) * (200)) ) * (200)) y: (([cos v] of ((Splines) * (300)) ) * (75))\n change [splines v] by (speed)\n change [speed v] by (((0.02) - (speed)) / (5))\n end\n delete this clone\nend\n\ndefine Spline\nswitch costume to (full size v)\nset size to (100) %\nrepeat (20)\n Clone [1] of [Spline]\n change size by (-5)\nend\nset size to (100) %\nwait (0.8) seconds\nset size to (100) %\nrepeat (20)\n Clone [1] of [SplineB]\n change size by (-5)\nend\nset size to (100) %\nwait (0.8) seconds\n\nwhen flag clicked\nset [\[intro\] playing? v] to [0]\nhide\n\ndefine Horizontal switch\nset [size v] to [75]\nset [x v] to [0]\nset [y v] to [0]\nset [direction v] to [90]\nClone [1] of [Spin]\nwait (0.07) seconds\nSpin [75]\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n set size to (0) %\n switch costume to (particle3 v)\n set [brightness v] effect to (100)\n show\n repeat (50)\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n Smooth glide [0] [0] [5000] [10]\n else\n delete this clone\n end\n end\n Keyframe [5.5]\n set size to (100) %\n switch costume to (start circle v)\n repeat (50)\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n Smooth glide [0] [0] [3000] [10]\n else\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine Keyframe (time)\nrepeat until <(timer) > (time)>\n if <(timer) > (\[Intro\] End time)> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending1]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (-999)\n point in direction (90)\n switch costume to (ending2 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending2]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (999)\n point in direction (-90)\n switch costume to (ending2 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending3]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (-999)\n switch costume to (ending1 v)\n point in direction (90)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending4]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (999)\n point in direction (-90)\n switch costume to (ending1 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending5]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (-999)\n point in direction (90)\n switch costume to (ending4 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending6]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (999)\n point in direction (-90)\n switch costume to (ending4 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending7]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (-999)\n point in direction (90)\n switch costume to (ending3 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\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) = [Ending8]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (999)\n point in direction (-90)\n switch costume to (ending3 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n broadcast (Intro done v)\n set [\[intro\] end time v] to (timer)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Ending\nClone [1] of [Ending1]\nClone [1] of [Ending2]\nClone [1] of [Ending3]\nClone [1] of [Ending4]\nClone [1] of [Ending5]\nClone [1] of [Ending6]\nClone [1] of [Ending7]\nClone [1] of [Ending8]\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n switch costume to (text v)\n go to [front v] layer\n go to x: (0) y: (0)\n wait (1) seconds\n show\n set [size v] to [100]\n set [direction v] to [90]\n repeat until <(timer) > (\[Intro\] End time)>\n Position\n if <<<(timer) > [6.7]> and <(timer) < [8]>> and <(\[Intro\] End time) = [1]>> then\n go to [front v] layer\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cam]> then\n set [\[intro\] direction v] to [0]\n repeat until <(timer) > [10]>\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n set [direction v] to [1]\n repeat (15)\n if <(timer) < (\[Intro\] End time)> then\n change [direction v] by ((direction) / (3))\n turn right (direction) degrees\n set [\[intro\] direction v] to (direction)\n change [\[intro\] size v] by ((((([cos v] of (((timer) - (50)) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n else\n delete this clone\n end\n end\n repeat (10)\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n if <(\[Intro\] Playing?) = [1]> then\n Clone [1] of [Ending]\n else\n delete this clone\n end\n repeat until <(timer) > (\[Intro\] End time)>\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending]> then\n Ending\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Ending]?> then\n go to [front v] layer\n if <(letter (7) of (Clone ID)) > [6]> then\n forever\n go to [front v] layer\n go [forward v] (100000) layers\n end\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Hex]?> then\n switch costume to (hexagon v)\n if < (Clone ID) contains [B]?> then\n switch costume to (hexagon2 v)\n end\n set [size v] to [0]\n go to x: (0) y: (0)\n show\n if <(timer) < [4]> then\n delete this clone\n end\n repeat (100)\n change [size v] by (10)\n Position\n if <(timer) > (\[Intro\] End time)> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [PCloner]> then\n wait (2) seconds\n repeat (10)\n if <(pick random (1) to (2)) = [1]> then\n Clone (pick random (20) to (30)) of [Particle]\n else\n Clone (pick random (20) to (30)) of [Particles]\n end\n hide\n wait (0.3) seconds\n end\n delete this clone\nend\n\nwhen I receive [start intro v]\nset [\[intro\] end time v] to [13.5]\nGreen flag\nKeyframe [4]\nstart sound [Sonder - Departure v]\nset [\[intro\] playing? v] to [1]\nClone [1] of [Circle]\nClone [1] of [Text]\nClone [1] of [Cam]\nClone [1] of [PCloner]\nSpline\nKeyframe [7]\nLine explosion [-140] [80] [100] [10] [10]\nLine explosion [140] [-80] [100] [10] [10]\nset [x v] to [0]\nset [y v] to [0]\nwait (1) seconds\nLine explosion [140] [80] [100] [10] [10]\nLine explosion [-140] [-80] [100] [10] [10]\nShockwave [0] [0] [0] [500]\nset [x v] to [0]\nset [y v] to [0]\nwait (2) seconds\nLine explosion [0] [0] [100] [20] [15]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [start intro v]\nwait (4) seconds\nrepeat until <(timer) > (\[Intro\] End time)>\n hide\n Clone [1] of [Hex]\n repeat (15)\n set size to (size) %\n end\n Clone [1] of [HexB]\n repeat (15)\n set size to (size) %\n end\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> or <key (space v) pressed?>> and <(timer) < (\[Intro\] End time)>> then\n set [\[intro\] playing? v] to [0]\n Ending\n stop [this script v]\n end\nend\n\nwhen I receive [intro done v]\nset [\[intro\] playing? v] to [0]\nstop all sounds\nif <not < (Clone ID) contains [Ending]?>> then\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (Start intro v)\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [intro done v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [*play* v]\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n clear graphic effects\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100000)\nshow\n\nwhen I receive [stop v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\n@Sprite6\n\nwhen flag clicked\nhide\nswitch costume to (costume8 v)\n\nwhen I receive [*play* v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Stop v)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [credit v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Hide v)\n\n@Sprite9\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite10\n\nwhen flag clicked\nhide\nforever\n glide (0.5) secs to x: (36) y: (36)\n glide (0.5) secs to x: (36) y: (28)\nend\n\nwhen I receive [*play* v]\nshow\n\nwhen I receive [intro done v]\nbroadcast (*Play* v)\n\n@Sprite11\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nshow\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\ngo to x: (31) y: (78)\nforever\n glide (0.3) secs to x: (31) y: (-132)\n glide (1) secs to x: (31) y: (78)\n wait (1) seconds\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n point in direction (90)\n glide (1) secs to x: (-98) y: (-73)\n point in direction (-90)\n glide (1) secs to x: (142) y: (-73)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n point in direction (90)\n glide (0.6) secs to x: (-17) y: (111)\n point in direction (-90)\n glide (0.6) secs to x: (173) y: (111)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@THUMBY\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Icon\n\nwhen flag clicked\nhide\n\n
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❗ New project out ❗ \n\n>> Flag x10000\n>> Space key or click to skip the intro\n>> PLAY ON PC OR ELSE IT WILL CRASH UR DEVICE\n>>Arrow keys to move \n>> DO NOT COPY THIS!\n>>Enjoy!\n\nThanks to:\nMe for the code and graphics\nAlan walker & NCS for the song\n@abhi-123 4 the ground art\n@Gayanindu_P 4 the contest\n@Invisity 4 the AWESOME INTRO\n@Bestcoconut 4 the background\n\n[This is an entry for a contest}\n\nPart 2 - \nhttps://scratch.mit.edu/projects/553993675
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LEGO ✦ scrolling platformer creator
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@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 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\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 start sound [coin v]\n end\nend\nif <(y) < [-300]> then\n set [die v] to [1]\nend\nif <[collision_ v] contains [10]?> then\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)\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\nsay []\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 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 [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\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 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 flag clicked\nset volume to (50) %\n\nwhen flag clicked\nforever\n if <(mode) = [editor]> then\n Editormovemnet\n end\nend\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]\nrepeat (length of [mode v])\n clear graphic effects\n change [i v] by (1)\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 point in direction (direction of the saw)\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 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 flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\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 [save 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 [save your level v]\n add [Triple click on the code below and then copy \(Ctrl+C\) and past \(Ctrl+V\) it to] to [save your level v]\n add [your computer to save the level you made:] to [save your level v]\n add [] to [save your level v]\n add (output) to [save your level v]\n hide list [save 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 [save 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 [save 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\nend\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 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\nwhen [timer v] > (0)\nhide\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\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 <(mode) = [editor]>\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 <(mode) = [editor]>\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@Bouncing icon\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nswitch backdrop to (d v)\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 start sound [Boing v]\n set y to (-200)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nwhen flag clicked\nset volume to (50) %\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 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]\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 flag clicked\nset volume to (50) %\n\nwhen [timer v] > (0)\nhide\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) (item (costume [number v]) of [unicodes v]))\n end\nend\n\nwhen I receive [getdta v]\nset [author v] to [Kaiwentheking]\nEncode level\n\ndefine Encode level\nset [output v] to []\nEncode Blocks\nEncode_ (theme)\nset [output v] to (join (output) (item (92) of [unicodes v]))\nEncode_ (walljump)\nset [output v] to (join (output) (item (92) of [unicodes v]))\nEncode_ (jump height)\nset [output v] to (join (output) (item (92) of [unicodes v]))\nEncode_ (speed)\nset [output v] to (join (output) (item (92) of [unicodes v]))\nEncode_ (author)\nset [output v] to (join (output) (item (92) of [unicodes v]))\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) (item (87) of [unicodes v]))\n Encode_ ((item (o) of [y v]) / (25))\n set [output v] to (join (output) (item (88) of [unicodes v]))\n Encode_ (item (o) of [mode v])\n set [output v] to (join (output) (item (89) of [unicodes v]))\n Encode_ (item (o) of [cs v])\n set [output v] to (join (output) (item (91) of [unicodes v]))\n if <not <(item (o) of [sign v]) = [0]>> then\n Encode_ (item (o) of [sign v])\n set [output v] to (join (output) (item (90) of [unicodes v]))\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 [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]) = [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
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✦LEGO✦\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 and much more.\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 *
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Ice land ll Platformer ll Part 2 #Games #All
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [*play* v]\nswitch backdrop to (backdrop2 v)\n\nwhen backdrop switches to [backdrop8 v]\nstop all sounds\nforever\n play sound [Alan Walker - Force v] until done\nend\n\nwhen I receive [100 v]\nset volume to (100) %\n\nwhen I receive [0 v]\nset volume to (0) %\n\n@Player\n\nwhen flag clicked\nset [level: v] to [1]\nforever\n if <touching (endline v)?> then\n go to x: (-197) y: (9)\n broadcast (Next level v)\n next backdrop\n change [level: v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching color (#ff0000)?> or <touching (saw v)?>> or <<touching color (#e30000)?> or <<touching (orange enemy v)?> or <<touching (dark spikes v)?> or <<touching (lava/water v)?> or <touching (something idk what to call! v)?>>>>>> then\n go to x: (-197) y: (9)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [*play* v]\nshow\ngo to x: (-197) y: (9)\nset [x script v] to [0]\nset [y script v] to [0]\nforever\n if then\n change [x script v] by (1)\n end\n if then\n change [x script v] by (-1)\n end\n set [x script v] to ((X Script) * (0.9))\n change x by (X Script)\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 Script) * (-1))\n change y by (-5)\n if then\n if <(X Script) > [0]> then\n set [x script v] to [-5]\n else\n set [x script v] to [5]\n end\n set [y script v] to [10]\n else\n set [x script v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y script v] by (-1)\n change y by (Y Script)\n if <touching (ground v)?> then\n change y by ((Y Script) * (-1))\n set [y script v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if then\n set [y script v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (player v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player5 v)\n end\n if <<key (left arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n switch costume to (player3 v)\n end\n if <<key (right arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n switch costume to (player2 v)\n end\n if <<key (up arrow v) pressed?> and <<not <key (right arrow v) pressed?>> or <not <not <key (left arrow v) pressed?>>>>> then\n switch costume to (player4 v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n set [y script v] to [18]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.000001) seconds\nend\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n switch costume to (player7 v)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [restart v]\ngo to x: (-197) y: (9)\n\nwhen I receive [next level v]\ngo to x: (-197) y: (9)\n\n@Intro\n\ndefine Clone (number) of (id)\nset [clone id v] to (id)\nrepeat (number)\n create clone of (_myself_ v)\nend\n\ndefine Cam (x) (y) (size) (direction)\nset [\[intro\] x v] to (x)\nset [\[intro\] y v] to (y)\nset [\[intro\] size v] to (size)\nset [\[intro\] direction v] to (direction)\n\ndefine Green flag\nrepeat (10)\n reset timer\nend\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nswitch costume to (blank v)\nCam [0] [0] [0] [0]\n\ndefine Smooth glide (x) (y) (size) (speed)\nset [costume v] to (costume [name v])\nswitch costume to (position v)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\nif <(size) < [101]> then\n switch costume to (full size v)\nelse\n switch costume to (blank v)\nend\nchange size by (((size) - (size)) / (speed))\nswitch costume to (costume)\n\ndefine Position\npoint in direction ((\[Intro\] Direction) + (direction))\nset [costume v] to (costume [name v])\nswitch costume to (position v)\ngo to x: ((x) + (\[Intro\] X)) y: ((y) + (\[Intro\] Y))\nif <(size) < [101]> then\n switch costume to (full size v)\nelse\n switch costume to (blank v)\nend\nset size to ((\[Intro\] Size) + (size)) %\nswitch costume to (costume)\n\ndefine Line explosion (x) (y) (size) (speed) (number)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [speed v] to (speed)\nset [direction v] to [0]\nrepeat (number)\n change [direction v] by ((360) / (number))\n Clone [1] of [Line explosion]\nend\nset [direction v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [Line explosion]> then\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n go to x: (x) y: (y)\n point in direction (direction)\n move ((speed) * (3)) steps\n set size to (size) %\n switch costume to (line explosion1 v)\n show\n repeat (11)\n move (speed) steps\n next costume\n end\n end\n delete this clone\nend\n\ndefine Shockwave (x) (y) (size) (end)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [speed v] to (end)\nClone [1] of [Shockwave]\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave]> then\n if <(\[Intro\] Playing?) = [1]> then\n go to x: (x) y: (y)\n go to [front v] layer\n set size to (size) %\n set [effect v] to [12]\n switch costume to (shockwave v)\n show\n repeat (35)\n change [fisheye v] effect by (effect)\n Smooth glide (x) (y) (speed) [5]\n change [effect v] by ((effect) / (4))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Particle]?> then\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n end\n switch costume to (join [Particle] (pick random (1) to (3)))\n set size to (pick random (80) to (120)) %\n set [y v] to [0]\n show\n if <(Clone ID) = [Particle]> then\n go to x: (0) y: (0)\n else\n go to (random position v)\n end\n point in direction (pick random (-180) to (1808))\n repeat (50)\n change [ghost v] effect by (2)\n move ((size) / (7)) steps\n change size by (-2)\n change y by (y)\n change [y v] by (-0.5)\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (15)\n move ((size) / (7)) steps\n change size by (-2)\n change y by (y)\n change [y v] by (-0.5)\n end\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine Shake size (size)\nset [size v] to ((((size) - (size)) / (5)) + ((size) * (0.8)))\n\nwhen I start as a clone\nif <(Clone ID) = [Spin]> then\n go to x: (x) y: (y)\n set size to (size) %\n show\n point in direction (direction)\n switch costume to (spin v)\n repeat (17)\n Position\n next costume\n end\n delete this clone\nend\n\ndefine Spin (size)\nset [size v] to (size)\nset [x v] to [0]\nset [y v] to [50]\nset [direction v] to [90]\nClone [1] of [Spin]\nset [x v] to [0]\nset [y v] to [-50]\nset [direction v] to [90]\nClone [1] of [Spin]\nset [y v] to [0]\n\nwhen I start as a clone\nif < (Clone ID) contains [Spline]?> then\n if < (Clone ID) contains [B]?> then\n set [brightness v] effect to (100)\n end\n wait until <(timer) > [6.7]>\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n end\n repeat until <(timer) > (\[Intro\] End time)>\n set [speed v] to [0.1]\n wait (0.4) seconds\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Spline]?> then\n switch costume to (spline v)\n set [speed v] to [0.2]\n repeat until <(timer) > (\[Intro\] End time)>\n if <(timer) > [5.5]> then\n show\n end\n go to x: (([sin v] of ((Splines) * (200)) ) * (200)) y: (([cos v] of ((Splines) * (300)) ) * (75))\n change [splines v] by (speed)\n change [speed v] by (((0.02) - (speed)) / (5))\n end\n delete this clone\nend\n\ndefine Spline\nswitch costume to (full size v)\nset size to (100) %\nrepeat (20)\n Clone [1] of [Spline]\n change size by (-5)\nend\nset size to (100) %\nwait (0.8) seconds\nset size to (100) %\nrepeat (20)\n Clone [1] of [SplineB]\n change size by (-5)\nend\nset size to (100) %\nwait (0.8) seconds\n\nwhen flag clicked\nset [\[intro\] playing? v] to [0]\nhide\n\ndefine Horizontal switch\nset [size v] to [75]\nset [x v] to [0]\nset [y v] to [0]\nset [direction v] to [90]\nClone [1] of [Spin]\nwait (0.07) seconds\nSpin [75]\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n set size to (0) %\n switch costume to (particle3 v)\n set [brightness v] effect to (100)\n show\n repeat (50)\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n Smooth glide [0] [0] [5000] [10]\n else\n delete this clone\n end\n end\n Keyframe [5.5]\n set size to (100) %\n switch costume to (start circle v)\n repeat (50)\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n Smooth glide [0] [0] [3000] [10]\n else\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine Keyframe (time)\nrepeat until <(timer) > (time)>\n if <(timer) > (\[Intro\] End time)> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending1]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (-999)\n point in direction (90)\n switch costume to (ending2 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending2]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (999)\n point in direction (-90)\n switch costume to (ending2 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending3]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (-999)\n switch costume to (ending1 v)\n point in direction (90)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending4]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (999)\n point in direction (-90)\n switch costume to (ending1 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending5]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (-999)\n point in direction (90)\n switch costume to (ending4 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending6]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (999)\n point in direction (-90)\n switch costume to (ending4 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending7]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (-999)\n point in direction (90)\n switch costume to (ending3 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\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) = [Ending8]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (999)\n point in direction (-90)\n switch costume to (ending3 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n broadcast (Intro done v)\n set [\[intro\] end time v] to (timer)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Ending\nClone [1] of [Ending1]\nClone [1] of [Ending2]\nClone [1] of [Ending3]\nClone [1] of [Ending4]\nClone [1] of [Ending5]\nClone [1] of [Ending6]\nClone [1] of [Ending7]\nClone [1] of [Ending8]\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n switch costume to (text v)\n go to [front v] layer\n go to x: (0) y: (0)\n wait (1) seconds\n show\n set [size v] to [100]\n set [direction v] to [90]\n repeat until <(timer) > (\[Intro\] End time)>\n Position\n if <<<(timer) > [6.7]> and <(timer) < [8]>> and <(\[Intro\] End time) = [1]>> then\n go to [front v] layer\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cam]> then\n set [\[intro\] direction v] to [0]\n repeat until <(timer) > [10]>\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n set [direction v] to [1]\n repeat (15)\n if <(timer) < (\[Intro\] End time)> then\n change [direction v] by ((direction) / (3))\n turn right (direction) degrees\n set [\[intro\] direction v] to (direction)\n change [\[intro\] size v] by ((((([cos v] of (((timer) - (50)) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n else\n delete this clone\n end\n end\n repeat (10)\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n if <(\[Intro\] Playing?) = [1]> then\n Clone [1] of [Ending]\n else\n delete this clone\n end\n repeat until <(timer) > (\[Intro\] End time)>\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending]> then\n Ending\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Ending]?> then\n go to [front v] layer\n if <(letter (7) of (Clone ID)) > [6]> then\n forever\n go to [front v] layer\n go [forward v] (100000) layers\n end\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Hex]?> then\n switch costume to (hexagon v)\n if < (Clone ID) contains [B]?> then\n switch costume to (hexagon2 v)\n end\n set [size v] to [0]\n go to x: (0) y: (0)\n show\n if <(timer) < [4]> then\n delete this clone\n end\n repeat (100)\n change [size v] by (10)\n Position\n if <(timer) > (\[Intro\] End time)> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [PCloner]> then\n wait (2) seconds\n repeat (10)\n if <(pick random (1) to (2)) = [1]> then\n Clone (pick random (20) to (30)) of [Particle]\n else\n Clone (pick random (20) to (30)) of [Particles]\n end\n hide\n wait (0.3) seconds\n end\n delete this clone\nend\n\nwhen I receive [start intro v]\nset [\[intro\] end time v] to [13.5]\nGreen flag\nstart sound [Sonder - Departure v]\nKeyframe [4]\nset [\[intro\] playing? v] to [1]\nClone [1] of [Circle]\nClone [1] of [Text]\nClone [1] of [Cam]\nClone [1] of [PCloner]\nSpline\nKeyframe [7]\nLine explosion [-140] [80] [100] [10] [10]\nLine explosion [140] [-80] [100] [10] [10]\nset [x v] to [0]\nset [y v] to [0]\nwait (1) seconds\nLine explosion [140] [80] [100] [10] [10]\nLine explosion [-140] [-80] [100] [10] [10]\nShockwave [0] [0] [0] [500]\nset [x v] to [0]\nset [y v] to [0]\nwait (2) seconds\nLine explosion [0] [0] [100] [20] [15]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [start intro v]\nwait (4) seconds\nrepeat until <(timer) > (\[Intro\] End time)>\n hide\n Clone [1] of [Hex]\n repeat (15)\n set size to (size) %\n end\n Clone [1] of [HexB]\n repeat (15)\n set size to (size) %\n end\nend\n\nwhen I receive [intro done v]\nset [\[intro\] playing? v] to [0]\nif <not < (Clone ID) contains [Ending]?>> then\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (Start intro v)\n\n@Background\n\nwhen flag clicked\nshow\n\nwhen I receive [intro done v]\nhide\nplay sound [Masked Heroes - Vexento v] until done\n\nwhen I receive [0 v]\nset volume to (0) %\n\nwhen I receive [100 v]\nset volume to (100) %\n\n@Endline\n\nwhen flag clicked\nset [ghost v] effect to (100000)\nshow\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [*play* v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Lava/water\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n glide (0.5) secs to x: (36) y: (38)\n glide (0.5) secs to x: (36) y: (28)\nend\n\nwhen I receive [*play* v]\nshow\n\nwhen I receive [intro done v]\nbroadcast (*Play* v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume1 v)\n\n@Bouncy\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nshow\nnext costume\n\n@Orange enemy\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n point in direction (90)\n glide (1) secs to x: (51) y: (120)\n point in direction (-90)\n glide (1) secs to x: (161) y: (120)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Red enemy\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [6]> then\n point in direction (90)\n glide (0.6) secs to x: (117) y: (81)\n point in direction (-90)\n glide (0.6) secs to x: (187) y: (81)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@THUMBY\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (100)\n\n@Icon\n\nwhen flag clicked\nhide\n\n@Saw\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n turn right (5) degrees\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Torch\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\n@Dark spikes\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\nswitch costume to (level 9 v)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (level 2 v)\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@SOMETHING IDK WHAT TO CALL!\n\nwhen flag clicked\nhide\ngo to x: (46) y: (83)\nforever\n glide (0.2) secs to x: (46) y: (-127)\n glide (1) secs to x: (46) y: (83)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite1\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nset [ghost v] effect to (20)\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Options v)\n glide (0.4) secs to x: (-43) y: (62)\n else\n broadcast (Hide options v)\n glide (0.4) secs to x: (-43) y: (-18)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen I receive [options v]\nif <not <(backdrop [number v]) = [15]>> then\n show\n glide (0.4) secs to x: (-43) y: (62)\nend\n\nwhen I receive [hide options v]\nglide (0.3) secs to x: (-43) y: (-18)\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next level v)\nnext backdrop\n\nwhen backdrop switches to [backdrop16 v]\nforever\n hide\nend\n\n@Sprite3\n\nwhen I receive [options v]\nshow\nglide (0.4) secs to x: (-43) y: (62)\n\nwhen I receive [hide options v]\nglide (0.3) secs to x: (-43) y: (-18)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nhide\nforever\n if <(costume [number v]) = [1]> then\n broadcast (100 v)\n else\n broadcast (0 v)\n end\nend\n\n@Sprite4\n\nwhen I receive [options v]\nshow\nglide (0.4) secs to x: (-43) y: (62)\n\nwhen I receive [hide options v]\nglide (0.3) secs to x: (-43) y: (-18)\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n
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❗ New project out ❗ \n\n>> Flag x10000 OR ELSE\n>> PLAY ON PC \n>>Arrow keys to move \n>>Enjoy!\n\nThanks to:\nMe for the code and graphics\nAlan walker & IDK for the song\n@abhi-123 4 the ground art\n@Invisity 4 the AWESOME INTRO\n\nPart 1 -\nhttps://scratch.mit.edu/projects/553773437
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Town platformer #game #games .
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@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Candyland \[NCS Release\] v] until done\nend\n\n@player\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (50)\nset size to (100) %\nset rotation style [left-right v]\nforever\n if <(行ける) = [傾向のりてぇ]> then\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [x v] by (0.77)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [x v] by (-0.77)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (next v)\n go to x: (-200) y: (50)\n end\n if <<[-179] > (y position)> or <touching (障害物 v)?>> then\n start sound [crashed oof v]\n set [行ける v] to [ダメだ...]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (50)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [行ける v] to [傾向のりてぇ]\n end\n end\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nwait (0.5) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen flag clicked\nforever\n wait (0.03) seconds\n create clone of (_myself_ v)\nend\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@背景2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (999) layers\nshow\nforever\n switch costume to ([costume # v] of [ステージ v])\nend\n\n@next\n\nwhen flag clicked\nset [行ける v] to [傾向のりてぇ]\nset [color v] effect to (0)\nhide\ngo to [front v] layer\n\nwhen I receive [next v]\nset [color v] effect to (pick random (100) to (0))\nshow\nset [行ける v] to [ダメだ…]\nwait (1) seconds\nhide\nset [行ける v] to [傾向のりてぇ]\n\n@太陽\n\nwhen flag clicked\nset size to (120) %\nset [ghost v] effect to (0)\nset [brightness v] effect to (10)\nforever\n\n@ターボ\n\nwhen flag clicked\nforever\n if <(ターボ対策) > [100]> then\n broadcast (ダメぇぇぇ v)\n end\nend\n\nwhen I receive [ダメぇぇぇ v]\nstop [all v]\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (10)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (3) to (8)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to x: (230) y: (pick random (100) to (170))\nshow\nglide (pick random (4) to (8)) secs to x: (-230) y: (pick random (100) to (170))\ndelete this clone\n\n@障害物\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ステージ v])\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@スプライト2\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to x: (130) y: (-150)\n\n
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日本語は下⬇︎\nEnglish\nOperate with arrow keys You know about smartphones (((beat) I won't talk anymore w\n日本語\n矢印キーで操作スマホは分かるでしょ(((殴\nこれ以上話すことない
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Easy platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [背景次 v]\nif <([costume # v] of [地面です v]) = [4]> then\n switch backdrop to (直前 v)\nelse\n if <([costume # v] of [地面です v]) = [5]> then\n switch backdrop to (真っ黒 v)\n else\n switch backdrop to (背景1 v)\n end\nend\n\n@スプライト9\n\nwhen I receive [棘つぎ v]\nnext costume\n\nwhen I receive [ゲーム開始 v]\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide variable [☁ あ v]\nchange [☁ あ v] by (1)\n\n@地面です\n\nwhen flag clicked\nhide\n\nwhen I receive [背景次 v]\nif <not <(costume [number v]) = [10]>> then\n next costume\n broadcast (棘つぎ v)\nend\n\nwhen I receive [ゲーム開始 v]\nshow\nswitch costume to (コスチューム1 v)\nforever\n if <(costume [number v]) = [11]> then\n broadcast (スクリプトを止める v)\n end\nend\n\nwhen I receive [アプリ終了 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nbroadcast (ゲーム開始 v)\n\n@一つ目小僧\n\nwhen I receive [ゲーム開始 v]\nchange [☁ ☁︎ v] by (1)\nswitch costume to (通常 v)\ngo to x: (-211) y: (-48)\nset [判定 v] to [1]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n set size to (100) %\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面です v)?> then\n change y by (1)\n end\n if <touching (地面です v)?> then\n change y by (1)\n end\n if <touching (地面です v)?> then\n change y by (1)\n end\n if <touching (地面です v)?> then\n change y by (1)\n end\n if <touching (地面です 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 [15]\n if <([abs v] of (x) ) = (x)> then\n start sound [Jump v]\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 (地面です 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 (地面です v)?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (スプライト9 v)?> or <(y position) < [-180]>> then\n go to x: (-211) y: (-60)\n end\n if <(x position) > [222]> then\n broadcast (背景次 v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (下 v)\n else\n switch costume to (通常 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲーム開始 v]\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [棘つぎ v]\ngo to x: (-211) y: (-48)\n\n@スプライト1\n\nwhen flag clicked\nset [変数 v] to [0]\nforever\n change [変数 v] by (5)\nend\n\nforever\n\nwhen flag clicked\ngo to x: (217) y: (160)\nswitch costume to (コスチューム2 v)\nset size to (100) %\ncreate clone of (_myself_ v)\nforever\n set size to ((115) + (([sin v] of (変数) ) * (5))) %\n go to [back v] layer\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nforever\n set size to ((130) + (([sin v] of (変数) ) * (13))) %\n go to [back v] layer\nend\n\nset size to (150) %\n\n@スプライト2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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矢印キーで操作できます。\nタブレット・スマホには対応していません。
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Lava platformer #game#games#alll
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (intro v)\nwait (5) seconds\nclear graphic effects\n\nwhen I receive [suta-to v]\nwait (1) seconds\nforever\n play sound [Alan Walker - Faded v] until done\n play sound [Alan Walker - Fade v] until done\nend\n\n@player\n\nwhen I receive [suta-to v]\nshow\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (spike 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: (-210) y: (100)\n end\n if <<<(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)\n end\n if <<<(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)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- 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 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\n end\n change y by (-1)\n if <touching (road- 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 v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (あ v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\nend\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nset [☁ world record v] to [1000]\n\n@next stage\n\nwhen flag clicked\ngo to [front v] layer\nset y to (0)\nset x to (600)\nhide\n\nwhen I receive [あ v]\nshow\nglide (0.3) secs to x: (0) y: (0)\nwait (0.3) seconds\nglide (0.5) secs to x: (-600) y: (0)\nhide\nset x to (600)\n\n@:p\n\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (16)\nend\ndelete this clone\n\nwhen flag clicked\nset [intro v] to [start]\nhide\npoint in direction (90)\nreset timer\nstart sound [Sub Urban - Cradles mp.3 v]\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n show\n go to x: (0) y: (0)\n glide (0.25) secs to x: (0) y: (110)\n forever\n point in direction (((大きさ) * (0.75)) + (90))\n set size to ((大きさ) + (100)) %\n go to [front v] layer\n end\nend\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n show\n go to x: (0) y: (0)\n glide (0.25) secs to x: (0) y: (-110)\n forever\n point in direction (((大きさ) * (0.75)) + (90))\n set size to ((大きさ) + (100)) %\n go to [front v] layer\n end\nend\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n switch costume to (background v)\n create clone of (_myself_ v)\n switch costume to (black v)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\npoint in direction (90)\nif <not <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n wait until <(intro) = [end]>\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (black v)\ncreate clone of (_myself_ v)\nwait (0.55) seconds\nswitch costume to (letter box1 v)\ncreate clone of (_myself_ v)\nswitch costume to (letter box2 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nset [大きさ v] to [0]\nwait (3) seconds\nshow\ngo to x: (0) y: (0)\nswitch costume to (name v)\npoint in direction (90)\nset [大きさ v] to [0]\nset size to (50) %\nswitch costume to (circle v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nrepeat (46)\n go to [front v] layer\n set [大きさ v] to (((大きさ) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (大きさ)\n point in direction ((大きさ) + (90))\n set [fisheye v] effect to (大きさ)\n set [whirl v] effect to (大きさ)\nend\npoint in direction (90)\nwait (0.285) seconds\npoint in direction (90)\nset [大きさ v] to [0]\nset size to (50) %\nswitch costume to (circle v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nrepeat (20)\n go to [front v] layer\n set [大きさ v] to (((大きさ) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (大きさ)\n point in direction ((大きさ) + (90))\n set [fisheye v] effect to (大きさ)\n set [whirl v] effect to (大きさ)\nend\nclear graphic effects\npoint in direction (90)\nwait (0.5) seconds\npoint in direction (90)\nset [大きさ v] to [0]\nset size to (50) %\nswitch costume to (circle v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nrepeat (46)\n go to [front v] layer\n set [大きさ v] to (((大きさ) * (0.8)) + (((130) - (size)) * (0.5)))\n change size by (大きさ)\n point in direction ((大きさ) + (90))\n set [fisheye v] effect to (大きさ)\n set [whirl v] effect to (大きさ)\nend\npoint in direction (90)\nwait (0.485) seconds\npoint in direction (90)\nset [大きさ v] to [0]\nset size to (50) %\nswitch costume to (circle v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nbroadcast (suta-to v)\nrepeat (46)\n go to [front v] layer\n set [大きさ v] to (((大きさ) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (大きさ)\n point in direction ((大きさ) + (90))\n set [fisheye v] effect to (大きさ)\n set [whirl v] effect to (大きさ)\nend\npoint in direction (90)\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n set [brightness v] effect to (100)\n show\n set size to (0) %\n switch costume to (circle v)\n repeat (10)\n change size by (72)\n set [mosaic v] effect to (大きさ)\n set [ghost v] effect to (大きさ)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait (0.75) seconds\nswitch costume to (a v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [A]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n go to x: (-550) y: (0)\n repeat (40)\n change x by (40)\n end\n switch costume to (a2 v)\n create clone of (_myself_ v)\n delete this clone\nend\nif <(costume [name v]) = [A2]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n go to x: (0) y: (-430)\n repeat (20)\n change y by (40)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n wait until <[8.75] < (timer)>\n glide (0.25) secs to x: (0) y: (0)\n broadcast (end v)\n wait (0.75) seconds\n glide (0.25) secs to x: (0) y: (150)\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait until <[8.75] < (timer)>\n glide (0.25) secs to x: (0) y: (0)\n wait (0.75) seconds\n glide (0.25) secs to x: (0) y: (-150)\n delete this clone\nend\n\nwhen flag clicked\nwait until <(intro) = [end]>\nhide\n\nwhen I receive [end v]\nset [intro v] to [end]\n\n@???\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@spike\n\nwhen flag clicked\ngo to x: (1) y: (91)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [3 v]\nshow\n\nwhen I receive [4 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [5 v]\ngo to x: (1) y: (91)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [6 v]\nshow\nswitch costume to (costume5 v)\n\nwhen I start as a clone\ngo to x: (1) y: (50)\nswitch costume to (costume4 v)\nshow\nforever\n glide (1.8) secs to x: (1) y: (88)\n wait (0.1) seconds\n glide (1.8) secs to x: (1) y: (50)\nend\n\nwhen I receive [6 v]\ndelete this clone\n\nwhen I receive [7 v]\nswitch costume to (costume6 v)\n\nwhen I receive [8 v]\nswitch costume to (costume7 v)\n\nwhen I receive [9 v]\nswitch costume to (costume8 v)\n\nwhen I receive [10 v]\nswitch costume to (costume9 v)\n\nwhen I receive [11 v]\nhide\n\n@road-\n\nwhen I receive [あ v]\nwait (0.5) seconds\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (1 v)\nend\nif <(costume [number v]) = [2]> then\n broadcast (2 v)\nend\nif <(costume [number v]) = [3]> then\n broadcast (3 v)\nend\nif <(costume [number v]) = [4]> then\n broadcast (4 v)\nend\nif <(costume [number v]) = [5]> then\n broadcast (5 v)\nend\nif <(costume [number v]) = [6]> then\n broadcast (6 v)\nend\nif <(costume [number v]) = [7]> then\n broadcast (7 v)\nend\nif <(costume [number v]) = [8]> then\n broadcast (8 v)\nend\nif <(costume [number v]) = [9]> then\n broadcast (9 v)\nend\nif <(costume [number v]) = [10]> then\n broadcast (10 v)\nend\nif <(costume [number v]) = [11]> then\n broadcast (11 v)\nend\nif <(costume [number v]) = [12]> then\n broadcast (12 v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [suta-to v]\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [suta-to v]\nrepeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [time v] by (1)\n if <(costume [number v]) = [11]> then\n show variable [time v]\n show variable [☁ world record v]\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\n
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(English/英語)How to play\n・Arrow keys or tap to move.\n・ Use the up arrow key or tap to jump.\n・Be careful! If you touch the needle, you will die!\n (Japanese/日本語)遊び方\n・矢印キーまたはタップして移動します。\n・上矢印キーまたはタップでジャンプします。\n・気をつけて!針に触れると死んでしまいます!\n
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⭐Fall Guys Platformer!⭐
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@Stage\n\nwhen flag clicked\nswitch backdrop to (background v)\n\nwhen I receive [skins v]\nswitch backdrop to (wardrobe v)\n\nwhen I receive [back v]\nswitch backdrop to (background v)\n\nwhen flag clicked\nforever\n play sound [1 - Everybody Falls \(Fall Guys Theme\) v] until done\nend\n\nwhen I receive [win v]\nswitch backdrop to (win v)\nwait (5) seconds\nswitch backdrop to (background v)\nbroadcast (Back v)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [new v]\nif <not <(Level) = [8]>> then\n change [level v] by (1)\nelse\n broadcast (Win v)\n set [playing? v] to [0]\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (100) %\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nswitch backdrop to (1 v)\ngo to x: (-200) y: (0)\nset [deaths v] to [0]\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> 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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (New v)\n go to x: (-200) y: (0)\n end\n if <[-160] > (y position)> then\n change [deaths v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n go to x: (-200) y: (0)\n go to x: (-200) y: (0)\n end\n if <<<touching (logs v)?> or <touching (spikes v)?>> or <touching (balls v)?>> then\n change [deaths v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n clear graphic effects\n go to x: (-200) y: (0)\n end\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [start v]\nwait until <<key (any v) pressed?> or <mouse down?>>\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nhide variable [level v]\nforever\n switch costume to (Your skin)\nend\n\nwhen I receive [win v]\nhide\nhide variable [level v]\nset [level v] to [0]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [win v]\nhide\nhide variable [level v]\nset [level v] to [0]\nchange [kudos in game v] by (25)\n\n@Logs\n\nwhen flag clicked\nset [playing? v] to [0]\nhide\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nset [playing? v] to [1]\n\nwhen I receive [back v]\nset [playing? v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <(Playing?) = [1]> then\n wait (pick random (1) to (1.5)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-130) to (130)) y: (0)\nrepeat until <touching (_edge_ v)?>\n change y by (-2)\n turn right (3) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nif <<(Level) = [1]> or <(Level) = [2]>> then\n show\nelse\n hide\n delete this clone\nend\n\n@Spikes\n\nwhen flag clicked\nset [playing? v] to [0]\nhide\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nset [playing? v] to [1]\nshow\n\nwhen I receive [back v]\nset [playing? v] to [0]\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nset [playing? v] to [0]\nhide\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nset [playing? v] to [1]\nshow\n\nwhen I receive [back v]\nset [playing? v] to [0]\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Balls\n\nwhen flag clicked\nset [playing? v] to [0]\nhide\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nset [playing? v] to [1]\n\nwhen I receive [back v]\nset [playing? v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <(Playing?) = [1]> then\n wait (pick random (2.3) to (3.3)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (0) to (0)) y: (0)\nrepeat until <touching (_edge_ v)?>\n change y by (-2)\n change x by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nif <<(Level) = [6]> or <(Level) = [7]>> then\n show\nelse\n hide\n delete this clone\nend\n\n@Play button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwhen I receive [back v]\nshow\n\nwhen I receive [kudos clicker v]\nhide\n\n@Wardrobe button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen this sprite clicked\nbroadcast (Skins v)\n\nwhen I receive [back v]\nshow\n\nwhen I receive [kudos clicker v]\nhide\n\n@Kudos button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen this sprite clicked\nbroadcast (Kudos clicker v)\n\nwhen I receive [back v]\nshow\n\nwhen I receive [kudos clicker v]\nhide\n\n@Logo\n\nwhen flag clicked\nshow\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [kudos clicker v]\nhide\n\n@Kudos counter\n\nwhen flag clicked\nhide variable [kudos: v]\nhide\nset [kudos: v] to [0]\n\nwhen I receive [skins v]\nshow variable [kudos: v]\nshow\n\nwhen I receive [back v]\nhide variable [kudos: v]\nhide\n\n@Help\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@Menu button\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-20) y: (290)\n\nwhen I receive [skins v]\ngo to x: (0) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (Back v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [kudos clicker v]\ngo to x: (-20) y: (0)\nshow\n\n@Items\n\nwhen flag clicked\nswitch costume to (stripy v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen this sprite clicked\nif <<(costume [number v]) = [1]> and <(Kudos in game) > [9]>> then\n if <not <(Bought stripy) = [1]>> then\n broadcast (Bought stripy v)\n set [bought stripy v] to [1]\n change [kudos in game v] by (-10)\n else\n say [Already bought!] for (2) seconds\n end\nend\nif <<(costume [number v]) = [2]> and <(Kudos in game) > [9]>> then\n if <not <(Bought smiley) = [1]>> then\n broadcast (Bought smile v)\n set [bought smiley v] to [1]\n change [kudos in game v] by (-10)\n else\n say [Already bought!] for (2) seconds\n end\nend\nif <<(costume [number v]) = [3]> and <(Kudos in game) > [19]>> then\n if <not <(Bought dotty) = [1]>> then\n broadcast (Bought dotty v)\n set [bought dotty v] to [1]\n change [kudos in game v] by (-20)\n else\n say [Already bought!] for (2) seconds\n end\nend\nif <<(costume [number v]) = [4]> and <(Kudos in game) > [49]>> then\n if <not <(Bought winner) = [1]>> then\n broadcast (Bought winner v)\n set [bought winner v] to [1]\n change [kudos in game v] by (-50)\n else\n say [Already bought!] for (2) seconds\n end\nend\nif <<(costume [number v]) = [5]> and <(Kudos in game) > [99]>> then\n if <not <(Bought sir) = [1]>> then\n broadcast (Bought sir v)\n set [bought sir v] to [1]\n change [kudos in game v] by (-100)\n else\n say [Already bought!] for (2) seconds\n end\nend\n\n@Next button\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skins v]\nshow\n\nwhen this sprite clicked\nbroadcast (Next v)\n\nwhen I receive [back v]\nhide\n\n@Clicker\n\nwhen flag clicked\nforever\n go to x: (0) y: (-10)\n point in direction ((90) + (([sin v] of ((timer) * (5)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [kudos: v] to [0]\nset [kudos in game v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((105) + (size)) / (2)) %\n set [brightness v] effect to (25)\n else\n set size to (((100) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [kudos clicker v]\nshow variable [kudos in game v]\nshow\n\nwhen I receive [back v]\nhide variable [kudos in game v]\nhide\n\nwhen flag clicked\nhide variable [kudos in game v]\n\nwhen flag clicked\nforever\n set [kudos: v] to (Kudos in game)\nend\n\nwhen this sprite clicked\nset size to (((110) + (size)) / (2)) %\nset [brightness v] effect to (0)\nchange [kudos in game v] by (1)\nwait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n\n@Your skin\n\nwhen I receive [back v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skins v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [bought dotty v] to [0]\nset [bought sir v] to [0]\nset [bought winner v] to [0]\nset [bought dotty v] to [0]\nset [bought stripy v] to [0]\nset [bought smiley v] to [0]\nset [your skin v] to [Default]\n\nwhen I receive [change skin v]\nif <(costume [number v]) = [1]> then\n if <(Bought stripy) = [1]> then\n next costume\n set [your skin v] to [Stripy]\n else\n if <(Bought smiley) = [1]> then\n next costume\n next costume\n set [your skin v] to [Smiley]\n else\n if <(Bought dotty) = [1]> then\n next costume\n next costume\n next costume\n set [your skin v] to [Dotty]\n else\n if <(Bought winner) = [1]> then\n next costume\n next costume\n next costume\n next costume\n set [your skin v] to [Winner]\n else\n if <(Bought sir) = [1]> then\n next costume\n next costume\n next costume\n next costume\n next costume\n set [your skin v] to [Sir]\n else\n broadcast (Haven't purchased any items v)\n end\n end\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n if <(Bought smiley) = [1]> then\n next costume\n set [your skin v] to [Smiley]\n else\n if <(Bought dotty) = [1]> then\n next costume\n next costume\n set [your skin v] to [Dotty]\n else\n if <(Bought winner) = [1]> then\n next costume\n next costume\n next costume\n set [your skin v] to [Winner]\n else\n if <(Bought sir) = [1]> then\n next costume\n next costume\n next costume\n next costume\n set [your skin v] to [Sir]\n else\n next costume\n next costume\n next costume\n next costume\n next costume\n set [your skin v] to [Default]\n end\n end\n end\n end\n else\n if <(costume [number v]) = [3]> then\n if <(Bought dotty) = [1]> then\n next costume\n set [your skin v] to [Dotty]\n else\n if <(Bought winner) = [1]> then\n next costume\n next costume\n set [your skin v] to [Winner]\n else\n if <(Bought sir) = [1]> then\n next costume\n next costume\n next costume\n set [your skin v] to [Sir]\n else\n next costume\n next costume\n next costume\n next costume\n set [your skin v] to [Default]\n end\n end\n end\n else\n if <(costume [number v]) = [4]> then\n if <(Bought winner) = [1]> then\n next costume\n set [your skin v] to [Winner]\n else\n if <(Bought sir) = [1]> then\n next costume\n next costume\n set [your skin v] to [Sir]\n else\n next costume\n next costume\n next costume\n set [your skin v] to [Default]\n end\n end\n else\n if <(costume [number v]) = [5]> then\n if <(Bought sir) = [1]> then\n next costume\n next costume\n switch costume to (costume6 v)\n set [your skin v] to [Sir]\n else\n next costume\n next costume\n next costume\n set [your skin v] to [Default]\n end\n else\n if <(costume [number v]) = [6]> then\n set [your skin v] to [Default]\n switch costume to (costume1 v)\n end\n end\n end\n end\n end\nend\n\n@Menu button2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [skins v]\ngo to x: (0) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (Change skin v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [haven't purchased any items v]\nswitch costume to (costume2 v)\nwait (4) seconds\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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Welcome to my new project; Fall Guys Platformer!\n\nFirst click the green blob to start the project. If you click the wardrobe button you can see all the skins that you can buy. Still confused? Click the question mark at the bottom right of your screen. To go back click the menu button, you may be wondering how to get kudos to buy items. To do that click the kudos clicker button and click the kudos symbol to get kudos! Once you think you have got enough you can go back into your wardrobe to buy things, once you have bought an item to change your skin just click the change button in the wardrobe. Another way to get kudos is by completing the platformer. To get on to the platformer hit the menu button and then click the play button. Have fun playing!\n\nHope you enjoy and thanks for viewing!
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Neon-platformer III
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@Stage\n\n@love, faVE............\n\nwhen flag clicked\nhide\ngo to x: (0) y: (51)\nforever\n wait (pick random (10) to (15)) seconds\n show\n glide (0.5) secs to x: (0) y: (0)\n wait (5) seconds\n glide (0.5) secs to x: (0) y: (51)\n hide\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-200) y: (-159)\nset [level v] to [1]\nforever\n move\nend\n\ndefine move\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nchange x by (xv)\nset [xv v] to ((xv) * (0.8))\nif <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) * (-1.25))\n change y by (-3)\n if <key (space v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching (stage v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <key (space v) pressed?> then\n if <touching (stage v)?> then\n set [yv v] to [12]\n end\nend\nchange y by (1)\nif <(x position) = [240]> then\n go to x: (-200) y: (-159)\n change [level v] by (1)\nend\nif <touching (saws v)?> then\n go to x: (-200) y: (-159)\nend\nif <touching (danger v)?> then\n go to x: (-200) y: (-159)\nend\n\n@light of player\n\nwhen flag clicked\nforever\n set [brightness v] effect to (50)\n go to (player v)\nend\n\n@effect\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n set size to (100) %\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [brightness v] effect to (50)\nend\n\n@stage\n\nwhen flag clicked\nforever\n set [brightness v] effect to (50)\n switch costume to (level)\nend\n\n@light for stage\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n switch costume to (level)\nend\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\n turn right (10) degrees\n if <(level) = [2]> then\n set size to (90) %\n go to x: (0) y: (-170)\n end\n if <(level) = [6]> then\n go to x: (-25) y: (-170)\n set size to (120) %\n end\n if <(level) = [7]> then\n go to x: (135) y: (55)\n set size to (120) %\n end\nend\n\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\n@light for danger things\n\nwhen flag clicked\nforever\n set [brightness v] effect to (50)\n go to [back v] layer\n switch costume to (level)\nend\n\n@DANGER\n\nwhen flag clicked\nforever\n go [backward v] (10) layers\n switch costume to (level)\nend\n\n@Text\n\nset [brightness v] effect to (10)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@sound button\n\nwhen flag clicked\nswitch costume to (unmute v)\nplay sound [Sound v] until done\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [name v]) = [mute]> then\n stop all sounds\n else\n play sound [Sound v] until done\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go [forward v] (999) layers\nend\n\n
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the Neon platformer 3: không hướng dẫn nữa\nKhó nhất: LVL7\nThứ nguy hiểm mới: cưa\n\nthe Neon platformer 3: no tutorial\nHardest: LVL7\nNew dangerous thing: saw blade
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Among Us || A Mobile Friendly Platformer #Games #All
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@Stage\n\nwhen flag clicked\nclear sound effects\nset volume to (100) %\nforever\n play sound [POL-spaceship-ambience-short v] until done\nend\n\n@blank\n\n@Player\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n play sound [Footstep2 v] until done\n end\n if <(costume [number v]) = [8]> then\n play sound [Footstep2 v] until done\n end\nend\n\nwhen flag clicked\nbroadcast (Reset v)\nbroadcast (Green Flag v)\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [reset v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-170) y: (-75)\nswitch costume to (center v)\nclear graphic effects\nshow\n\nwhen I receive [tick v]\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [xv v] by (.5)\nend\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [xv v] by (-0.5)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n \n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> > [0]> then\n set [xv v] to [-3]\n else\n set [xv v] to [3]\n end\n set [yv v] to [11]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nif <touching (exit v)?> then\n broadcast (Next Level v)\n broadcast (Reset v)\n change [level v] by (1)\n wait until <not <touching (exit v)?>>\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\nend\nchange y by (1)\nif <touching (trampolines v)?> then\n set [yv v] to [20]\n start sound [Boing v]\nend\nif <touching (danger v)?> then\n start sound [Crunch v]\n broadcast (Reset v)\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n point in direction (90)\n switch costume to (idle v)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n point in direction (-90)\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nplay sound [Round Start v] until done\n\nwhen flag clicked\nforever\n if <touching (enemy 1 v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 2 v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 3 v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <(direction) < [90]> then\n broadcast (l v)\n end\n if <(direction) > [89]> then\n broadcast (r v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 4 v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 5 v)?> then\n broadcast (Reset v)\n end\nend\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nshow\nclear graphic effects\nset size to (100) %\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (End v)\n end\nend\n\n@Exit\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nshow\nset size to (100) %\nclear graphic effects\nset [ghost v] effect to (100)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (1000000)\n\ngo to [front v] layer\nshow\n\n@Enemy 1\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (198) y: (-121)\nforever\n if <(Level) = [2]> then\n repeat until <(Level) = [3]>\n point in direction (-90)\n go to x: (198) y: (-121)\n show\n glide (2) secs to x: (0) y: (y position)\n point in direction (90)\n glide (2) secs to x: (198) y: (y position)\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) = [1]> then\n hide\n end\nend\n\n@Enemy 2\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (82) y: (325)\nforever\n if <(Level) = [3]> then\n show\n repeat until <(Level) = [4]>\n go to x: (82) y: (326)\n show\n glide (1.5) secs to x: (82) y: (72)\n glide (1) secs to x: (82) y: (326)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n hide\n end\nend\n\n@Enemy 3\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (198) y: (-121)\nforever\n if <(Level) = [4]> then\n repeat until <(Level) = [5]>\n point in direction (-90)\n go to x: (228) y: (50)\n show\n glide (2) secs to x: (150) y: (y position)\n point in direction (90)\n glide (2) secs to x: (228) y: (y position)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\n@Pet\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\nend\n\nwhen I receive [r v]\npoint in direction (90)\n\nwhen I receive [l v]\npoint in direction (-90)\n\nwhen flag clicked\nforever\n glide (0) secs to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 1 v)?> then\n broadcast (Reset v)\n else\n if <touching (enemy 2 v)?> then\n broadcast (Reset v)\n else\n if <touching (enemy 3 v)?> then\n broadcast (Reset v)\n else\n if <touching (enemy 4 v)?> then\n broadcast (Reset v)\n else\n if <touching (enemy 5 v)?> then\n broadcast (Reset v)\n end\n end\n end\n end\n end\nend\n\n@Enemy 5\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (162) y: (320)\nforever\n if <(Level) = [5]> then\n show\n repeat until <(Level) = [6]>\n go to x: (162) y: (320)\n show\n glide (1.5) secs to x: (x position) y: (42)\n glide (1) secs to x: (x position) y: (320)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n hide\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) = [4]> then\n hide\n end\nend\n\n@Enemy 4\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (-22) y: (320)\nforever\n if <(Level) = [5]> then\n hide\n repeat until <(Level) = [6]>\n go to x: (-22) y: (326)\n show\n glide (1.5) secs to x: (x position) y: (42)\n glide (1) secs to x: (x position) y: (320)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n hide\n end\nend\n\n@Timer\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n
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(: BASKETBALL (A platformer) Mobile friendly :) V 2.0
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@Stage\n\nwhen I receive [next level! v]\nchange [level v] by (1)\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop8 v)\nwait (9) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nwait (9) seconds\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\nwhen I receive [r v]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nset [☁ timer v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nhide variable [level v]\nwait (9) seconds\nshow variable [level v]\n\nwhen flag clicked\nhide variable [☁ timer v]\nwait (9) seconds\nshow variable [☁ timer v]\n\nwhen flag clicked\nset [☁ timer v] to [0]\nwait (9) seconds\nrepeat until <(backdrop [number v]) = [17]>\n wait (.1) seconds\n change [☁ timer v] by (.1)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n repeat until <(backdrop [number v]) = [17]>\n wait (.1) seconds\n change [☁ timer v] by (.1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [17]> then\n repeat until <(backdrop [number v]) = [2]>\n set [☁ timer v] to (☁ TIMER)\n end\n end\nend\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [17]> then\n broadcast (TIMES v)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (9) seconds\ngo to x: (-200) y: (-100)\npoint in direction (90)\nset size to (50) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n turn right (10) degrees\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n turn left (10) degrees\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 (#c1c1c1)?> or <<touching (sprite4 v)?> or <touching (crumble v)?>>> then\n change y by (1)\n if <<touching color (#c1c1c1)?> or <<touching (sprite4 v)?> or <touching (crumble v)?>>> then\n change y by (1)\n if <<touching color (#c1c1c1)?> or <<touching (sprite4 v)?> or <touching (crumble v)?>>> then\n change y by (1)\n if <<touching color (#c1c1c1)?> or <<touching (sprite4 v)?> or <touching (crumble v)?>>> then\n change y by (1)\n if <<touching color (#c1c1c1)?> or <<touching (sprite4 v)?> or <touching (crumble v)?>>> then\n change y by (1)\n if <<touching color (#c1c1c1)?> or <<touching (sprite4 v)?> or <touching (crumble v)?>>> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#c1c1c1)?> or <<touching (sprite4 v)?> or <touching (crumble v)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#c1c1c1)?> or <<touching (sprite4 v)?> or <touching (crumble v)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <(x position) > [230]> then\n broadcast (Next level! v)\n end\nend\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\nforever\n if <touching color (#c20000)?> then\n go to x: (-200) y: (-100)\n end\nend\n\nwhen I receive [next level! v]\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nforever\n if <touching color (#00ff15)?> then\n go to x: (-200) y: (-100)\n end\nend\n\ngo to x: (197) y: (-104)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [9]> and <(x position) = [230]>> then\n broadcast (win v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nset [pixelate v] effect to (0)\n\nwhen flag clicked\n\nforever\n if <touching (crumble v)?> then\n wait (1) seconds\n broadcast (C v)\n end\nend\n\nwhen I receive [s v]\nhide list [who played v]\n\nwhen flag clicked\nshow list [who played v]\n\nwhen I receive [h v]\nshow list [who played v]\n\nwhen flag clicked\nshow list [times v]\n\nwhen I receive [s v]\nhide list [times v]\n\nwhen I receive [h v]\nshow list [times v]\n\nwhen I receive [times v]\nadd (☁ TIMER) to [times v]\n\nwhen I receive [times v]\nadd (username) to [who played v]\n\nwhen flag clicked\nset [☁ timer v] to [0]\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [17]>> then\n hide\n end\n if <(backdrop [number v]) = [17]> then\n change [ghost v] effect by (100)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (R v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [9]> or > then\n show\n end\n if <not <<(backdrop [number v]) = [9]> or >> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-27) y: (-128)\nforever\n if <(backdrop [number v]) = [9]> then\n forever\n glide (2) secs to x: (-27) y: (63)\n wait (1) seconds\n glide (2) secs to x: (-27) y: (-128)\n wait (1) seconds\n end\n end\nend\n\n\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [11]> then\n show\n end\n if <not <(backdrop [number v]) = [11]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-67) y: (-130)\nforever\n if <(backdrop [number v]) = [11]> then\n forever\n glide (2) secs to x: (198) y: (-130)\n wait (1) seconds\n glide (2) secs to x: (-67) y: (-130)\n wait (1) seconds\n end\n end\nend\n\nshow\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <not <(backdrop [number v]) = [1]>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (S v)\n end\n if <not <touching (mouse-pointer v)?>> then\n broadcast (H v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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\n--STOP SAYING THE LEVELS ARE IMPOSSIBLE--\n(They are not I tested EVERY level and they are all 100% possible!)\n \n --PROPOSE THIS TO BE FEATURED!!--\n (please)\n \n---IT WILL ADD YOU TO THE LEADER BOARD WHEN YOU FINISH---\n\n--HOVER OVER BLACK LINE TO SEE LEADER BOARD--\n\nARROW KEYS TO MOVE\nDON'T TOUCH RED OR GRASS!!!!\n\n-YOU CAN ONLY SET A RECORD ON YOUR FIRST TRY SO CLICK THE GREEN FLAG AGAIN TO TRY FOR ANOTHER RECORD-\n\n--NEW GAME: https://scratch.mit.edu/projects/561679003 --\n --It's called GrAvItY--\n\n--IF YOU WANT TO MAKE A PLATFORMER GO HERE: https://scratch.mit.edu/projects/561750168 (it has assets and player code)\n \n --Totally don't scroll down...--\n\n\n\n\n\n\nAre you still here?\n\n\n\n\n\n\n\n\nSeriously??\n\n\n\n\n\n\n\n\nWOW\n\n\n\n\n\n\n\nComment: _gobo_\n\n\n\n\n\n\n\nAnd Comment:_meow_\n\n\n\n\n\n\n\n\n\n\nSTILL GOING?!\n\n\n\n\n\n\nWOW\n\n\n\n\n\n\n\nfollow me :)\n\n\n\n\n\n\nI will then do a 50+ follower contest...\n\n\n\n\n\n\n\nNo more from me!... :)\n\n\n\n\n\n\n\n\nor not ;)\n\n\n\n\n\n\n\n\n\nok seriously now\n\n\n\n\n\n\n\nnot joking!\n\n\n\n\n\n\n\n\n\nfar out\n\n\n\n\n\n\n\ni'm done!\n\n\n\n\n\n\n\n:0
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Pico Run #platformer #games #pico
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nstart sound [bensound-summer v]\n\nwhen I receive [new level v]\nnext costume\n\nwhen [m v] key pressed\nstop all sounds\n\nwhen [u v] key pressed\nforever\n play sound [bensound-summer v] until done\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@pico\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (-199) y: (44)\nset [coins collected: v] to [0]\npoint in direction (90)\nset size to (50) %\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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?>> 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)?>> or <<key (space v) pressed?> and <touching (ground v)?>>> or <<mouse down?> and <touching (ground v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [225]> then\n broadcast (new level v)\n end\nend\n\nwhen flag clicked\nhide variable [coins collected: v]\nswitch costume to (costume1 v)\nif <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\nend\nif <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\n switch costume to (costume8 v)\n wait (0.1) seconds\nend\n\nforever\nend\n\nwhen I receive [new level v]\ngo to x: (-199) y: (44)\n\nwhen flag clicked\nforever\n if <(y position) < [-130]> then\n broadcast (Pico dies, coin reappear v)\n go to x: (-199) y: (44)\n hide\n wait (0.001) seconds\n show\n wait (0.001) seconds\n hide\n wait (0.001) seconds\n show\n end\nend\n\nwhen I receive [pico dies because of obstacle v]\nbroadcast (Pico dies, coin reappear v)\ngo to x: (-199) y: (44)\nhide\nwait (0.001) seconds\nshow\nwait (0.001) seconds\nhide\nwait (0.001) seconds\nshow\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Pico dies because of obstacle v)\n end\nend\n\n@coin\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nset size to (75) %\nwait (1) seconds\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (-5)\nend\n\nwhen flag clicked\nforever\n if <touching (pico v)?> then\n start sound [Coin v]\n change [coins collected: v] by (1)\n change [ghost v] effect by (25)\n clear graphic effects\n hide\n end\nend\n\nwhen I receive [new level v]\nshow\nnext costume\n\nwhen I receive [pico dies, coin reappear v]\nshow\n\n@obstacle\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (pico v)?> then\n start sound [Pew v]\n broadcast (Pico dies because of obstacle v)\n end\nend\n\n@clouds(accessory)\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (pick random (1) to (2))\n go to (random position v)\n change x by (250)\n repeat (90)\n change x by (-4)\n end\nend\n\n@tn\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nshow\n\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [time v] to [.1]\nforever\n set [time v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Time)\ngo to [front v] layer\nshow\n\n@Intro\n\nwhen flag clicked\ngo to x: (1) y: (266)\ngo to [front v] layer\nshow\nglide (0.2) secs to x: (1) y: (-9)\nglide (0.1) secs to x: (1) y: (79)\nglide (0.3) secs to x: (1) y: (-91)\nglide (0.2) secs to x: (1) y: (-39)\nglide (0.1) secs to x: (-1) y: (-266)\nhide\ngo to [back v] layer\n\n
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Directions: \n- Collect the coins and avoid mushrooms! (They're poisonous!)\n- Up arrow to jump.\n- Can also mouse click to jump\n- Left arrow and right arrow\n- [Not available for mobile yet]\n\nHave fun and enjoy!\n\nKeyboard shortcuts:\n- R key to respawn.\n- Space key to jump\n- M key to mute music\n- U key to unmute music\n\nNope, you cannot skip levels. All levels are possible.
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Ninja Platformer v.0.2
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [game done v]\nswitch backdrop to (backdrop2 v)\n\n@Player\n\nwhen flag clicked\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n change size by (0)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n turn video (off v)\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n play sound [Alan Walker, Sabrina Carpenter & Farruko - On My Way \(Lyrics\) v] until done\n wait (1) seconds\n play sound [K-391, Alan Walker & Ahrix - End of Time \(Lyrics\) v] until done\n wait (1) seconds\n play sound [Alan Walker & K-391 - Ignite \(Lyrics\) ft v] until done\nend\n\ndefine Die\ngo to x: (-215) y: (-50)\n\nwhen I receive [end v]\nshow\nset size to (100) %\nDie\nforever\n go to [front v] layer\n if <not <key (any v) pressed?>> then\n switch costume to (standing still v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n switch costume to (costume1 v)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (moving platfom v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (moving platfom v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (moving platfom v)?> or <touching (level v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching (level v)?> or <<touching (rotating platform v)?> or <touching (moving platfom v)?>>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <<touching (rotating platform v)?> or <touching (moving platfom v)?>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <<touching (ninja v)?> or <<<touching (lava v)?> or <touching (danger spike shuriken v)?>> or <touching (saws v)?>>>> then\n Die\n end\n if <touching (finsh v)?> then\n Die\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\n if <touching (speed boost v)?> then\n change x by (40)\n end\n if <touching (trampoline v)?> then\n set [y v v] to [21]\n end\nend\n\nwhen I receive [next level v]\nrepeat (1)\n wait (1) seconds\n go to x: (-267) y: (17)\nend\n\n@Level\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (1 v)\n end\n if <(level) = [2]> then\n switch costume to (2 v)\n end\n if <(level) = [3]> then\n switch costume to (3 v)\n end\n if <(level) = [4]> then\n switch costume to (4 v)\n end\n if <(level) = [5]> then\n switch costume to (5 v)\n end\n if <(level) = [6]> then\n switch costume to (6 v)\n end\n if <(level) = [7]> then\n switch costume to (7 v)\n broadcast (Game done v)\n end\n if <(level) = [8]> then\n switch costume to (8 v)\n end\nend\n\nwhen I receive [end v]\nshow\n\n@Asset\n\n@Decoration\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<(level) = [5]> or <(level) = [6]>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [end v]\nshow\n\nset [level v] to [6]\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (-287) y: (pick random (93) to (17))\nshow\nrepeat until <(x position) > [268]>\n change x by (pick random (3) to (5))\nend\ndelete this clone\n\nwhen I receive [nothing to see here v]\nforever\n show\nend\n\nwhen flag clicked\nhide\ngo [backward v] (8) layers\nforever\n create clone of (_myself_ v)\n go to [back v] layer\n wait (pick random (1) to (3)) seconds\nend\n\n@Spike\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n switch costume to (1 v)\n end\n if <(level) = [2]> then\n switch costume to (2 v)\n end\n if <(level) = [3]> then\n switch costume to (3 v)\n end\n if <(level) = [4]> then\n if <(level) = [5]> then\n if <(level) = [6]> then\n if <(level) = [7]> then\n if <(level) = [8]> then\nend\n\nwhen I receive [end v]\nshow\n\n@Finsh\n\nwhen I receive [end v]\nshow\n\nwhen I receive [end v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [game done v]\nhide\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <not > then\n hide\n else\n show\n end\n turn right (15) degrees\nend\n\n@Ninja\n\nwhen flag clicked\nforever\n if <not <(level) = [4]>> then\n hide\n end\n if <(level) = [4]> then\n show\n end\n if <touching (shuriken v)?> then\n set [die? v] to [Yes]\n end\n if <not <touching (shuriken v)?>> then\n set [die? v] to [No]\n end\nend\n\nhide\n\n@Danger spike shuriken\n\nwhen flag clicked\nforever\n if <(Die?) = [No]> then\n if <(level) = [4]> then\n if <not <touching (box sensor v)?>> then\n go to (ninja v)\n hide\n wait (2) seconds\n repeat until <touching (_edge_ v)?>\n change x by (-5)\n show\n turn left (15) degrees\n end\n hide\n go to (ninja v)\n end\n if <touching (box sensor v)?> then\n hide\n go to (ninja v)\n end\n end\n end\n if <not <(level) = [4]>> then\n hide\n end\nend\n\n@Text\n\nwhen I receive [end v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [game done v]\nhide\n\n@Intro by @Pualio\n\ndefine Position X (x) Y (y) Z (z) Dir (dir) Size (size) Other Dir (other dir)\npoint in direction ((((dir) + (([sin v] of ((timer) * (1000)) ) * (Shake))) + (other dir)) + (Cam Dir))\nset [dir v] to (((dir) + (([sin v] of ((timer) * (1000)) ) * (Shake))) + (Cam Dir))\ngo to x: ((40) * (((((([cos v] of ((Dir) - (90)) ) * (x)) * (1)) - ((([sin v] of ((Dir) - (90)) ) * (y)) * (-1))) + ((([sin v] of ((timer) * (800)) ) * (Shake)) / (1))) / ((z) + (Cam Z)))) y: ((40) * (((((([sin v] of ((Dir) - (90)) ) * (x)) * (-1)) - ((([cos v] of ((Dir) - (90)) ) * (y)) * (-1))) + ((([sin v] of ((timer) * (700)) ) * (Shake)) / (1))) / ((z) + (Cam Z))))\nset size to (((((100) / ((z) + (Cam Z))) * (40)) - (100)) + (size)) %\n\nwhen flag clicked\nplay sound [va1ue - Join The Rhythm v] until done\nbroadcast (End v)\n\nwhen flag clicked\nset [clone id v] to [0]\nset [cam z v] to [30]\nset [cam dir v] to [0]\nswitch costume to (costume1 v)\nhide\nCreate Clones [11]\nMake Particles [40]\nMake Diamonds [14]\nMake Other Particles [80]\nMake Line Explosions [400] [16]\nMake Line Explosions [500] [16]\nMake Line Explosions [600] [16]\nMake Line Explosions [700] [16]\nMake Line Explosions [800] [16]\nMake Line Explosions [900] [16]\nMake Splines [19] [1000]\nMake Splines [19] [1100]\nMake Splines [8] [1200]\nMake Splines [8] [1300]\n\ndefine Create Clones (amount)\nrepeat (amount)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nif <(Clone ID) = [1]> then\n switch costume to (costume3 v)\n show\nend\nif <(Clone ID) = [100]> then\n set [clone y v] to (pick random (-200) to (300))\n set [var1 v] to (pick random (0) to (-80))\n set [var2 v] to (pick random (0) to (360))\n show\n repeat (200)\n switch costume to (costume1 v)\n Position X (((-100) + ((Clone Y) * (0.4))) + (([cos v] of (((timer) + (Var2)) * (30)) ) * (20))) Y ((Clone Y) + (([sin v] of (direction) ) * (([sin v] of (((timer) + (Var2)) * (30)) ) * (20)))) Z [0] Dir [0] Size [60] Other Dir [45]\n move (Var1) steps\n switch costume to (costume2 v)\n end\nend\nif <(Clone ID) = [2]> then\n set [turn v] to [0]\n wait (1.7) seconds\n switch costume to (template v)\n go to [front v] layer\n go [backward v] (3) layers\n show\n set [turn v] to [0]\n set [var1 v] to [-40]\n set [var2 v] to [2]\n set [var3 v] to [0]\n repeat (15)\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir [90]\n set [var3 v] to (((Var3) * (0.6)) + (((60) - (Var1)) / (6)))\n change [var1 v] by (Var3)\n change [var2 v] by ((Var2) / (4))\n set [cam dir v] to (Var2)\n end\n broadcast (Fractal v)\n repeat (3)\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir [90]\n set [var3 v] to (((Var3) * (0.6)) + (((60) - (Var1)) / (6)))\n change [var1 v] by (Var3)\n change [var2 v] by (40)\n set [cam dir v] to (Var2)\n end\n repeat (23)\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir ((Var2) + (90))\n set [var3 v] to (((Var3) * (0.6)) + (((60) - (Var1)) / (6)))\n change [var1 v] by (Var3)\n change [var2 v] by (((360) - (Var2)) / (8))\n set [cam dir v] to (Var2)\n end\n repeat (19)\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir ((Var2) + (90))\n change [var1 v] by (-5)\n change [var2 v] by (((720) - (Var2)) / (12))\n change [cam dir v] by (((360) - (Cam Dir)) / (6))\n end\n set [var2 v] to [720]\n switch costume to (temp v)\n repeat (14)\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir ((Var2) + (90))\n set [var4 v] to (((Var4) * (0.7)) + (((60) - (Var1)) / (6)))\n change [var1 v] by (Var4)\n change [var2 v] by (((720) - (Var2)) / (6))\n change [cam dir v] by (((360) - (Cam Dir)) / (6))\n end\n set [var3 v] to [0]\n repeat (26)\n Position X (Var3) Y [0] Z [0] Dir [0] Size (Var1) Other Dir ((Var2) + (90))\n set [var4 v] to (((Var4) * (0.7)) + (((60) - (Var1)) / (6)))\n change [var1 v] by (Var4)\n change [var2 v] by (((720) - (Var2)) / (6))\n change [var3 v] by (((37) - (Var3)) / (6))\n end\n set [var5 v] to [0]\n set [turn v] to [1]\n repeat (60)\n Position X (Var3) Y [0] Z [0] Dir (Var5) Size (Var1) Other Dir ((Var2) + (90))\n set [var4 v] to (((Var4) * (0.7)) + (((60) - (Var1)) / (6)))\n change [var1 v] by (Var4)\n change [var2 v] by (((720) - (Var2)) / (6))\n change [var3 v] by (((37) - (Var3)) / (6))\n change [var5 v] by (((-360) - (Var5)) / (8))\n end\nend\nif <(Clone ID) = [3]> then\n wait (4.6) seconds\n switch costume to (late v)\n go to [front v] layer\n go [backward v] (3) layers\n show\n set [var1 v] to [-40]\n set [var2 v] to [2]\n repeat until <(Turn) = [1]>\n Position X [-37] Y [0] Z [0] Dir [0] Size (Var1) Other Dir [90]\n set [var4 v] to (((Var4) * (0.7)) + (((64) - (Var1)) / (6)))\n change [var1 v] by (Var4)\n end\n set [var5 v] to [0]\n repeat (60)\n Position X [-37] Y [0] Z [0] Dir (Var5) Size (Var1) Other Dir [90]\n set [var4 v] to (((Var4) * (0.7)) + (((64) - (Var1)) / (6)))\n change [var1 v] by (Var4)\n change [var5 v] by (((-360) - (Var5)) / (8))\n end\nend\nif <(Clone ID) = [4]> then\n switch costume to (costume5 v)\n go to [front v] layer\n show\nend\nif <(Clone ID) = [5]> then\n switch costume to (costume4 v)\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (100)\n show\n repeat (1000)\n change [ghost v] effect by (4)\n end\nend\nif <(Clone ID) = [6]> then\n switch costume to (costume1 v)\n go to [back v] layer\n set [shake v] to [0]\n repeat (1000)\n change [shake v] by (((0) - (Shake)) / (6))\n end\nend\nif <(Clone ID) = [200]> then\n show\n set [var2 v] to [0]\n set [var3 v] to [0]\n repeat (1000)\n switch costume to (costume7 v)\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir [0]\n set [var1 v] to ((Var2) + (Diamond Position))\n change [diamond position v] by ((0.5) + ((((Var1) + (30)) / (24)) * <((Var1) + (30)) > [0]>))\n change [var2 v] by (((Var3) - (Var2)) / (4))\n if <(Var1) > [-30]> then\n show\n else\n hide\n end\n switch costume to (costume6 v)\n end\nend\nif <(Clone ID) = [7]> then\n set [start v] to [1]\n switch costume to (costume9 v)\n set size to (100) %\n show\n repeat (168)\n go to [front v] layer\n end\nend\nif <(Clone ID) = [8]> then\n wait (5.6) seconds\n show\n switch costume to (costume10 v)\n go to x: (-500) y: (0)\n repeat (200)\n go to [front v] layer\n change x by (((325) - (x position)) / (12))\n end\nend\nif <(Clone ID) = [300]> then\n wait (1.65) seconds\n go to [front v] layer\n go [backward v] (4) layers\n show\n switch costume to (costume11 v)\n set [clone x v] to (pick random (160) to (-380))\n set [clone y v] to (pick random (220) to (-220))\n set [var1 v] to (pick random (-20) to (10))\n repeat (1000)\n Position X (Clone X) Y (Clone Y) Z [0] Dir [0] Size (Var1) Other Dir [0]\n change [clone x v] by ((2) + (((Var1) + (5)) / (26)))\n if <([abs v] of (x position) ) > [236]> then\n hide\n else\n show\n end\n end\nend\nif <(Clone ID) = [400]> then\n wait (1.72) seconds\n go to [front v] layer\n go [backward v] (4) layers\n show\n switch costume to (costume13 v)\n set [brightness v] effect to (Var6)\n set [var3 v] to [-20]\n set [var4 v] to [12]\n set [var5 v] to [17]\n repeat until <(Var5) > [26]>\n Position X (([sin v] of ((Var2) + (90)) ) * (Var3)) Y (([cos v] of ((Var2) + (90)) ) * (Var3)) Z [0] Dir [0] Size [60] Other Dir (Var2)\n change [var3 v] by (Var4)\n set [var4 v] to ((Var4) * (0.88))\n change [var5 v] by (0.3)\n switch costume to ([floor v] of (Var5) )\n end\n delete this clone\nend\nif <(Clone ID) = [500]> then\n wait (3.74) seconds\n go to [front v] layer\n go [backward v] (4) layers\n show\n switch costume to (costume13 v)\n set [brightness v] effect to (Var6)\n set [var3 v] to [-20]\n set [var4 v] to [10]\n set [var5 v] to [17]\n repeat until <(Var5) > [26]>\n Position X (([sin v] of ((Var2) + (90)) ) * (Var3)) Y (([cos v] of ((Var2) + (90)) ) * (Var3)) Z [0] Dir [0] Size [60] Other Dir (Var2)\n change [var3 v] by (Var4)\n set [var4 v] to ((Var4) * (0.88))\n change [var5 v] by (0.3)\n switch costume to ([floor v] of (Var5) )\n end\n delete this clone\nend\nif <(Clone ID) = [600]> then\n wait (3.74) seconds\n go to [front v] layer\n go [backward v] (4) layers\n show\n switch costume to (costume13 v)\n set [brightness v] effect to (Var6)\n set [var3 v] to [-20]\n set [var4 v] to [8]\n set [var5 v] to [17]\n repeat until <(Var5) > [26]>\n switch costume to (costume7 v)\n set size to (400) %\n Position X ((([sin v] of ((Var2) + (90)) ) * (Var3)) + (90)) Y ((([cos v] of ((Var2) + (90)) ) * (Var3)) + (180)) Z [0] Dir [0] Size [60] Other Dir (Var2)\n change [var3 v] by (Var4)\n set [var4 v] to ((Var4) * (0.88))\n change [var5 v] by (0.3)\n switch costume to ([floor v] of (Var5) )\n end\n delete this clone\nend\nif <(Clone ID) = [700]> then\n wait (3.74) seconds\n go to [front v] layer\n go [backward v] (4) layers\n show\n switch costume to (costume13 v)\n set [brightness v] effect to (Var6)\n set [var3 v] to [-20]\n set [var4 v] to [8]\n set [var5 v] to [17]\n repeat until <(Var5) > [26]>\n switch costume to (costume7 v)\n set size to (400) %\n Position X ((([sin v] of ((Var2) + (90)) ) * (Var3)) + (-90)) Y ((([cos v] of ((Var2) + (90)) ) * (Var3)) + (180)) Z [0] Dir [0] Size [60] Other Dir (Var2)\n change [var3 v] by (Var4)\n set [var4 v] to ((Var4) * (0.88))\n change [var5 v] by (0.3)\n switch costume to ([floor v] of (Var5) )\n end\n delete this clone\nend\nif <(Clone ID) = [800]> then\n wait (3.74) seconds\n go to [front v] layer\n go [backward v] (4) layers\n show\n switch costume to (costume13 v)\n set [brightness v] effect to (Var6)\n set [var3 v] to [-20]\n set [var4 v] to [8]\n set [var5 v] to [17]\n repeat until <(Var5) > [26]>\n switch costume to (costume7 v)\n set size to (400) %\n Position X ((([sin v] of ((Var2) + (90)) ) * (Var3)) + (-90)) Y ((([cos v] of ((Var2) + (90)) ) * (Var3)) + (-180)) Z [0] Dir [0] Size [60] Other Dir (Var2)\n change [var3 v] by (Var4)\n set [var4 v] to ((Var4) * (0.88))\n change [var5 v] by (0.3)\n switch costume to ([floor v] of (Var5) )\n end\n delete this clone\nend\nif <(Clone ID) = [900]> then\n wait (3.74) seconds\n go to [front v] layer\n go [backward v] (4) layers\n show\n switch costume to (costume13 v)\n set [brightness v] effect to (Var6)\n set [var3 v] to [-20]\n set [var4 v] to [8]\n set [var5 v] to [17]\n repeat until <(Var5) > [26]>\n switch costume to (costume7 v)\n set size to (400) %\n Position X ((([sin v] of ((Var2) + (90)) ) * (Var3)) + (90)) Y ((([cos v] of ((Var2) + (90)) ) * (Var3)) + (-180)) Z [0] Dir [0] Size [60] Other Dir (Var2)\n change [var3 v] by (Var4)\n set [var4 v] to ((Var4) * (0.88))\n change [var5 v] by (0.3)\n switch costume to ([floor v] of (Var5) )\n end\n delete this clone\nend\nif <(Clone ID) = [10]> then\n wait (4.7) seconds\n go to [front v] layer\n go [backward v] (5) layers\n set [brightness v] effect to (100)\n show\n set [var1 v] to [27]\n set [var2 v] to [2]\n repeat until <(Var1) > [37]>\n Position X [0] Y [0] Z [0] Dir [0] Size [65] Other Dir (Var2)\n change [var2 v] by ((Var2) / (3))\n change [var1 v] by (1)\n switch costume to (Var1)\n end\n repeat (3)\n Position X [0] Y [0] Z [0] Dir [0] Size [65] Other Dir (Var2)\n change [var2 v] by ((Var2) / (3))\n switch costume to (Var1)\n end\n repeat (10)\n Position X [0] Y [0] Z [0] Dir [0] Size [65] Other Dir (Var2)\n change [var2 v] by (((360) - (Var2)) / (6))\n switch costume to (Var1)\n end\n repeat (20)\n Position X [0] Y [0] Z [0] Dir [0] Size [65] Other Dir (Var2)\n change [var2 v] by (((360) - (Var2)) / (6))\n change [var1 v] by (((26) - (Var1)) / (8))\n switch costume to (Var1)\n end\nend\nif <(Clone ID) = [11]> then\n wait (4.6) seconds\n switch costume to (blue_fractal v)\n show\n set [var1 v] to [-50]\n go to [front v] layer\n go [backward v] (6) layers\n set [color v] effect to (100)\n set [ghost v] effect to (40)\n repeat until <(size) > [100]>\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir [0]\n change [var1 v] by (30)\n end\n repeat (100)\n switch costume to (costume12 v)\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir [0]\n change [var1 v] by (30)\n switch costume to (blue_fractal v)\n end\nend\nif <(Clone ID) = [1000]> then\n wait ((2.4) + ((Var1) / (60))) seconds\n switch costume to (costume23 v)\n show\n go to [front v] layer\n go [backward v] (6) layers\n set [var2 v] to [90]\n repeat (200)\n Position X ((([sin v] of ((Var2) + (90)) ) * (Var3)) + (120)) Y ((([cos v] of ((Var2) + (90)) ) * (Var3)) + (220)) Z [0] Dir [0] Size [40] Other Dir (Var2)\n change [var3 v] by (10)\n change [var2 v] by (0.8)\n if <([abs v] of (x position) ) > [240]> then\n hide\n else\n show\n end\n end\nend\nif <(Clone ID) = [1100]> then\n wait ((2.4) + ((Var1) / (60))) seconds\n switch costume to (costume23 v)\n show\n go to [front v] layer\n go [backward v] (10) layers\n set [var2 v] to [-90]\n repeat (200)\n Position X ((([sin v] of ((Var2) + (90)) ) * (Var3)) + (-120)) Y ((([cos v] of ((Var2) + (90)) ) * (Var3)) + (-220)) Z [0] Dir [0] Size [40] Other Dir (Var2)\n change [var3 v] by (10)\n change [var2 v] by (0.8)\n if <([abs v] of (x position) ) > [240]> then\n hide\n else\n show\n end\n end\nend\nif <(Clone ID) = [1200]> then\n wait ((2.36) + ((Var1) / (60))) seconds\n switch costume to (costume23 v)\n show\n go to [front v] layer\n go [backward v] (4) layers\n set [brightness v] effect to (100)\n set [var2 v] to [-90]\n repeat (200)\n Position X ((([sin v] of ((Var2) + (90)) ) * (Var3)) + (-120)) Y ((([cos v] of ((Var2) + (90)) ) * (Var3)) + (-220)) Z [0] Dir [0] Size [20] Other Dir (Var2)\n change [var3 v] by (10)\n change [var2 v] by (0.8)\n if <([abs v] of (x position) ) > [240]> then\n hide\n else\n show\n end\n end\nend\nif <(Clone ID) = [1300]> then\n wait ((2.36) + ((Var1) / (60))) seconds\n switch costume to (costume23 v)\n show\n go to [front v] layer\n go [backward v] (4) layers\n set [brightness v] effect to (100)\n set [var2 v] to [90]\n repeat (200)\n Position X ((([sin v] of ((Var2) + (90)) ) * (Var3)) + (120)) Y ((([cos v] of ((Var2) + (90)) ) * (Var3)) + (220)) Z [0] Dir [0] Size [20] Other Dir (Var2)\n change [var3 v] by (10)\n change [var2 v] by (0.8)\n if <([abs v] of (x position) ) > [240]> then\n hide\n else\n show\n end\n end\nend\n\ndefine Make Particles (amount)\nset [clone id v] to [100]\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (1.7) seconds\nrepeat (10)\n broadcast (Sync v)\n wait (0.43) seconds\nend\n\nwhen I receive [sync 2 v]\nset [cam z v] to [28]\nwait (0) seconds\nset [cam z v] to [25]\n\nwhen flag clicked\nforever\n change [cam z v] by (((30) - (Cam Z)) / (6))\nend\n\nwhen flag clicked\nwait (1.65) seconds\nrepeat (9)\n broadcast (Sync 2 v)\n wait (0.43) seconds\nend\n\nwhen I receive [sync 2 v]\nif <(Clone ID) = [5]> then\n change [ghost v] effect by (-10)\n wait (0) seconds\n change [ghost v] effect by (-40)\nend\nif <(Clone ID) = [6]> then\n change [shake v] by (0.5)\n wait (0) seconds\n change [shake v] by (1.5)\nend\nif <(Clone ID) = [200]> then\n change [var3 v] by ((12) + ((((Var1) + (30)) / (1)) * <((Var1) + (30)) > [0]>))\nend\nif <(Clone ID) = [7]> then\n if <(Start) = [1]> then\n switch costume to (costume7 v)\n set size to (15) %\n end\n set [start v] to [0]\n switch costume to (costume8 v)\n repeat (100)\n switch costume to (costume7 v)\n go to [front v] layer\n change size by (((348) - (size)) / (10))\n switch costume to (costume8 v)\n end\nend\n\ndefine Make Diamonds (amount)\nset [clone id v] to [200]\nset [diamond position v] to [0]\nrepeat (amount)\n create clone of (_myself_ v)\n change [diamond position v] by (-15)\nend\n\nwhen flag clicked\nwait (7.5) seconds\nbroadcast (End v)\n\nwhen I receive [end v]\nif <(Clone ID) = [8]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n delete this clone\nend\n\ndefine Make Other Particles (amount)\nset [clone id v] to [300]\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I receive [fractal v]\nif <(Clone ID) = [9]> then\n switch costume to (blue_fractal v)\n show\n set [var1 v] to [-50]\n go to [front v] layer\n go [backward v] (4) layers\n set [color v] effect to (100)\n set [ghost v] effect to (20)\n repeat until <(size) > [100]>\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir [0]\n change [var1 v] by (30)\n end\n repeat (100)\n switch costume to (costume12 v)\n Position X [0] Y [0] Z [0] Dir [0] Size (Var1) Other Dir [0]\n change [var1 v] by (30)\n switch costume to (blue_fractal v)\n end\nend\n\nwhen flag clicked\nwait (8.2) seconds\nstop [other scripts in sprite v]\n\ndefine Make Line Explosions (id) (amount)\nset [clone id v] to (id)\nset [var2 v] to [0]\nset [var1 v] to ((360) / (amount))\nrepeat (amount)\n create clone of (_myself_ v)\n change [var2 v] by (Var1)\n if <(Var6) = [100]> then\n set [var6 v] to [0]\n else\n set [var6 v] to [100]\n end\nend\n\ndefine Make Splines (amount) (id)\nset [clone id v] to (id)\nset [var1 v] to [0]\nrepeat (amount)\n create clone of (_myself_ v)\n change [var1 v] by (1)\nend\n\n@Lava\n\nwhen flag clicked\nreset timer\nforever\n go to x: (33) y: (-156)\n go to [back v] layer\n set y to ((([sin v] of ((timer) * (200)) ) * (5)) + (-99.9))\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Snow\n\nwhen I start as a clone\nshow\nchange size by (pick random (1) to (20))\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (5) to (9)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\ndefine Snow\nSnow\n\nwhen I start as a clone\nforever\n if <touching (level v)?> then\n delete this clone\n end\n if <<touching color (#fdfdfd)?> and <(SCREEN) = [1]>> then\n delete this clone\n end\n if <(SCREEN) = [0]> then\n go [backward v] (10) layers\n end\nend\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nif <<(current [month v]) = [12]> and <<(current [date v]) = [24]> or <<(current [date v]) = [25]> or <(current [date v]) = [26]>>>> then\n switch costume to (costume1 v)\n wait (0.5) seconds\n hide\n go [backward v] (1) layers\n forever\n if <(SCREEN) = [1]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n else\n create clone of (_myself_ v)\n wait (0.07) seconds\n end\n end\nelse\n if <<(current [month v]) = [10]> and <(current [date v]) = [31]>> then\n switch costume to (costume2 v)\n wait (0.5) seconds\n hide\n go [backward v] (1) layers\n forever\n if <(SCREEN) = [1]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n else\n create clone of (_myself_ v)\n wait (0.07) seconds\n end\n end\n else\n switch costume to (costume3 v)\n turn right (15) degrees\n wait (0.5) seconds\n hide\n go [backward v] (1) layers\n forever\n if <(SCREEN) = [1]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n else\n create clone of (_myself_ v)\n wait (0.07) seconds\n end\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@Pickup shuriken\n\n@shuriken\n\n@Next level\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\ngo to x: (-267) y: (17)\n\nwhen I receive [next level v]\nshow\nSmooth Glide x: (428) y: (17) speed: (9)\ngo to [front v] layer\nhide\ngo to x: (-267) y: (17)\n\n
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Use WAD or arrow keys to move.\nClick green flag 2X times\nI will add more levels every 2 week.\nTHIS GAME IS NOT MOBILE FRIENDLY!\nDon't touch saws,spikes,shuriken and lava.\nTouch the green flag to go to the next level.\n⚠WARNING⚠ : This game may have glitches so if you find any glitch tell me in the comments.\nMake sure to leave a like,fav and follow because i work on this project for sooooo long.\nAlso for the video sensing one i misclicked it so just ignore that :/.\n-----------------------------------------------------------------------\nUPDATES : \n-7/32/2021 = Game Released\n-7/27/2021 = Next level animation added\n\n
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The Journey || 100+ Levels || A Platformer #all #games
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@Stage\n\n@Thumbnail\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\n go to x: (0) y: (0)\nend\n\nset [the level v] to [92]\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n change y by (3)\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (1)\n change size by (-3)\n change [color v] effect by (11)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Sprite1\n\nwhen this sprite clicked\nchange [the level v] by (1)\n\n
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This Platformer has 100 Levels! I have been working on it for 15+ hours. \nWASD or Arrow Keys to move.\nYou can walljump and crouch\nMake sure to leave a like and Follow!\nIf we can get this to 200 likes I will do a part 2\n#all #games #platformer
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Escape-A Platformer #Games
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@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-220) y: (-66)\nset [x v v] to [0]\nset [y v v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v v] by (1)\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n change [x v v] by (-1)\n switch costume to (costume4 v)\n end\n change x by (X v)\n set [x v v] to ((X v) * (0.9))\n if <touching color (#7bff66)?> then\n change y by (1)\n if <touching color (#7bff66)?> then\n change y by (1)\n if <touching color (#7bff66)?> then\n change y by (1)\n if <touching color (#7bff66)?> then\n change y by (1)\n if <touching color (#7bff66)?> then\n change y by (1)\n if <touching color (#7bff66)?> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X v) > [0]> then\n set [x v v] to [-10]\n else\n set [x v v] to [10]\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 color (#7bff66)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#7bff66)?> then\n set [y v v] to [11]\n end\n end\n change y by (1)\nend\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nforever\n if <<touching color (#adadad)?> or <touching color (#ff0000)?>> then\n go to x: (-220) y: (-66)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume5 v)\n end\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0091da)?> then\n set [y v v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#66b8ff)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [go backkkkkkkkkk v]\ngo to x: (-220) y: (-66)\nshow\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen I receive [message1 v]\nnext costume\nbroadcast (go backkkkkkkkkk v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@music\n\nwhen this sprite clicked\nnext costume\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\nwhen flag clicked\nswitch costume to (bhfg v)\nset volume to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n repeat until <(round (size)) = [125]>\n change size by (((125) - (size)) / (5))\n end\n else\n set [brightness v] effect to (0)\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n play sound [background music v] until done\nend\n\nwhen backdrop switches to [backdrop10 v]\nset volume to (0) %\nhide\n\nwhen backdrop switches to [backdrop11 v]\nforever\n hide\n set volume to (0) %\nend\n\nhide\nhide\nhide\n\nwhen flag clicked\nforever\n go to x: (211) y: (157)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nclear graphic effects\nshow\nwait (1) seconds\nhide\nbroadcast (Start v)\n\nforever\n\n
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Hello everyone, welcome this is a platformer\n\n\n\n************************* Instructions ***********************\nTouch the end to move to the next level...\nArrow keys or wasd to move\nDo not touch the lava\nDo not touch the spikes\n\nCaution- may glitch with the spikes \nCaution- They game may glitch\nAll levels are Possible\nDon't advertise\nLov, fav follow\n-HAVE FUN\nAvoid all dangers!
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Scrolling Platformer Test
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@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\nwait until <(Stared) = [1]>\nswitch backdrop to (1 v)\n\n@Player\n\nwhen flag clicked\nforever\n if <<<[-90] > (mouse x)> and <[-168] < (mouse x)>> and <(mouse y) = [-180]>> then\n set [stared v] to [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (7) y: (-54)\nforever\n wait (0.3) seconds\n wait until <not <<key (a v) pressed?> or <key (d v) pressed?>>>\nend\n\nwhen I receive [check v]\nCheck\n\ndefine Check\nif <<touching color (#ff6666)?> or <touching (enemy v)?>> then\n set [dead v] to [1]\nelse\n set [dead v] to [0]\nend\nif <(Stared) = [1]> then\n if <touching color (#102fff)?> then\n set [teleport v] to [1]\n else\n set [teleport v] to [0]\n end\n if <touching color (#98ff66)?> then\n set [teleport 2 v] to [1]\n else\n set [teleport 2 v] to [0]\n end\nelse\n set [teleport 2 v] to [0]\n set [teleport v] to [0]\nend\nif <touching color (#ffcf74)?> then\n broadcast (Jump_Boost v)\nend\nif <touching color (#ff4ef9)?> then\n set [ice v] to [1]\n Reset Timer\nelse\n if <<(Timer) > [1]> or <touching (level v)?>> then\n set [ice v] to [0]\n end\nend\nif <touching color (#ffa600)?> then\n broadcast (Jump Boost 2 v)\nend\nif <touching color (#ff1212)?> then\n broadcast (Die level v)\nend\nif <touching color (#5500ff)?> then\n broadcast (End Level v)\n broadcast (Die v)\nend\n\nwhen flag clicked\nforever\n play sound [level2 v] until done\nend\n\nwhen I receive [end level v]\nset [final time v] to (Time)\nhide variable [time v]\nif <(Final Time) < (☁ Worlds Fastest Time)> then\n set [☁ worlds fastest time v] to (Final Time)\nend\nshow variable [final time v]\nshow variable [☁ worlds fastest time v]\nwait (5) seconds\nhide variable [☁ worlds fastest time v]\nhide variable [final time v]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\ndefine Reset Timer\nset [timer v] to [0]\n\nset [☁ worlds fastest time v] to [1000]\n\n@Level\n\nwhen flag clicked\nhide variable [☁ worlds fastest time v]\nhide variable [final time v]\nhide variable [time v]\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nset rotation style [left-right v]\ngo to x: (323) y: (-178)\nset [speedy y v] to [0]\nforever\n set [time v] to (timer)\n Move\n set [level x v] to (x position)\n set [level y v] to (y position)\n broadcast (Check v)\n if <(Teleport 2) = [1]> then\n broadcast (Teleport 2 v)\n end\n if <(Teleport) = [1]> then\n broadcast (Teleport v)\n end\n if <(Dead) = [1]> then\n broadcast (Die v)\n end\n change y by (Speedy Y)\n Fall\n Jump\nend\n\ndefine Fall\nchange [speedy y v] by (1)\nif <touching (player v)?> then\n set [speedy y v] to [0]\nend\nchange y by (-30)\nif <touching (player v)?> then\n change y by (30)\nelse\n change y by (30)\n change y by (-1)\n if <touching (player v)?> then\n change y by (1)\n repeat until <not <touching (player v)?>>\n change y by (-1)\n end\n else\n change y by (1)\n end\nend\n\ndefine Jump\nif <<touching (player v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [speedy y v] to [-15]\nend\n\ndefine Move\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(Ice) = [1]> then\n repeat (13)\n move (1) steps\n end\n else\n repeat (7)\n move (1) steps\n end\n end\n change y by (-30)\n if <touching (player v)?> then\n repeat (14)\n move (-1) steps\n end\n end\n change y by (30)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(Ice) = [1]> then\n move (-13) steps\n else\n move (-7) steps\n end\n change y by (-30)\n if <touching (player v)?> then\n repeat (14)\n move (1) steps\n end\n end\n change y by (30)\nend\n\nif <touching (player v)?> then\nchange y by (30)\n\nrepeat (10)\n move (-1) steps\nend\n\nwhen I receive [die v]\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nset rotation style [left-right v]\ngo to x: (323) y: (-178)\nset [speedy y v] to [0]\n\nwhen I receive [teleport v]\ngo to x: (-648) y: (-435)\nchange [speedy y v] by (-3)\n\nwhen I receive [teleport 2 v]\ngo to x: (466) y: (-317)\nchange [speedy y v] by (-3)\n\nwhen I receive [jump_boost v]\ngo to x: (x position) y: (-302)\nset [speedy y v] to [-20]\n\nwhen I receive [jump boost 2 v]\ngo to x: (x position) y: (-163)\nset [speedy y v] to [-20]\n\nwhen [l v] key pressed\nreset timer\nshow variable [time v]\ngo to x: (2000) y: (1300)\n\nwhen I receive [die level v]\ngo to x: (2000) y: (1300)\n\n@Eye\n\nwhen flag clicked\nshow\nwait (0.03) seconds\ngo to [front v] layer\nforever\n Eye\nend\n\ndefine Eye\ngo to x: (7) y: (-54)\npoint towards (mouse-pointer v)\nmove ((distance to [mouse-pointer v]) / (35)) steps\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (1) seconds\ngo to [front v] layer\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (-90)\nforever\n Lock\nend\n\ndefine Lock\nswitch costume to (costume1 v)\nswitch costume to (small v)\nset size to (1000) %\ngo to x: ((Level X) + (Enemy Move)) y: (Level Y)\nswitch costume to (enemy v)\n\nwhen flag clicked\nset [enemy move v] to [-200]\nforever\n repeat (40)\n change [enemy move v] by (10)\n wait (0.03) seconds\n end\n repeat (40)\n change [enemy move v] by (-10)\n wait (0.03) seconds\n end\nend\n\nif <touching (border v)?> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\n@Border\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (abby-b v)\nset size to (91) %\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\n
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Feel free to use this. \nPlay with WASD.\nThe Green and blue things are teleporters, jump into them.\nYou need to star this project to activate the teleporters, if not the teleporters will just act like normal blocks.\nThe orange thing at the end is a jump pad.\nThe Purple is ice, it lets you jump further.\nCan you find the wizard?\nCheck out: https://scratch.mit.edu/projects/537312819/
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Dark World's Bright Cube #games #all #Platformer
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop7 v) and wait\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\nwhen I receive [out v]\nswitch backdrop to (backdrop5 v) and wait\n\nwhen I receive [end intro v]\nswitch backdrop to (menu screen v) and wait\n\nwhen I receive [show your stars given v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [keper die v]\nswitch backdrop to (win screen v)\n\nwhen backdrop switches to [menu screen v]\nwait (3) seconds\nbroadcast (Main menu v)\n\nwhen I receive [show characters changing button v]\nswitch backdrop to (characters changing bg v)\n\nwhen I receive [outro 33 v]\nswitch backdrop to (15 v)\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nnext backdrop\n\n@Player\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (normal v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (right v)\n point in direction (-90)\n else\n switch costume to (normal 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 end\n wait (0.04) seconds\n if <key (w v) pressed?> then\n switch costume to (normal v)\n end\n if <touching (coin v)?> then\n broadcast (COIN WILL COLLECT v)\n end\n if <touching (coin2 v)?> then\n broadcast (COIN 2 WILL COLLECT v)\n end\n if <touching (coin3 v)?> then\n broadcast (COIN 3 WILL COLLECT v)\n end\nend\n\nwhen I receive [out v]\nhide\n\nwhen I receive [game stoped v]\nhide\n\nwhen I receive [out v]\nhide\n\nwhen flag clicked\nhide variable [level v]\n\nwhen flag clicked\nhide variable [deths v]\n\nwhen I receive [show your stars given v]\nshow variable [deths v]\n\nwhen I receive [intro over v]\nforever\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [coins v]\n\nwhen I receive [start v]\n\nshow variable [coins v]\n\nwhen backdrop switches to [1 v]\nset [level v] to [1]\n\nwhen backdrop switches to [2 v]\nset [level v] to [2]\n\nwhen backdrop switches to [3 v]\nset [level v] to [3]\n\nwhen backdrop switches to [4 v]\nset [level v] to [4]\n\nwhen backdrop switches to [5 v]\nset [level v] to [5]\n\nwhen backdrop switches to [6 v]\nset [level v] to [6]\n\nwhen backdrop switches to [7 v]\nset [level v] to [7]\n\nwhen backdrop switches to [8 v]\nset [level v] to [8]\n\nwhen backdrop switches to [9 v]\nset [level v] to [9]\n\nwhen backdrop switches to [10 v]\nset [level v] to [10]\n\nwhen backdrop switches to [11 v]\nset [level v] to [11]\n\nwhen backdrop switches to [12 v]\nset [level v] to [12]\n\nwhen backdrop switches to [13 v]\nset [level v] to [13]\n\nwhen backdrop switches to [14 v]\nset [level v] to [14]\n\nwhen backdrop switches to [15 v]\nset [level v] to [15]\n\nwhen backdrop switches to [win screen v]\nhide variable [level v]\n\nwhen backdrop switches to [win screen v]\nhide variable [deths v]\n\nwhen backdrop switches to [win screen v]\nhide variable [coins v]\n\nwhen backdrop switches to [win screen v]\nhide\n\nwhen I receive [out v]\nhide variable [level v]\n\nwhen I receive [out v]\nhide variable [deths v]\n\nwhen I receive [out v]\nhide variable [coins v]\n\nwhen I receive [-1 life v]\nplay sound [explode_11 v] until done\n\nwhen I receive [intro over v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen I receive [show your stars given v]\nshow variable [timer v]\n\nswitch costume to ((costume [number v]) + (1))\n\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [changing characters v]\nset [color v] effect to (140)\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen I receive [change -1 characters v]\nset [color v] effect to (0)\n\nwhen backdrop switches to [16 v]\nset [level v] to [16]\n\nwhen backdrop switches to [16 v]\nhide\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen backdrop switches to [16 v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen backdrop switches to [1 v]\nhide\n\nwhen I receive [give brigt power v]\nshow\n\n@Hitbox\n\nwhen flag clicked\nhide\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yVelocity)\nif <<touching (level v)?> or <<touching (sprite15 . danger v)?> or <<touching (sprite15 . danger2 v)?> or <<touching (bg 1 lv v)?> or <<touching (saw with .... 1 v)?> or <<touching (saw with...2 v)?> or <<touching (dangeros v)?> or <<touching (sprite1 v)?> or <touching (saw with...3 v)?>>>>>>>>> then\n ChekTouchingLava\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <<touching (level v)?> or <<touching (sprite15 . danger v)?> or <<touching (sprite15 . danger2 v)?> or <<touching (bg 1 lv v)?> or <<touching (saw with .... 1 v)?> or <<touching (saw with...2 v)?> or <<touching (dangeros v)?> or <touching (saw with...3 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?> or <key (w v) pressed?>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <<touching (level v)?> or <<touching (sprite15 . danger v)?> or <<touching (sprite15 . danger2 v)?> or <<touching (bg 1 lv v)?> or <<touching (saw with .... 1 v)?> or <<touching (saw with...2 v)?> or <<touching (dangeros v)?> or <touching (saw with...3 v)?>>>>>>>> then\n ChekTouchingLava\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <<touching (level v)?> or <<touching (sprite15 . danger v)?> or <<touching (sprite15 . danger2 v)?> or <<touching (bg 1 lv v)?> or <<touching (saw with .... 1 v)?> or <<touching (saw with...2 v)?> or <<touching (dangeros v)?> or <touching (saw with...3 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 <key (d v) pressed?>> then\n set [xvelocity v] to (move speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\nif <touching (springboarddown\( v)?> then\n set [yvelocity v] to [22.1]\n broadcast (sprin v)\nend\nif <touching color (#e86a17)?> then\n broadcast (sprin v)\nend\nif <touching (spring 2 :1 v)?> then\n broadcast (new sprin v)\n set [yvelocity v] to [25]\nend\nif <touching (spring 2 :2 v)?> then\n broadcast (new sprin 2 v)\n set [yvelocity v] to [25]\nend\nif <touching (spring 2 :3 v)?> then\n broadcast (new sprin 3 v)\n set [yvelocity v] to [25]\nend\nif <touching (rocket bg 10 v)?> then\n broadcast (rocket touched v)\n set [yvelocity v] to [10]\nend\nif <touching (spring for 15 v)?> then\n broadcast (15 sprin touched v)\n set [yvelocity v] to [25]\nend\nif <touching (lava ball v)?> then\n broadcast (Lava bll touched , then? v)\nend\nif <touching (star v)?> then\n broadcast (keper die v)\nend\n\ndefine CheckNextLevel\nif <(x position) > [235]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine ChekTouchingLava\nif <<touching color (#f90000)?> or <<touching (acid v)?> or <<touching (saw v)?> or <<touching (saw2 v)?> or <<touching (saw3 v)?> or <<touching (saw4 v)?> or <<touching (sprite15 . danger v)?> or <<touching (quick bright v)?> or <<touching (sprite15 . danger2 v)?> or <<touching (dangeros v)?> or <<touching (saw with .... 1 v)?> or <<touching (saw with...2 v)?> or <<touching (moving saw for lv 11 v)?> or <touching (saw with...3 v)?>>>>>>>>>>>>>> then\n broadcast (-1 life v)\n go to x: (SpawnX) y: (SpawnY)\n change [deths v] by (1)\n if <(Deths) = [-10]> then\n switch backdrop to (backdrop5 v)\n broadcast (OUT v)\n end\nend\nif <touching (only for level 2 v)?> then\n go to x: (SpawnX) y: (SpawnY)\n change [deths v] by (1)\n broadcast (Lv 2 da...... touched v)\nend\n\ndefine CheckFallOffScreen\nif <(y position) < [-170]> then\n go to x: (SpawnX) y: (SpawnY)\n change [deths v] by (1)\n broadcast (-1 life v)\n if <(Deths) = [-10]> then\n switch backdrop to (backdrop5 v)\n broadcast (OUT v)\n end\nend\n\nwhen I receive [start v]\nshow\nset size to (50) %\nset [spawnx v] to [-203]\nset [spawny v] to [-71]\ngo to x: (SpawnX) y: (SpawnY)\nset rotation style [left-right v]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (MakePlayerFollowHitbox v)\n Up/Down Movement [12] [-1]\n Right/Left Movement [10] [0.6]\n CheckNextLevel\n CheckFallOffScreen\nend\n\nwhen I receive [out v]\nhide\n\nwhen I receive [game stoped v]\nhide\n\nwhen backdrop switches to [win screen v]\nhide\n\nwhen flag clicked\nset [deths v] to [0]\n\nwhen I receive [hide hitboxxx v]\nhide\n\nwhen I receive [outro 33 v]\ngo to x: (SpawnX) y: (SpawnY)\n\nwhen backdrop switches to [1 v]\ngo to x: (-204) y: (118)\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\ngo to x: (SpawnX) y: (SpawnY)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [start v]\nshow\nset [level v] to [0]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [out v]\nhide\n\nwhen backdrop switches to [win screen v]\nswitch costume to (costume16 v)\n\nwhen I receive [outro 33 v]\nswitch costume to (costume15 v)\n\nwhen I receive [text bar v]\ngo to [back v] layer\n\nwhen I receive [close box v]\ngo to [front v] layer\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nnext costume\n\n@springboardDown(\n\nwhen flag clicked\nswitch costume to (springboarddown v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [14 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [sprin v]\nswitch costume to (springboardup v)\nwait (0.5) seconds\nswitch costume to (springboarddown v)\n\nwhen I receive [next level v]\nhide\n\nwhen backdrop switches to [4 v]\n\ngo to x: (-146) y: (-115)\nshow\n\nwhen backdrop switches to [6 v]\nhide\n\nwhen backdrop switches to [9 v]\ngo to x: (-183) y: (-109)\n\nwhen backdrop switches to [9 v]\n\ngo to x: (67) y: (-108)\nshow\n\nwhen I receive [sprin v]\nplay sound [Spring-Boing v] until done\n\nwhen I receive [new sprin v]\nplay sound [Spring-Boing v] until done\n\nwhen I receive [new sprin 2 v]\nplay sound [Spring-Boing v] until done\n\nwhen I receive [new sprin 3 v]\nplay sound [Spring-Boing v] until done\n\nwhen I receive [15 sprin touched v]\nplay sound [Spring-Boing v] until done\n\nwhen I receive [out v]\nhide\n\nwhen I receive [game stoped v]\nhide\n\nwhen backdrop switches to [10 v]\nshow\ngo to x: (-151) y: (-100)\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@Button2\n\nwhen this sprite clicked\nplay sound [mouse v] until done\nbroadcast (START v)\nhide\n\nwhen flag clicked\ngo to x: (111) y: (-55)\nset size to (100) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [end intro v]\nwait (0.6) seconds\nshow\n\nwhen flag clicked\nset size to (100) %\n\nwhen backdrop switches to [characters changing bg v]\ngo to x: (1) y: (-130)\n\n@TM\n\nwhen [timer v] > (0.01)\nbroadcast (hide hitboxxx v)\nshow\ngo to [front v] layer\nset [pixelate v] effect to (100)\nset [ghost v] effect to (100)\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen I receive [hide hitboxxx v]\nhide variable [level v]\n\n@Acid\n\nwhen flag clicked\nset [ghost v] effect to (20)\nforever\n go to [back v] layer\n repeat (7)\n change y by (1)\n end\n repeat (14)\n change y by (-1)\n end\n repeat (7)\n change y by (1)\n end\n go to x: (-10) y: (-16)\nend\n\nwhen backdrop switches to [3 v]\ngo to x: (-10) y: (-10)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@LEVEL ....\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [outro 33 v]\nswitch costume to (level 15 v)\n\nwhen backdrop switches to [16 v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nnext costume\n\n@Transition1\n\ndefine Setup\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset rotation style [all around v]\npoint in direction (90)\ngo to [front v] layer\nset size to (200) %\nshow\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nSetup\nswitch costume to (big v)\nhide\n\nwhen I receive [connected'''' v]\nset [mode v] to [Transition]\nSetup\nset [brightness v] effect to (-100)\nrepeat (33)\n switch costume to ((costume [number v]) + (1))\nend\nif <(LEVEL) > (MAX LEVEL)> then\n wait (1) seconds\n set [mode v] to [End]\n stop [other scripts in sprite v]\n stop [this script v]\nend\nwait (0.2) seconds\npoint in direction (-90)\nrepeat (33)\n switch costume to ((costume [number v]) - (1))\nend\nset [mode v] to [Game]\nhide\nswitch costume to (big v)\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nstop [all v]\n\nwhen I receive [outro neww v]\nshow\nwait (5) seconds\n\n@Bright\n\nwhen flag clicked\ngo to x: (212) y: (120)\nhide\n\nwhen I receive [give brigt power v]\nshow\ngo to [front v] layer\nglide (1) secs to (player v)\nforever\n go to (player v)\nend\n\nwhen I receive [give brigt power v]\nwait (1) seconds\nforever\n go to [back v] layer\nend\n\nwhen backdrop switches to [2 v]\nhide\n\nwhen I receive [close box v]\nshow\n\nshow\n\nwait (1.5) seconds\n\nwhen I receive [close box 2 v]\nshow\n\nwhen I receive [text bar v]\nhide\n\n@TextBar\n\nwhen I receive [close box v]\nrepeat (4)\n turn left (0.5) degrees\n change size by (-4)\n change [ghost v] effect by (10)\nend\nrepeat (5)\n turn left (2) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [text bar v]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (400) %\ngo to x: (0) y: (-224)\nshow\nwait (.05) seconds\nchange y by (16)\nrepeat (4)\n change y by (10)\nend\nrepeat (4)\n change y by (6)\nend\nrepeat (4)\n change y by (4)\nend\nrepeat (4)\n change y by (2)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [close box 2 v]\nrepeat (4)\n turn left (0.5) degrees\n change size by (-4)\n change [ghost v] effect by (10)\nend\nrepeat (5)\n turn left (2) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Text\n\ndefine (name) says (text)\ngo to x: (-250) y: (-80)\nset [close? v] to [0]\nset [b v] to [1]\ngo to [front v] layer\nchange y by (-16)\nset x to (-230)\nrepeat (length of (text))\n if <(x position) > [214]> then\n change y by (-16)\n set x to (-230)\n end\n change x by (12)\n if <(letter (b) of (text)) = [ ]> then\n switch costume to ( v)\n change [b v] by (1)\n else\n switch costume to (letter (b) of (text))\n change [b v] by (1)\n if <(name) = [0]> then\n start sound (pick random (2) to (3))\n start sound (pick random (8) to (9))\n end\n if <(name) = [laugh]> then\n start sound (pick random (4) to (7))\n start sound (pick random (8) to (9))\n end\n end\n create clone of (_myself_ v)\nend\nif <(letter (b) of (name)) = [-]> then\nhide\nchange [attck v] by (1)\nbroadcast (Close v)\nbroadcast (ok v) and wait\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\nrepeat (5)\n go to [front v] layer\nend\n\nwhen I receive [ok v]\nset [close? v] to [1]\n\nwhen I start as a clone\nif <not <(costume [number v]) = [56]>> then\n show\nend\nwait until <(close?) = [1]>\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nforever\n if <(Angry?) = [1]> then\n set [brightness v] effect to (20)\n set [color v] effect to (5)\n else\n if <(GFXMode) = [hi]> then\n change x by (pick random (-0.2) to (0.2))\n change y by (pick random (-0.2) to (0.2))\n point in direction (90)\n end\n set [color v] effect to (-20)\n set [brightness v] effect to (90)\n end\nend\n\nwhen I start as a clone\nset [xtext v] to (x position)\nset [ytext v] to (y position)\nforever\n if <(ShakyText?) = [1]> then\n change y by (pick random (1) to (-1))\n change x by (pick random (1) to (-1))\n wait (0.02) seconds\n point in direction (90)\n go to x: (xtext) y: (ytext)\n wait (0.02) seconds\n else\n point in direction (90)\n change y by (pick random (.1) to (-.1))\n change x by (pick random (.1) to (-.1))\n wait (0.02) seconds\n point in direction (90)\n go to x: (xtext) y: (ytext)\n wait (0.02) seconds\n end\nend\n\nset [angry? v] to [0]\nset [shakytext? v] to [0]\n[0] says [\(\)]\n\nwhen I receive [coolllgegg v]\nshow\n\nwhen flag clicked\nset [playerfrozen? v] to [0]\nset [boss times fought v] to [0]\nset [angry? v] to [0]\nset [shakytext? v] to [0]\n\nwhen I receive [level load v]\nset [bf v] to (Boss Times Fought)\nset [pitch v] effect to (0)\nif <(Level) = [4]> then\n broadcast (text bar v)\n set [angry? v] to [0]\n set [shakytext? v] to [0]\n set [playerfrozen? v] to [1]\n [0] says [YOU'RE PASSING THESE TESTS WITH FLYINGCOLOURS! YOU'RE ALREADY HALFWAY- THROUGH]\n [0] says [ALRIGHT STEP UP TO THE BLOCK AND PRESS"UP" OR "W" TO JUMP!]\n set [playerfrozen? v] to [0]\n broadcast (close box v)\n set [tvmanface v] to [notalk]\n wait until <[80] > ([x position v] of [hitbox v])>\n wait until <<key (w v) pressed?> or <key (up arrow v) pressed?>>\n wait (1) seconds\n broadcast (text bar v)\n set [tvmanface v] to [creep]\n [0] says [WHAT WAS THAT?]\n set [shakytext? v] to [1]\n [0] says [DID YOU EVEN TRY?]\n set [shakytext? v] to [0]\n [0] says [C'MON, JUMP!]\n broadcast (close box v)\n wait until <[80] > ([x position v] of [hitbox v])>\n wait until <<key (w v) pressed?> or <key (up arrow v) pressed?>>\n wait (1) seconds\n set [shakytext? v] to [1]\n broadcast (text bar v)\n [0] says [ARE YOU EVEN TRYING BUDDY!??]\n [0] says [STOP WASTING MY TIME YOU LITTLE SCRAP OF JUNK!]\n [0] says [JUST JUMP!]\n broadcast (close box v)\n wait until <[80] > ([x position v] of [hitbox v])>\n wait until <<key (w v) pressed?> or <key (up arrow v) pressed?>>\n broadcast (rage v)\n set [tvmanface v] to [anger]\n wait (2) seconds\n broadcast (text bar v)\n set [angry? v] to [1]\n set [tvmanface v] to [anger]\n wait (.5) seconds\n set [pitch v] effect to (-20)\n [0] says [AGH! USELESS MACHINE!]\n [0] says [YOU'RE DONE! I'M SO TIRED OF THESE FAULTY HEAPS OF SCRAP!!]\n [0] says [YOU'RE NEVER LEAVING THIS FACTORY YOU TIN CAN! I'LL HAVE YOU CRUSHED INTO A LITTLE METAL CUBE, AND THEN I'M GOING AFTER THE ENGINEER WHO CAME UP WITH YOUR STUPID BROKEN DESIGN!]\n [laugh] says [AHAHAHAAHAHAAAHAHAAAHAHAAHAHAHAHAHAHHAHAHAHAAHAHAAAHAHAAAHAHAAHAHAHAHAHAHHAHAHAHAAHAHAAAHAHAAAHAHAAHAHAHAHAHAHH]\n wait (1) seconds\n set [angry? v] to [0]\n set [shakytext? v] to [0]\n [0] says [SOMETHING'S OFF...]\n broadcast (close box v)\n broadcast (portalgun descends v)\n set [tvmanface v] to [shatter]\nend\n\nbroadcast (text bar v)\n\nbroadcast (close box v)\n\nset [tvmanface v] to [notalk]\n\nset [tvmanface v] to [creep]\n\nset [tvmanface v] to [creep]\n\nset volume to (80) %\n\nwhen I receive [level load v]\nwait (.02) seconds\nif <(Level) = [18]> then\n if <(Boss Times Fought) = [0]> then\n wait until <([x position v] of [hitbox v]) > [0]>\n set [tvmanface v] to [creep]\n set [angry? v] to [0]\n set [shakytext? v] to [1]\n broadcast (text bar v)\n [0] says [GOING SOMEWHERE?... DIDN'T THINK SO...]\n [0] says [TO BE HONEST THOUGH I'M SURPRISED YOU MADE IT THIS FAR THROUGH THE GRAVEYARD]\n [0] says [NOT BAD FOR A BROKEN PIECE OF TRASH.]\n [0] says [IT ENDS HERE. OUR REPUTATION AS A COM-PANY WOULD BE SOILED IF I LET ONE CRAPPY DRONE LIKE YOU OUT INTO THE WORLD..]\n set [angry? v] to [1 ]\n set [shakytext? v] to [1]\n [0] says [I'LL CRUSH YOU!!!]\n broadcast (close box v)\n broadcast (BOSS FIGHT v)\n change [boss times fought v] by (1)\n else\n broadcast (text bar v)\n set [angry? v] to [1 ]\n set [shakytext? v] to [1]\n [0] says [I'LL CRUSH YOU!!!]\n broadcast (close box v)\n broadcast (BOSS FIGHT v)\n change [boss times fought v] by (1)\n end\nend\n\nwhen backdrop switches to [1 v]\nbroadcast (text bar v)\n[0] says [HELLO WELCOME! TO MY NEW GAME , I AM YOUR GUIDE USE ARROW KEYS OR W,A,D \(PRESS SPACE\) ]\n[0] says [THIS JOURNEY WILL BE HARD , YOU MAY NEED SOME POWER FOR COMPLETE THIS JOURNEY ]\nset [shakytext? v] to [1]\n[0] says [ I WILL GIVE IT FOR YOU GOOD LUCK AND HAVE FUN!]\nbroadcast (close box v)\nbroadcast (GIVE BRIGT POWER v)\n\nset [tvmanface v] to [blank]\n\nset [tvmanface v] to [chill]\n\nrepeat (150)\n\nset [playerfrozen? v] to [1]\n\nwhen backdrop switches to [2 v]\nbroadcast (text bar v)\nset [shakytext? v] to [1]\n[laugh] says [KEEP MIND THAT THIS JOURNEY WILL BE NOT EASY \( PRESS SPACE \)]\nset [angry? v] to [1]\n[laugh] says [AVOIDE SPIKES ! ]\nset [angry? v] to [0]\nset [shakytext? v] to [1]\n[0] says [IF YOU FAIL... WELL LETS JUST HOPE THAT YOU DON'T FAIL. \( BUT LEVEL GET TOO HARD TO YOU YOU CAN SKIP IT \)]\nbroadcast (close box 2 v)\n\nwhen backdrop switches to [3 v]\nbroadcast (text bar v)\nset [shakytext? v] to [1]\nset [angry? v] to [1]\n[laugh] says [AVOIDE LAVA! \( PRESS SPACE \)]\nset [angry? v] to [1]\nset [shakytext? v] to [1]\n[laugh] says [DON'T FORGET TO AVOID SAW!!]\nbroadcast (close box 2 v)\n\n[0] says [IF YOU PASS THE TESTS THAN YOU WILL BESHIPPED OUT AS ONE OF OUR PACKAGE DEL-IVERY UNITS]\nset [shakytext? v] to [1]\nset [shakytext? v] to [0]\n[0] says [THE TEST BEGINS NOW. USE A AND D OR ARROW KEYS TO MOVE.]\nset [playerfrozen? v] to [0]\n\nwhen backdrop switches to [4 v]\nbroadcast (text bar v)\nset [shakytext? v] to [0]\nset [angry? v] to [0]\n[laugh] says [WELL NOW I THINK YOU KNOW THE NATURE OF THIS GAME , NOW IS YOUR TURN..PASS THE OTHER LEVELS AND REACH YOUR DESTINATION \( PRESS SPACE \)]\nset [angry? v] to [0]\nset [shakytext? v] to [1]\n[laugh] says [WISH YOU ALL THE BEST!!]\nbroadcast (close box 2 v)\n\nwhen I receive [set volume to 100 v]\nset volume to (100) %\n\nwhen I receive [set volume to 0 v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen backdrop switches to [15 v]\nbroadcast (text bar v)\nset [shakytext? v] to [1]\n[laugh] says [WOW GREAT WORK ! \( PRESS SPACE \)]\n[laugh] says [YOU BEAT ALL THE LEVELS! \( PRESS SPACE \)]\n[0] says [NOW YOU CAN ESCAPE FROM THE DARK WORLD \( PRESS SPACE \)]\nbroadcast (close box 2 v)\n\n@Bg 1 lv\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-13) y: (103)\n\nwhen I receive [close box v]\nwait (1) seconds\nhide\n\nwhen I receive [close box 2 v]\nhide\n\nwhen backdrop switches to [2 v]\nswitch costume to (costume2 v)\ngo to [back v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [1 v]\nshow\n\nwhen backdrop switches to [3 v]\nswitch costume to (costume3 v)\ngo to [back v] layer\nshow\n\nwhen backdrop switches to [4 v]\nswitch costume to (costume4 v)\ngo to [back v] layer\nshow\n\nwhen backdrop switches to [15 v]\nswitch costume to (costume5 v)\ngo to [back v] layer\nshow\n\n@Dangeros\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [start v]\nshow\nset [level v] to [0]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [out v]\nhide\n\nwhen backdrop switches to [win screen v]\nswitch costume to (costume16 v)\n\nwhen I receive [outro 33 v]\nswitch costume to (costume15 v)\n\nwhen backdrop switches to [16 v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nnext costume\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 v]\nshow\n\nwhen flag clicked\ngo to x: (148) y: (-121)\nforever\n repeat (10)\n turn right (10) degrees\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@intro\n\nwhen flag clicked\nswitch costume to (blank v)\nhide\nset rotation style [all around v]\n\nwhen I receive [start intro v]\nreset timer\nstart sound [intro music v]\npoint in direction (90)\nwait (2.7) seconds\nset [clone id v] to [text]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <(Clone ID) = [text]>\ngo to x: (0) y: (0)\nswitch costume to (supercollab v)\nshow\nbroadcast (intro: shine v)\nbroadcast (intro: wave v)\nbroadcast (intro: explode v)\nshake\nbroadcast (intro: shine v)\nbroadcast (intro: wave v)\nbroadcast (intro: explode 2 v)\nshake\nbroadcast (intro: switch v)\nspin bounce\nbroadcast (intro: explode 3 v)\nbounce\nbroadcast (intro: spin v)\nspin\nbroadcast (intro: explode 3 v)\nbroadcast (intro: wave v)\nshake\nwait (0.1) seconds\nbroadcast (end intro v)\n\ndefine shake\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone shake vel v] to [0]\nset [costume v] to (costume [number v])\nswitch costume to (blank v)\nset size to (200) %\nrepeat until <(size) < [101]>\n go to x: (0) y: (0)\n change y by (([cos v] of ((clone shake vel) * (500)) ) * (((100) - (size)) * (0.2)))\n change x by (([sin v] of ((clone shake vel) * (500)) ) * (((100) - (size)) * (0.2)))\n change size by (((100) - (size)) * (0.15))\n change [clone shake vel v] by (10)\n point in direction ((([sin v] of ((clone shake vel) * (500)) ) * (((100) - (size)) * (0.2))) + (90))\n switch costume to (costume)\nend\nset size to (100) %\n\ndefine spin bounce\nset rotation style [all around v]\nset [spin bounce distance v] to [250]\npoint in direction (pick random (1) to (360))\nrepeat until <(spin bounce distance) < [1]>\n point in direction (direction)\n go to x: (0) y: (0)\n move (spin bounce distance) steps\n turn right (20) degrees\n set [direction v] to (direction)\n change [spin bounce distance v] by (((0) - (spin bounce distance)) / (6))\n point in direction ((90) + ((x position) / (2)))\nend\npoint in direction (90)\nset rotation style [all around v]\n\ndefine bounce\nbroadcast (intro: wave v)\nbroadcast (intro: shake v)\nbroadcast (intro: explode v)\nrepeat (30)\n set [bounce 1 v] to (((bounce 1) * (0.8)) + (((90) - (direction)) / (3)))\n turn right (bounce 1) degrees\n set [bounce 2 v] to (((bounce 2) * (0.8)) + (((150) - (size)) / (3)))\n change size by (bounce 2)\nend\nbroadcast (intro: shake v)\nbroadcast (intro: wave v)\nbroadcast (intro: explode 2 v)\nrepeat (30)\n set [bounce 1 v] to (((bounce 1) * (0.8)) + (((90) - (direction)) / (3)))\n turn right (bounce 1) degrees\n set [bounce 2 v] to (((bounce 2) * (0.8)) + (((100) - (size)) / (3)))\n change size by (bounce 2)\nend\n\ndefine spin\nrepeat (10)\n turn right (32) degrees\nend\nrepeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [wave]>\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (360° shock-wave-1 v)\nshow\nclear graphic effects\nrepeat (13)\n go to [front v] layer\n change size by (10)\n next costume\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro: wave v]\nif <(costume [name v]) = [blank]> then\n set [clone id v] to [shockwave]\n create clone of (_myself_ v)\n set [clone id v] to [wave]\n create clone of (_myself_ v)\n repeat (3)\n set [clone id v] to [square]\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [intro: shake v]\nif <(Clone ID) = [text]> then\n spin bounce\nend\n\ndefine tan animation\nset [clone tan v] to [0]\nrepeat (32)\n change [clone tan v] by (4)\n set y to (([tan v] of (clone tan) ) * (40))\nend\n\nwhen I receive [intro: tan v]\ngo to [front v] layer\nif <(Clone ID) = [text]> then\n tan animation\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [square]>\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] (2) layers\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (square v)\nset size to (10) %\nshow\nrepeat (3)\n if <(size) < [50]> then\n repeat (10)\n change size by (((100) - (size)) / (5))\n end\n else\n repeat (10)\n switch costume to (blank v)\n change size by (((340) - (size)) / (6))\n change [ghost v] effect by (0)\n switch costume to (square v)\n end\n end\nend\ndelete this clone\n\nwhen I receive [intro: shake v]\nif <(costume [name v]) = [blank]> then\n set [clone id v] to [square]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [grid]>\ngo to x: (0) y: (0)\nset [timer v] to [0]\nswitch costume to (grid v)\nset size to (10) %\nswitch costume to (grid v)\nset [ghost v] effect to (100)\nset [mosaic v] effect to (0)\ngo to [back v] layer\nshow\nrepeat (30)\n set [ghost v] effect to ((200) - (size))\n switch costume to (blank v)\n change size by (((200) - (size)) / (5))\n switch costume to (grid v)\nend\n\nwhen I receive [intro: wave v]\nif <(Clone ID) = [grid]> then\n spin bounce\nend\n\nwhen I receive [intro: spin v]\nif <(Clone ID) = [grid]> then\n spin\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [small grid]>\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nset size to (100) %\nswitch costume to (small grid v)\nset [ghost v] effect to (100)\nset [mosaic v] effect to (0)\ngo to [back v] layer\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\nspin\nspin bounce\n\nwhen I start as a clone\nwait until <(Clone ID) = [small grid]>\n\nwhen I start as a clone\nwait until <(Clone ID) = [shockwave]>\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (shockwave v)\nset size to (10) %\nshow\nrepeat (20)\n switch costume to (blank v)\n change size by (((340) - (size)) / (8))\n switch costume to (shockwave v)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(Clone ID) = [BG]>\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [mosaic v] effect to (0)\ngo to [back v] layer\nswitch costume to (bg v)\nset size to (100) %\nshow\nrepeat (50)\n set [ghost v] effect to ((300) - (size))\n if <(size) > [100]> then\n switch costume to (blank v)\n change size by (5)\n switch costume to (bg v)\n else\n change size by (5)\n switch costume to (bg v)\n end\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [BG]>\nset rotation style [all around v]\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nswitch costume to (blank v)\n\nwhen I start as a clone\nwait until <(Clone ID) = [BG]>\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [small grid]>\nforever\n set rotation style [don't rotate v]\n go to x: (0) y: (0)\n point in direction (([sin v] of ((timer) * (200)) ) * (5000))\n move (40) steps\n change [timer v] by (0.0005)\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [grid]>\ngo to [back v] layer\nforever\n change y by (((([sin v] of ((timer) * (200)) ) * (100)) - (y position)) / (6))\n turn right ((((([sin v] of ((timer) * (100)) ) * (40)) + (90)) - (direction)) / (6)) degrees\n change [timer v] by (0.01)\nend\n\nwhen I receive [start intro v]\nif <(costume [name v]) = [blank]> then\n wait (1.5) seconds\n set [clone id v] to [BG]\n create clone of (_myself_ v)\n wait (0.5) seconds\n set [clone id v] to [grid]\n create clone of (_myself_ v)\n set [clone id v] to [small grid]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [circles]>\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (360° shock-wave-6 v)\nset size to (100) %\nshow\nrepeat (20)\n switch costume to (blank v)\n change size by (((340) - (size)) / (8))\n change [ghost v] effect by (10)\n switch costume to (360° shock-wave-6 v)\nend\n\nwhen I receive [intro: wave v]\nif <(costume [name v]) = [blank]> then\n set [clone id v] to [shine]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait until <(Clone ID) = [shine]>\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (shine effect v)\nclear graphic effects\nrepeat (40)\n change [ghost v] effect by (3)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nwait until <(Clone ID) = [switch]>\nset size to (100) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (switch-1 v)\nclear graphic effects\nrepeat (5)\n next costume\nend\nbroadcast (intro: switch colour v)\nrepeat (5)\n next costume\nend\ndelete this clone\n\nwhen I receive [intro: switch v]\nif <(costume [name v]) = [blank]> then\n set [clone id v] to [switch]\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro: explode v]\nif <(costume [name v]) = [blank]> then\n explode [-100] [100]\n wait (0.15) seconds\n explode [100] [100]\n wait (0.15) seconds\n explode [-100] [-100]\n wait (0.15) seconds\n explode [100] [-100]\n wait (0.15) seconds\n explode [0] [0]\nend\n\ndefine explode (x) (y)\ngo to x: (x) y: (y)\npoint in direction (90)\nrepeat (8)\n set [clone id v] to [explode]\n create clone of (_myself_ v)\n turn right (45) degrees\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nwait until <(Clone ID) = [explode]>\nswitch costume to (explode v)\nshow\nclear graphic effects\nset size to (200) %\nrepeat (10)\n move (10) steps\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(Clone ID) = [explode 2]>\nswitch costume to (explode 2 v)\nshow\nclear graphic effects\nset size to (50) %\nrepeat (20)\n change size by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine explode 2 (x) (y)\ngo to x: (x) y: (y)\npoint in direction (90)\nset [clone id v] to [explode 2]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I receive [intro: explode 2 v]\nif <(costume [name v]) = [blank]> then\n explode 2 [-260] [200]\n wait (0.15) seconds\n explode 2 [260] [200]\n wait (0.15) seconds\n explode 2 [-260] [-200]\n wait (0.15) seconds\n explode 2 [260] [-200]\n wait (0.15) seconds\n explode 2 [0] [0]\nend\n\nwhen I receive [end intro v]\nif <<(Clone ID) = [text]> or <(Clone ID) = [grid]>> then\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\n end\n repeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\n end\n delete this clone\nelse\n repeat (20)\n set [costume v] to (costume [number v])\n switch costume to (blank v)\n change size by (((200) - (size)) / (6))\n switch costume to (costume)\n end\n repeat (20)\n set [pixelate v] effect to (20)\n set [costume v] to (costume [number v])\n switch costume to (blank v)\n change size by (((300) - (size)) / (6))\n set [ghost v] effect to ((size) - (150))\n switch costume to (costume)\n end\n delete this clone\nend\n\nwhen I receive [intro: wave v]\nchange [color v] effect by (-25)\n\nwhen I receive [intro: switch colour v]\nchange [color v] effect by (-25)\n\nwhen I receive [end intro v]\nset [color v] effect to (0)\n\nwhen I receive [intro: explode 3 v]\nif <(costume [name v]) = [blank]> then\n repeat (16)\n explode 3 (pick random (-150) to (150)) (pick random (-150) to (150))\n end\nend\n\ndefine explode 3 (x) (y)\ngo to x: (x) y: (y)\nset [clone id v] to [explode 3]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nwait until <(Clone ID) = [explode 3]>\nswitch costume to (star-a 1 v)\nshow\nclear graphic effects\nset size to (50) %\nrepeat (9)\n change size by (20)\n next costume\nend\ndelete this clone\n\nwhen I receive [start intro v]\nswitch costume to (blank v)\nhide\nset rotation style [all around v]\n\nwhen flag clicked\nbroadcast (start intro v)\n\n@Saw2\n\nwhen flag clicked\ngo to x: (148) y: (-121)\nforever\n repeat (10)\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@Saw3\n\nwhen flag clicked\ngo to x: (16) y: (-121)\nforever\n repeat (10)\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\nwhen I receive [next level v]\nhide\n\n@Saw4\n\nwhen flag clicked\ngo to x: (-119) y: (-121)\nforever\n repeat (10)\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@Sprite15 . danger\n\nwhen flag clicked\ngo to x: (36) y: (50)\nforever\n glide (0.2) secs to x: (36) y: (-100)\n glide (1) secs to x: (36) y: (50)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [6 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@Sprite2\n\nwhen I receive [start v]\nset [ghost v] effect to (50)\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Options v)\n glide (0.4) secs to x: (199) y: (180)\n else\n broadcast (Hide options v)\n glide (0.4) secs to x: (199) y: (319)\n end\nend\n\nwhen I receive [text bar v]\nhide\n\nwhen I receive [close box 2 v]\nshow\n\nwhen I receive [close box v]\nshow\n\nwhen flag clicked\nhide\n\n@Sound \n\nwhen I receive [options v]\ngo to [front v] layer\nshow\nglide (0.4) secs to x: (-32) y: (250)\n\nwhen I receive [hide options v]\nglide (0.4) secs to x: (-32) y: (383)\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (MUTE OR UNMUTE SOUND;::::::: v)\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (set volume to 100 v)\nelse\n broadcast (Set volume to 0 v)\nend\n\nwhen flag clicked\nswitch costume to (on v)\n\nwhen backdrop switches to [16 v]\nset [ghost v] effect to (100)\n\n@Skip\n\nwhen I receive [options v]\ngo to [front v] layer\nshow\nglide (0.4) secs to x: (-32) y: (250)\n\nwhen I receive [hide options v]\nglide (0.4) secs to x: (-32) y: (383)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (SKIPPING LEVELS>>>>>>>>>>>> v)\n\nwhen I receive [close box v]\nset [ghost v] effect to (0)\n\nwhen I receive [close box 2 v]\nset [ghost v] effect to (0)\n\nwhen I receive [text bar v]\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [16 v]\nset [ghost v] effect to (100)\n\n@Exit\n\nwhen I receive [options v]\ngo to [front v] layer\nshow\nglide (0.4) secs to x: (-32) y: (250)\n\nwhen I receive [hide options v]\nglide (0.4) secs to x: (-32) y: (383)\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-b2 v)\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n switch costume to (button3-b v)\n end\nend\n\nwhen this sprite clicked\nstop [all v]\n\nwhen backdrop switches to [16 v]\nset [ghost v] effect to (100)\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [7 v]\nset [ghost v] effect to (0)\nshow\nforever\n go to [back v] layer\n repeat (7)\n change y by (1)\n end\n repeat (14)\n change y by (-1)\n end\n repeat (7)\n change y by (1)\n end\n go to x: (50) y: (15)\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\nwhen backdrop switches to [13 v]\nshow\n\n@BG Effects\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset size to (pick random (100) to (300)) %\nset [ghost v] effect to (100)\ngo to (random position v)\nchange [clones v] by (1)\nset [bg effects: x v] to ((x position) + (SCROLL X))\nset [bg effects: y v] to ((y position) + (SCROLL Y))\nset [bg effects: xv v] to (pick random (-5) to (5))\nset [yv v] to (pick random (-5) to (5))\nrepeat (((100) - (pick random (80) to (90))) / (5))\n change [ghost v] effect by (-5)\n go to x: ((BG Effects: x) + ((0) - (SCROLL X))) y: ((BG Effects: y) + ((0) - (SCROLL Y)))\nend\nrepeat until <touching (_edge_ v)?>\n go to x: ((BG Effects: x) + ((0) - (SCROLL X))) y: ((BG Effects: y) + ((0) - (SCROLL Y)))\n change [bg effects: x v] by (BG Effects: Xv)\n change [bg effects: y v] by (Yv)\n change [ghost v] effect by (1)\nend\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [end intro v]\nset [clones v] to [0]\nforever\n Clone [1]\nend\n\n@Grass effects\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [1 v]\nswitch costume to (effect for bg 1 v)\nshow\nforever\n switch costume to (Level)\nend\n\n@SOUND\n\nwhen I receive [start v]\nset volume to (100) %\nplay sound [Revolt v] until done\nplay sound [Revolt v] until done\nplay sound [Revolt v] until done\nplay sound [Revolt v] until done\nplay sound [Revolt v] until done\nplay sound [Revolt v] until done\nplay sound [Revolt v] until done\nplay sound [Revolt v] until done\n\nwhen I receive [set volume to 100 v]\nset volume to (100) %\n\nwhen I receive [set volume to 0 v]\nset volume to (0) %\n\n@Sprite15 . danger2\n\nwhen flag clicked\ngo to x: (36) y: (50)\nforever\n glide (0.2) secs to x: (36) y: (-100)\n glide (1) secs to x: (36) y: (50)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [8 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@Saw with .... 1\n\nwhen flag clicked\ngo to x: (36) y: (50)\nforever\n glide (0.2) secs to x: (36) y: (-100)\n glide (1) secs to x: (36) y: (50)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@saw with...2\n\nwhen flag clicked\ngo to x: (36) y: (50)\nforever\n glide (0.2) secs to x: (36) y: (-100)\n glide (1) secs to x: (36) y: (50)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@saw with...3\n\nwhen flag clicked\ngo to x: (36) y: (50)\nforever\n glide (0.2) secs to x: (36) y: (-100)\n glide (1) secs to x: (36) y: (50)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@lava2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [10 v]\nset [ghost v] effect to (0)\nshow\nforever\n go to [back v] layer\n repeat (7)\n change y by (1)\n end\n repeat (14)\n change y by (-1)\n end\n repeat (7)\n change y by (1)\n end\n go to x: (50) y: (15)\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@Love fave2\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (40) to (50)) 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\nwhen backdrop switches to [3 v]\nhide\n\nwhen I receive [game stoped v]\nhide\n\nwhen I receive [out v]\nhide\n\nwhen I receive [game stoped v]\nhide\n\n@Moving saw for lv 11\n\nwhen flag clicked\ngo to x: (200) y: (-125)\nforever\n repeat (10)\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [11 v]\nshow\nforever\n glide (1) secs to x: (-115) y: (-125)\n glide (1) secs to x: (200) y: (-125)\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [14 v]\ngo to x: (28) y: (35)\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [14 v]\ngo to x: (29) y: (34)\nshow\n\nwhen I receive [skipping levels>>>>>>>>>>>> v]\nhide\n\nwhen I receive [next level v]\nhide\n\n@Sprite4\n\nwhen backdrop switches to [16 v]\npoint in direction (-90)\ngo to x: (0) y: (0)\nshow\nrepeat (180)\n turn right (1) degrees\nend\npoint in direction (90)\nforever\n go to x: ((mouse x) / (5)) y: ((mouse y) / (5))\nend\n\nwhen flag clicked\nhide\n\n@BG Effects2\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (pick random (100) to (300)) %\nset [ghost v] effect to (100)\ngo to (random position v)\nchange [clones v] by (1)\nset [bg effects: x v] to ((x position) + (SCROLL X))\nset [bg effects: y v] to ((y position) + (SCROLL Y))\nset [bg effects: xv v] to (pick random (-5) to (5))\nset [yv v] to (pick random (-5) to (5))\nrepeat (((100) - (pick random (80) to (90))) / (5))\n change [ghost v] effect by (-5)\n go to x: ((BG Effects: x) + ((0) - (SCROLL X))) y: ((BG Effects: y) + ((0) - (SCROLL Y)))\nend\nrepeat until <touching (_edge_ v)?>\n go to x: ((BG Effects: x) + ((0) - (SCROLL X))) y: ((BG Effects: y) + ((0) - (SCROLL Y)))\n change [bg effects: x v] by (BG Effects: Xv)\n change [bg effects: y v] by (Yv)\n change [ghost v] effect by (1)\nend\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen backdrop switches to [16 v]\nset [clones v] to [0]\nforever\n Clone [1]\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nset size to (20) %\n\nwhen this sprite clicked\nnext costume\nhide\nbroadcast (SHOW MASSAGE#### v)\n\nwhen backdrop switches to [16 v]\nswitch costume to (costume1 v)\nshow\n\n@Sprite6\n\nwhen flag clicked\nset size to (150) %\nhide\n\nwhen I receive [show massage#### v]\ngo to x: (204) y: (-150)\nshow\nset size to (10) %\nglide (1) secs to x: (9) y: (-7)\nrepeat (15)\n change size by (10)\nend\nset size to (150) %\n\ngo to x: (9) y: (-7)\n\nwhen I receive [exit on massage#### v]\nhide\n\nwhen this sprite clicked\nhide\n\n
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6 Lands - A Scrolling Platformer v1.0
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (MAIN MENU v)\nset volume to (80) %\nwait (5.30) seconds\nforever\n play sound [bensound-endlessmotion v] until done\nend\n\nwhen I receive [tick v]\nset volume to (80) %\nif <([dead? v] of [player v]) = [1]> then\n set volume to (45) %\nend\n\n@Blank\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Menu\n\nwhen I receive [main menu v]\nSet Buttons\nforever\n broadcast (MENU TICK v) and wait\nend\n\ndefine Create Button | X: (x) Y: (y) Type: (type)\nset [clone? v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset [button type v] to (type)\ncreate clone of (_myself_ v)\nset [clone? v] to [0]\n\nwhen I receive [menu tick v]\nif <(clone?) = [1]> then\n go to x: (((x) * (60)) - (150)) y: (y)\n switch costume to (button type)\n show\n clear graphic effects\n set size to (101) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change y by (3)\n if <mouse down?> then\n set [game level v] to ((x) + (1))\n start sound [pop v]\n broadcast (START GAME v)\n end\n end\nelse\n go to x: (0) y: (0)\n switch costume to (7 v)\n set size to (101) %\n show\nend\n\ndefine Set Buttons\nset [x v] to [0]\nrepeat (6)\n Create Button | X: (x) Y: [50] Type: ((x) + (1))\n change [x v] by (1)\nend\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Editor\n\nwhen I receive [pre animate v]\nif <(GAME MODE) = [2]> then\n change [i v] by (1)\n set [editor x v] to (([floor v] of (((round ((mouse x) + (SCROLL X))) / (TILE SIZE)) + (0.6)) ) + (5))\n set [editor y v] to (([floor v] of (((round ((mouse y) + (SCROLL Y))) / (TILE SIZE)) + (0.4)) ) + (4))\n set [selected block in level v] to ((((editor x) * (MAP HEIGHT)) + (editor y)) + (1))\n if <<(i) > [4]> and <not <touching (mouse-pointer v)?>>> then\n if <<<mouse down?> and <(mouse x) < [195]>> and <not <<(SELECTED TILE) = [3]> and <(SELECTED BLOCK IN LEVEL) = [204]>>>> then\n delete (item # of (SELECTED BLOCK IN LEVEL) in [collected coins v]) of [collected coins v]\n if <not <(item (SELECTED BLOCK IN LEVEL) of [~current 𝗠𝗔𝗣~ v]) = (SELECTED TILE)>> then\n start sound (pick random (1) to (4))\n replace item (SELECTED BLOCK IN LEVEL) of [~current 𝗠𝗔𝗣~ v] with (SELECTED TILE)\n Fix level replacement tiles\n end\n end\n end\nend\n\nwhen this sprite clicked\nset [i v] to [0]\nstart sound [Pop v]\nif <(GAME MODE) = [1]> then\n set [game mode v] to [2]\nelse\n set [game mode v] to [1]\n broadcast (RESTART PLAYER v) and wait\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(username) = [groovy-girl]> then\n show\n go to x: (-190) y: (147)\n go to [front v] layer\n go [backward v] (3) layers\n if <(GAME MODE) = [2]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nelse\n hide\nend\n\ndefine Reset Current Level\nset [item sorter v] to [0]\ndelete all of [~current 𝗠𝗔𝗣~ v]\nif <(GAME LEVEL) = [1]> then\n repeat (length of [~𝗠𝗔𝗣 1~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 1~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\nelse\n if <(GAME LEVEL) = [2]> then\n repeat (length of [~𝗠𝗔𝗣 2~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 2~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n else\n if <(GAME LEVEL) = [3]> then\n repeat (length of [~𝗠𝗔𝗣 3~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 3~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n else\n if <(GAME LEVEL) = [4]> then\n repeat (length of [~𝗠𝗔𝗣 4~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 4~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n else\n if <(GAME LEVEL) = [5]> then\n repeat (length of [~𝗠𝗔𝗣 5~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 5~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n else\n if <(GAME LEVEL) = [6]> then\n repeat (length of [~𝗠𝗔𝗣 6~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 6~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\nReset Current Level\n\ndefine Fix level replacement tiles\nif <(GAME LEVEL) = [1]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 1~ v] with (SELECTED TILE)\nelse\n if <(GAME LEVEL) = [2]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 2~ v] with (SELECTED TILE)\n else\n if <(GAME LEVEL) = [3]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 3~ v] with (SELECTED TILE)\n else\n if <(GAME LEVEL) = [4]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 4~ v] with (SELECTED TILE)\n else\n if <(GAME LEVEL) = [5]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 5~ v] with (SELECTED TILE)\n else\n if <(GAME LEVEL) = [6]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 6~ v] with (SELECTED TILE)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nif <(GAME LEVEL) < [6]> then\n change [game level v] by (1)\n Reset Current Level\n broadcast (RESTART PLAYER v) and wait\n broadcast (remove screen effect v)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Get Tile | x: (x) y: (y)\nset [tile # v] to (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1)))\nset [tile type v] to (item (tile #) of [~current 𝗠𝗔𝗣~ v])\nif <((round ((y) / (TILE SIZE))) + (1)) > [0]> then\n if <<(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Individual]>> then\n set [touching level v] to [true]\n end\n if <<<(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad]> or <(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> and <(hitbox level) = [1]>> then\n set [dead? v] to [1]\n end\nend\n\ndefine Discover if Touching Level\nset [touching level v] to [false]\nset [dead? v] to [0]\nset [hitbox level v] to [1]\nGet Tile | x: ((x) - ((player width) / (8))) y: (y)\nGet Tile | x: ((x) + ((player width) / (8))) y: (y)\nset [hitbox level v] to [2]\nGet Tile | x: ((x) - ((player width) / (2))) y: ((y) - ((player height) / (2)))\nGet Tile | x: ((x) + ((player width) / (2))) y: ((y) - ((player height) / (2)))\nset [hitbox level v] to [3]\nGet Tile | x: ((x) - ((player width) / (2))) y: (((y) + ((player height) / (2))) - (14))\nGet Tile | x: ((x) + ((player width) / (2))) y: (((y) + ((player height) / (2))) - (14))\n\ndefine Position\ngo to x: (((x) - (SCROLL X)) - (240)) y: (((y) - (SCROLL Y)) - (180))\n\ndefine Rise\nyv\nchange [y v] by (yv)\nchange [in air v] by (1)\nDiscover if Touching Level\nrepeat until <not <(touching level) = [true]>>\n if <(yv) > [0]> then\n change [y v] by ((-1) * (yv))\n else\n change [y v] by (1)\n if <(in air) > [5]> then\n start sound [Land v]\n end\n set [in air v] to [0]\n end\n set [yv v] to [0]\n Discover if Touching Level\nend\n\ndefine Change X by: (x)\nchange [x v] by (x)\nDiscover if Touching Level\nif <(touching level) = [true]> then\n change [x v] by ((-1) * (x))\n if <<<<(yv) > [2]> and <(in air) > [7]>> and <([abs v] of (xv) ) > [1]>> and <[game rules v] contains [Wall Cling]?>> then\n if <(controls on?) > [-1]> then\n delete all of [player movements v]\n end\n set [wall cling - previous xv v] to (xv)\n set [controls on? v] to [-1]\n else\n set [xv v] to [0]\n end\n Discover if Touching Level\nend\n\ndefine Controls | Speed (x speed) Jump Height (height) <left> <right>\nif <left> then\n add [Left] to [player movements v]\nend\nif <right> then\n add [Right] to [player movements v]\nend\nif <(controls on?) = [1]> then\n if <right> then\n change [xv v] by (x speed)\n end\n if <left> then\n change [xv v] by ((-1) * (x speed))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air) < [3]>> then\n change [yv v] by (height)\n add [Up] to [player movements v]\n end\nelse\n if <(controls on?) = [-1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(wall cling - previous xv) > [0]> then\n set [xv v] to [-18]\n else\n set [xv v] to [18]\n end\n set [yv v] to [16]\n set [controls on? v] to [0]\n end\n end\nend\n\ndefine Reset Scrolling\nchange [scroll x v] by (round ((((x) - (240)) - (SCROLL X)) / (6)))\nchange [scroll y v] by (round ((((y) - (180)) - (SCROLL Y)) / (6)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(SCROLL Y) > [4592]> then\n set [scroll y v] to [4592]\nend\nif <(SCROLL X) > [14488]> then\n set [scroll x v] to [14488]\nend\nif <(x) < (((player width) / (2)) + (3))> then\n set [x v] to (((player width) / (2)) + (3))\n set [xv v] to [0]\nend\n\ndefine Set Correct Costume\nchange [animation frame v] by ((1) / (3))\nif <(animation frame) > [4.75]> then\n set [animation frame v] to [1]\nend\nif <([abs v] of (xv) ) > [1]> then\n set [costume # v] to ([floor v] of (animation frame) )\nelse\n set [costume # v] to [1]\nend\nif <(in air) > [4]> then\n if <(yv) > [0]> then\n set [costume # v] to [5]\n else\n set [costume # v] to [6]\n end\nend\nif <(controls on?) = [-1]> then\n set [costume # v] to [7]\nend\n\ndefine Get Coordinates (item number)\nset [targeted x v] to (round ((item number) / (MAP HEIGHT)))\nset [targeted y v] to ((item number) - ((MAP HEIGHT) * (round ((item number) / (MAP HEIGHT)))))\n\ndefine Begin\nset [x v] to (item (1) of [checkpoint v])\nset [y v] to (item (2) of [checkpoint v])\nset [yv v] to [0]\nset [xv v] to [0]\nset [player width v] to [20]\nset [player height v] to [42]\nset [in air v] to [0]\nPosition\ngo to [front v] layer\nset rotation style [left-right v]\npoint in direction (90)\ndelete all of [game rules v]\ndelete all of [entity tiles v]\nset [dead? v] to [0]\nset [player tile v] to (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1)))\nset [effect v] to [100]\nset [end? v] to [0]\nhide\n\ndefine die\nbroadcast (TICK v)\nstart sound [Lose v]\nset [yv v] to [10]\nset [xv v] to ((xv) * (1.3))\nif <(xv) < [0]> then\n set [costume # v] to [9]\nelse\n set [costume # v] to [8]\nend\nset rotation style [all around v]\nrepeat until <(y position) < [-190]>\n change x by (xv)\n turn right (xv) degrees\n set [xv v] to ((xv) * (0.9))\n change y by (yv)\n change [yv v] by (-1)\nend\nhide\nwait (1) seconds\nBegin\n\nwhen I receive [start game v]\nset [controls on? v] to [1]\nset [i v] to [0]\nset [game mode v] to [1]\ndelete all of [checkpoint v]\nadd [90] to [checkpoint v]\nadd [186] to [checkpoint v]\nBegin\nset [scroll x v] to ((x) - (240))\nset [scroll y v] to ((y) - (180))\n\nwhen I receive [restart player v]\nset [end? v] to [0]\ndelete all of [checkpoint v]\nadd [90] to [checkpoint v]\nadd [186] to [checkpoint v]\ndelete all of [collected coins v]\nBegin\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <(GAME MODE) = [1]> then\n if <(end?) = [0]> then\n change [effect v] by (-5)\n if <(effect) < [0]> then\n set [effect v] to [0]\n end\n else\n change [effect v] by (5)\n go to [front v] layer\n go [backward v] (5) layers\n if <(effect) > [100]> then\n set [effect v] to [100]\n wait (1) seconds\n broadcast (NEXT LEVEL v)\n stop [this script v]\n end\n end\n set [ghost v] effect to (effect)\n set [brightness v] effect to (effect)\n if <not <(costume [number v]) = (costume #)>> then\n switch costume to (costume #)\n end\n if <(xv) > [0]> then\n point in direction (90)\n else\n if <(xv) < [0]> then\n point in direction (-90)\n end\n end\n set [ghost v] effect to (effect)\n if <not <(costume [number v]) = (costume #)>> then\n switch costume to (costume #)\n end\n if <(xv) > [0]> then\n point in direction (90)\n else\n if <(xv) < [0]> then\n point in direction (-90)\n end\n end\nelse\n switch costume to (stand v)\n clear graphic effects\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\nshow\nPosition\n\nwhen I receive [pre animate v]\ndelete all of [player movements v]\nif <(end?) = [0]> then\n if <(GAME MODE) = [1]> then\n if <<<(((x) - (SCROLL X)) - (240)) > [-240]> and <(((x) - (SCROLL X)) - (240)) < [240]>> and <<(((y) - (SCROLL Y)) - (180)) > [-180]> and <(((y) - (SCROLL Y)) - (180)) < [180]>>> then\n Controls | Speed [2.8] Jump Height [5.5] <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\n if <(controls on?) = [0]> then\n change [i v] by (1)\n if <(i) > [13]> then\n set [controls on? v] to [1]\n set [i v] to [0]\n end\n Change X by: ((xv) * (0.8))\n set [xv v] to ((xv) * (0.97))\n else\n Change X by: (xv)\n set [xv v] to ((xv) * (0.7))\n end\n Rise\n Reset Scrolling\n if <(y) < [-30]> then\n set [dead? v] to [1]\n end\n if <[entity tiles v] contains (PLAYER TILE)?> then\n set [dead? v] to [1]\n end\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (8)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-8)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-8)\n end\n Reset Scrolling\n end\nend\nset [player tile v] to (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1)))\nif <(dead?) = [1]> then\n die\nend\nSet Correct Costume\n\ndefine yv\nif <(controls on?) > [-1]> then\n change [yv v] by (-1)\n if <(yv) < [-15]> then\n set [yv v] to [-15]\n end\nelse\n change [yv v] by (-1)\n if <(yv) < [-3]> then\n set [yv v] to [-3]\n end\n if <<(in air) = [0]> or <<<[player movements v] contains [Right]?> and <(wall cling - previous xv) < [0]>> or <<[player movements v] contains [Left]?> and <(wall cling - previous xv) > [0]>>>> then\n set [controls on? v] to [1]\n set [xv v] to [0]\n end\nend\n\nwhen I receive [start game v]\ndelete all of [collected coins v]\n\nwhen I receive [end level v]\nif <(end?) = [0]> then\n start sound [Win v]\n set [end? v] to [1]\nend\n\nwhen I receive [remove screen effect v]\nset [scroll x v] to ((x) - (240))\nset [scroll y v] to ((y) - (180))\n\nwait (1) seconds\n\nwhen I receive [player bounce v]\nset [yv v] to [19]\n\n@Tile Set\n\ndefine Create Grid | Length: (length) Height: (height)\ndelete all of [collected coins v]\nset [grid height v] to (height)\nset [grid length v] to (length)\nset [y v] to [0]\nset [x v] to [0]\nset [liquid y v] to [0]\nshow\nrepeat (height)\n repeat (length)\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n set [x v] to [0]\n change [y v] by (1)\nend\nhide\n\ndefine Position\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]> then\n go to x: ((((x) * (TILE SIZE)) - (SCROLL X)) - (240)) y: (((((y) * (TILE SIZE)) - (SCROLL Y)) - (180)) + (liquid y))\nelse\n go to x: ((((x) * (TILE SIZE)) - (SCROLL X)) - (240)) y: ((((y) * (TILE SIZE)) - (SCROLL Y)) - (180))\nend\nif <(y dir) = [1]> then\n change [liquid y v] by ((1) / (5))\n if <(liquid y) > [2]> then\n set [y dir v] to [0]\n end\nelse\n change [liquid y v] by ((-1) / (5))\n if <(liquid y) < [-2]> then\n set [y dir v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Reset Map | Fill Block: (block type)\nif <not <(block type) = []>> then\n delete all of [~𝗠𝗔𝗣 1~ v]\n repeat (MAP HEIGHT)\n repeat (MAP WIDTH)\n add (block type) to [~𝗠𝗔𝗣 1~ v]\n end\n end\nend\n\ndefine Handle Tile Replacements | Extra Room: (extra)\nrepeat until <not <((((x) * (TILE SIZE)) - (SCROLL X)) - (240)) < [-240]>>\n change [x v] by (grid length)\nend\nrepeat until <not <((((x) * (TILE SIZE)) - (SCROLL X)) - (240)) > ((256) + (extra))>>\n change [x v] by ((-1) * (grid length))\nend\nrepeat until <not <((((y) * (TILE SIZE)) - (SCROLL Y)) - (180)) < [-180]>>\n change [y v] by (grid height)\nend\nrepeat until <not <((((y) * (TILE SIZE)) - (SCROLL Y)) - (180)) > ((196) + (extra))>>\n change [y v] by ((-1) * (grid height))\nend\n\nwhen I receive [tick v]\nPosition\nclear graphic effects\nset size to (((TILE SIZE) * (3.333)) + (1)) %\nSet Correct Costume\nif <not <(costume?) = (costume [name v])>> then\n switch costume to (costume?)\nend\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]> then\n go to [back v] layer\n if <(item (item ((my item) + (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]> then\n next costume\n end\nend\nif <<(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [15]> and <<(distance to [player v]) < [35]> and <([yv v] of [player v]) < [-1]>>> then\n broadcast (player bounce v)\n next costume\nend\nif <<(SELECTED BLOCK IN LEVEL) = (my item)> and <(GAME MODE) = [2]>> then\n set [brightness v] effect to (20)\nend\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Collectable]> then\n set size to ((((TILE SIZE) * (3.33)) + (1)) / (1.3)) %\n if <[collected coins v] contains (my item)?> then\n hide\n else\n show\n if <<(distance to [player v]) < [35]> and <(GAME MODE) = [1]>> then\n start sound [Coin v]\n add (my item) to [collected coins v]\n end\n end\nelse\n show\nend\nif <<(GAME MODE) = [1]> and <(distance to [player v]) < [40]>> then\n if <<(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [13]> and <not <<(item (1) of [checkpoint v]) = ((x) * (TILE SIZE))> and <(item (2) of [checkpoint v]) = ((y) * (TILE SIZE))>>>> then\n start sound [Low Whoosh v]\n delete all of [checkpoint v]\n add ((x) * (TILE SIZE)) to [checkpoint v]\n add ((y) * (TILE SIZE)) to [checkpoint v]\n end\n if <<(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [14]> and <([end? v] of [player v]) = [0]>> then\n broadcast (end level v)\n end\nend\nif <(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [17]> then\n turn right (13) degrees\nelse\n point in direction (90)\nend\n\ndefine Find Block Surroundings Code\nset [block costume code v] to []\nif <<(item (item ((my item) + (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item ((my item) + (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> then\n set [block costume code v] to (join (block costume code) [5])\nelse\n set [block costume code v] to (join (block costume code) [0])\nend\nif <<(item (item ((my item) + (MAP HEIGHT)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item ((my item) + (MAP HEIGHT)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> then\n set [block costume code v] to (join (block costume code) [5])\nelse\n set [block costume code v] to (join (block costume code) [0])\nend\nif <<(item (item ((my item) - (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item ((my item) - (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> then\n set [block costume code v] to (join (block costume code) [5])\nelse\n set [block costume code v] to (join (block costume code) [0])\nend\nif <<(item (item ((my item) - (MAP HEIGHT)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item ((my item) - (MAP HEIGHT)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> then\n set [block costume code v] to (join (block costume code) [5])\nelse\n set [block costume code v] to (join (block costume code) [0])\nend\n\ndefine Set My Item\nset [my item v] to (((x) * (MAP HEIGHT)) + ((y) + (1)))\n\ndefine Set Correct Costume\nchange [tile animation v] by ((1) / (2))\nif <(tile animation) > [8]> then\n set [tile animation v] to [1]\nend\nset [costume? v] to (item (my item) of [~current 𝗠𝗔𝗣~ v])\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> then\n Find Block Surroundings Code\n set [costume? v] to (item (my item) of [~current 𝗠𝗔𝗣~ v])\n switch costume to (costume?)\n set [costume? v] to ((costume [number v]) + ((item # of (block costume code) in [block costume codes v]) - (1)))\nelse\n if <<(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Collectable]> and <(GAME MODE) = [1]>> then\n set [costume? v] to ([floor v] of ((tile animation) + (34)) )\n else\n if <(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [13]> then\n if <<(item (1) of [checkpoint v]) = ((x) * (TILE SIZE))> and <(item (2) of [checkpoint v]) = ((y) * (TILE SIZE))>> then\n set [costume? v] to ([floor v] of ((tile animation) + (51)) )\n else\n set [costume? v] to [13]\n end\n else\n if <(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [14]> then\n set [costume? v] to ([floor v] of ((tile animation) + (59)) )\n else\n set [costume? v] to (item (my item) of [~current 𝗠𝗔𝗣~ v])\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [start game v]\nset [tile size v] to [47]\nset [map height v] to [100]\nset [map width v] to [300]\nCreate Grid | Length: [12] Height: [9]\n\nwhen I receive [pre animate v]\nHandle Tile Replacements | Extra Room: [11]\nSet My Item\n\nReset Map | Fill Block: [3]\n\nwhen I start as a clone\nSet My Item\nSet Correct Costume\nshow\nif <not <(costume?) = (costume [name v])>> then\n switch costume to (costume?)\nend\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Collectable]> then\n set size to ((((TILE SIZE) * (3.33)) + (1)) / (1.3)) %\nend\n\n@Options\n\nwhen I receive [tick v]\nif <(GAME MODE) = [2]> then\n if <(clone) = [1]> then\n show\n if <(item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v]) = []> then\n hide\n end\n Position\n switch costume to (3 v)\n switch costume to (item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v])\n say []\n if <touching (mouse-pointer v)?> then\n say (item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory labels v])\n end\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (5) layers\n if <(SELECTED TILE) = (item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v])> then\n set [brightness v] effect to (20)\n end\n set size to (101) %\n else\n switch costume to (arrows v)\n go to x: (214) y: (0)\n go to [front v] layer\n show\n set size to (100) %\n change [i v] by (1)\n end\nelse\n hide\nend\n\ndefine Create menu\nset [y v] to [0]\nset [inventory column v] to [0]\nset [clone v] to [1]\nrepeat (8)\n create clone of (_myself_ v)\n change [y v] by (1)\nend\nset [clone v] to [0]\n\ndefine Position\ngo to x: (214) y: (((y) * (-35)) + (130))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nCreate menu\n\nwhen this sprite clicked\nif <(clone) = [0]> then\n if <(i) > [8]> then\n set [i v] to [0]\n if <(mouse y) > [0]> then\n if <(INVENTORY COLUMN) > [0]> then\n change [inventory column v] by (-1)\n set [selected tile v] to (item ((1) + ((INVENTORY COLUMN) * (8))) of [inventory v])\n end\n else\n if <(INVENTORY COLUMN) < ((round ((length of [inventory v]) / (8))) - (1))> then\n change [inventory column v] by (1)\n set [selected tile v] to (item ((1) + ((INVENTORY COLUMN) * (8))) of [inventory v])\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<(GAME MODE) = [2]> and <(clone) = [1]>> then\n if <<mouse down?> and <not <(item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v]) = []>>> then\n set [selected tile v] to (item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v])\n end\nend\n\n@Game Loop\n\nwhen I receive [start game v]\nforever\n broadcast (PRE ANIMATE v) and wait\n set [entities onscreen v] to [0]\n delete all of [entity tiles v]\n delete all of [tiles onscreen v]\n broadcast (TICK v) and wait\nend\n\n@Levl_Labl\n\nwhen I receive [restart player v]\nset [ghost effect v] to [-220]\n\nwhen I receive [tick v]\nchange [ghost effect v] by (7)\nswitch costume to (GAME LEVEL)\nset [ghost v] effect to ((ghost effect) * (2))\ngo to [front v] layer\ngo [backward v] (3) layers\nset x to (0)\nset y to (ghost effect)\nif <(y position) < [0]> then\n set y to (0)\nend\nset size to (100) %\nshow\n\nwhen I receive [start game v]\nset [ghost effect v] to [-220]\n\nwhen flag clicked\nhide\n\n@Screen Effect\n\nwhen I receive [end level v]\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nshow\ngo to x: (0) y: (-352)\ngo to [front v] layer\nrepeat (15)\n go to [front v] layer\n change y by (24)\n change [ghost v] effect by (-8)\n change [brightness v] effect by (7)\nend\n\nwhen I receive [remove screen effect v]\ngo to [front v] layer\nwait (0.2) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nhide\n\n@World Scanner\n\ndefine Get Coordinates (item number)\nset [targeted x v] to (round ((item number) / (MAP HEIGHT)))\nset [targeted y v] to ((item number) - ((MAP HEIGHT) * (round ((item number) / (MAP HEIGHT)))))\n\ndefine Scan Tiles | Starting X (x)\nrepeat (LOADED CHUNK SIZE)\n set [scanner x v] to (x)\n repeat (LOADED CHUNK SIZE)\n change [scanner x v] by (1)\n set [my item v] to (((round (scanner x)) * (MAP HEIGHT)) + ((round (scanner y)) + (1)))\n add (my item) to [loaded tiles v]\n if <[entities to un-delete later v] contains (my item)?> then\n add (my item) to [un delete these entities v]\n delete (item # of (my item) in [entities to un-delete later v]) of [entities to un-delete later v]\n end\n end\n change [scanner y v] by (-1)\nend\n\ndelete all of [loaded tiles v]\nif <(GAME MODE) = [1]> then\n Get Coordinates (PLAYER TILE)\n set [scanner y v] to ((targeted y) + ((LOADED CHUNK SIZE) / (2)))\n set [loaded chunk size v] to [19]\n Scan Tiles | Starting X ((targeted x) - ((LOADED CHUNK SIZE) / (2)))\nend\n\n@Enemies\n\nwhen flag clicked\nset [x v] to [100]\nset [y v] to [100]\nset [yv v] to [0]\nset [npc width v] to [20]\nset [npc height v] to [42]\nset [clone? v] to [0]\ndelete all of [entities to un-delete later v]\ndelete all of [un delete these entities v]\nswitch costume to (enemy1 v)\nhide\n\ndefine Get Tile | x: (x) y: (y)\nset [tile # v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\nset [tile type v] to (item (tile #) of [~current 𝗠𝗔𝗣~ v])\nif <((round ((y) / (TILE SIZE))) + (1)) > [0]> then\n if <<(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Individual]>> then\n set [touching level v] to [true]\n end\n if <<(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad]> and <not <(hitbox level) = [1]>>> then\n set [dead? v] to [1]\n end\nend\n\ndefine Discover if Touching Level\nset [touching level v] to [false]\nGet Tile | x: ((x) - ((npc width) / (2))) y: ((y) - ((npc height) / (2)))\nGet Tile | x: ((x) + ((npc width) / (2))) y: ((y) - ((npc height) / (2)))\n\ndefine Position\ngo to x: (((x) - (SCROLL X)) - (240)) y: (((y) - (SCROLL Y)) - (180))\n\ndefine Rise\nchange [yv v] by (-1)\nchange [y v] by (yv)\nchange [in air v] by (1)\nset [rise i v] to [0]\nDiscover if Touching Level\nif <(touching level) = [true]> then\n change [y v] by ((-1) * (yv))\n if <(yv) < [1]> then\n set [in air v] to [0]\n end\n Discover if Touching Level\n set [yv v] to [0]\nend\n\ndefine Change X by: (x)\nchange [x v] by (x)\nDiscover if Touching Level\nif <(touching level) = [true]> then\n set [xv v] to [0]\n change [x v] by ((-1) * (x))\n if <(in air) < [2]> then\n set [yv v] to [9]\n end\n Discover if Touching Level\nend\n\ndefine Controls\nGet Coordinates (PLAYER TILE)\nif <<(targeted y) > ((round ((y) / (TILE SIZE))) + (2))> and <([in air v] of [player v]) < [2]>> then\n if <(in air) < [4]> then\n change [yv v] by (4.5)\n end\nend\nif <(targeted x) < ((round ((x) / (TILE SIZE))) - (0))> then\n change [xv v] by (-1)\n set [move type v] to [3]\nelse\n if <(targeted x) > ((round ((x) / (TILE SIZE))) + (0))> then\n change [xv v] by (1)\n set [move type v] to [0]\n else\n Assign random movements\n end\nend\n\nif <not <[loaded tiles v] contains (my item)?>> then\n add (my item) to [entities to un-delete later v]\n delete this clone\nend\n\nUn Delete Entities\n\nwhen [space v] key pressed\n\nif <(clone?) = [0]> then\n set [x v] to ([x v] of [player v])\n set [y v] to ([y v] of [player v])\n set [my item v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\n create clone of (_myself_ v)\nend\n\ndefine Assign random movements\nchange [i v] by (1)\nif <(i) > [40]> then\n set [i v] to [0]\n set [move type v] to (pick random (1) to (3))\nend\nif <(move type) = [1]> then\n change [xv v] by (-1)\nelse\n if <(move type) = [2]> then\n change [xv v] by (1)\n else\n change [xv v] by (0)\n end\nend\n\ndefine Get Coordinates (item number)\nset [targeted x v] to (round ((item number) / (MAP HEIGHT)))\nset [targeted y v] to ((item number) - ((MAP HEIGHT) * (round ((item number) / (MAP HEIGHT)))))\n\ndefine Set Correct Costume\nswitch costume to (enemy1 v)\n\nwhen I start as a clone\nset [i v] to [41]\nAssign random movements\nset [clone? v] to [1]\nSet Correct Costume\n\ndefine Un Delete Entities\nrepeat (length of [un delete these entities v])\n Get Coordinates (item (1) of [un delete these entities v])\n set [x v] to ((targeted x) * (TILE SIZE))\n set [y v] to (((targeted y) - (1)) * (TILE SIZE))\n create clone of (_myself_ v)\n delete (1) of [un delete these entities v]\nend\n\nchange [animation frame v] by (0.25)\nif <(animation frame) > [4]> then\n set [animation frame v] to [1]\nend\nif <([abs v] of (xv) ) > [1]> then\n switch costume to (animation frame)\nend\n\nadd (my item) to [entities to un-delete later v]\n\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\nset [my item v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\nadd (my item) to [entities to un-delete later v]\ncreate clone of (_myself_ v)\n\nwhen I receive [pre animate v]\nif <(clone?) = [1]> then\n set [my item v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\n Get Coordinates (PLAYER TILE)\n Change X by: (xv)\n set [xv v] to ((xv) * (0.7))\n Rise\n set [my item v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\n add (my item) to [entity tiles v]\n Controls\nend\n\nwhen I receive [tick v]\nif <(clone?) = [1]> then\n hide\n if <(round (xv)) > [0]> then\n point in direction (90)\n end\n if <(round (xv)) < [0]> then\n point in direction (-90)\n end\n go to [front v] layer\n go [backward v] ((ENTITIES ONSCREEN) + (5)) layers\n Position\n Set Correct Costume\n show\n change [entities onscreen v] by (1)\nelse\n hide\nend\n\n@fps\n\nwhen I receive [pre animate v]\nchange [fps count v] by (1)\nif <(timer) > [1]> then\n set [fps v] to (fps count)\n set [fps count v] to [0]\n reset timer\nend\n\n@Characters\n\n@INTRO\n\nwhen flag clicked\nwait (0.6) seconds\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to [front v] layer\nclear graphic effects\nswitch costume to (costume1 v)\nwait (0.08) seconds\nswitch costume to (costume6 v)\nwait (0.06) seconds\nswitch costume to (costume7 v)\nwait (0.07) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume3 v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nrepeat (5)\n change [brightness v] effect by (25)\nend\nrepeat (5)\n change [brightness v] effect by (-20)\nend\nswitch costume to (costume5 v)\nwait (3.5) seconds\nbroadcast (MAIN MENU v)\nrepeat (5)\n change [brightness v] effect by (25)\nend\nhide\n\nwhen flag clicked\nplay sound [lion guard karaoke v] until done\n\n
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advanced platformer engine
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@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (tick v)\nend\n\ndefine engine; speed: (speed) friction: (friction) jump height: (jump) gravity: (gravity) jumps: (jumps)\nset rotation style [left-right v]\npoint in direction (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>)\nif <key (left arrow v) pressed?> then\n change [xv v] by ((speed) * (-1))\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (speed)\nend\nset [xv v] to ((xv) * (friction))\nchange x by (xv)\nif <touching (sprite2 v)?> then\n repeat until <not <touching (sprite2 v)?>>\n change x by (((xv) / ([abs v] of (xv) )) * (-1))\n end\n set [xv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <(jumps) > [0]>> then\n if <not <(up_pressed?) = [true]>> then\n set [up_pressed? v] to [true]\n set [yv v] to (jump)\n change [jumps v] by (-1)\n end\nelse\n set [up_pressed? v] to [false]\nend\nif <touching (sprite2 v)?> then\n set [jumps v] to ((jumps) - (1))\n if <key (up arrow v) pressed?> then\n if <not <(up_pressed?) = [true]>> then\n set [up_pressed? v] to [true]\n set [yv v] to (jump)\n change [jumps v] by (-1)\n end\n end\nelse\n change x by ((direction) * (-1))\n if <touching (sprite2 v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to ((jump) / (1.5))\n set [xv v] to ((9) * (direction))\n end\n end\n change x by (direction)\nend\nchange y by (yv)\nchange [yv v] by ((gravity) * (-1))\nif <touching (sprite2 v)?> then\n repeat until <not <touching (sprite2 v)?>>\n change y by (((yv) / ([abs v] of (yv) )) * (-1))\n end\n set [yv v] to [0]\nend\n\nwhen I receive [tick v]\nengine; speed: [1.5] friction: [0.84] jump height: [12] gravity: [1] jumps: [3]\n\n@Sprite2\n\n
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you can adjust speed, friction, gravity, jump height and also how many jumps you can do when you are in the air\n\nFeel free to use this engine for your games just give credit to me
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GLACIER - a platformer
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@Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (1 v)\nshow\ngo to x: (-208) y: (-70)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change x by ((X) * (-1))\n change y by (-4)\n end\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#ffffff)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-208) y: (-70)\n change [level v] by (1)\n end\n if <(y position) < [-178]> then\n go to x: (-208) y: (-70)\n hide\n wait (0.3) seconds\n show\n wait (0.3) seconds\n hide\n wait (0.3) seconds\n show\n end\n if <touching color (#818181)?> then\n go to x: (-208) y: (-70)\n hide\n wait (0.3) seconds\n show\n wait (0.3) seconds\n hide\n wait (0.3) seconds\n show\n end\nend\n\nwhen [t v] key pressed\ngo to (mouse-pointer v)\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen [b v] key pressed\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [die v]\n\nwhen I start as a clone\n\nwhen I receive [skip v]\ngo to x: (-208) y: (-70)\n\n@Screen_Shot_2021-07-24_at_10\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-250) to (250)) y: (190)\nset size to (pick random (25) to (60)) %\nset [brightness v] effect to (size)\nset [ghost v] effect to (pick random (50) to (160))\nshow\nglide (((100) - (size)) / (10)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\n@Heart\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nshow\n\n@Heart2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nshow\n\n@Detector\n\nwhen flag clicked\nhide\nset [favourite___ v] to [0]\nset [love__ 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 <<(Love__) = [1]> and <(Favourite___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nplay sound [Tada v] until done\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [love__ 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 [love__ 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 [favourite___ v] to [0]\n forever\n set [favourite v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [favourite___ v] to [1]\n end\n end\nend\n\n@Button2\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [end v]\nhide\n\nwhen this sprite clicked\nnext backdrop\nchange [level v] by (1)\nbroadcast (SKIP v)\n\n@Screen Shot 2021-08-20 at 3\n\nhide\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
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Glacier 2: https://scratch.mit.edu/projects/578451560/\n\nEntered in @htmlrocks1's awesome contest\n\nArrow keys to move\nAvoid spikes and holes. \nSpace to change colour.\nTo wall jump press up and right at the same time
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Quick a 3D platformer #games #all #pen #3D #platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Masked Heroes - Vexento v] until done\n wait (1) seconds\nend\n\n@Blank\n\n@Blank \n\n@Blank \n\n@Blank \n\n@Blank \n\n@GAME\n\ndefine Line from point (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Line from 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)\nLine from point ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nLine from point - 2 ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nLine from point (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nLine from point - 2 (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nLine from point (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nLine from 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 screen x ((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 go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\n set pen size to (9)\nend\n\ndefine screen x (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 Go to x: (x) y: (y) z: (z) with shift\ngo to x: ((view factor) * (((x) - (cam x)) / ((z) - (cam z)))) y: ((view factor) * (((y) - (cam y)) / ((z) - (cam z))))\n\ndefine Calculate side\nset [sin x v] to ([sin v] of (rot X) )\nset [cos x v] to ([cos v] of (rot X) )\nset [sin y v] to ([sin v] of (rot Y) )\nset [cos y v] to ([cos v] of (rot Y) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [chance v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Line from point ((x1) + (((x2) - (x1)) * (chance))) ((y1) + (((y2) - (y1)) * (chance))) (near plane)\n else\n if <(z2) < (near plane)> then\n Line from point - 2 ((x1) + (((x2) - (x1)) * (chance))) ((y1) + (((y2) - (y1)) * (chance))) (near plane)\n end\n end\nend\n\ndefine XY Clipping\nset [motion v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n screen x (240) ((y1) + (((240) - (x1)) * (motion)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n screen x ((x1) + (((180) - (y1)) / (motion))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n screen x (-240) ((y1) + (((-240) - (x1)) * (motion)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n screen x ((x1) + (((-180) - (y1)) / (motion))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (motion)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (motion))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (motion)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (motion))) (-180)\nend\n\ndefine Cube at (x) (y) (z) with size (size)\nDraw Line ((x) + (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) - (size)) ((z) + (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) - (size)) ((z) + (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) + (size)) ((z) + (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) + (size)) ((z) + (size))\nDraw Line ((x) + (size)) ((y) + (size)) ((z) - (size)) to ((x) + (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) - (size)) to ((x) - (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) - (size)) to ((x) - (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) - (size)) to ((x) + (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) + (size)) to ((x) + (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) + (size)) to ((x) - (size)) ((y) + (size)) ((z) - (size))\n\ndefine start\nLevel type\nPhysics\n\ndefine Level type\ndelete all of [x1 v]\ndelete all of [x2 v]\ndelete all of [y1 v]\ndelete all of [y2 v]\ndelete all of [z1 v]\ndelete all of [z2 v]\ndelete all of [type v]\nif <(setup) = [easy]> then\n if <(level) = [0]> then\n if <not <(COLLECTED) = [1]>> then\n Tile at [60] [120] [180] with size [5] type [c]\n end\n Tile at [60] [0] [60] with size [30] type [g]\n Tile at [60] [0] [120] with size [30] type [g]\n Tile at [60] [0] [180] with size [30] type [g]\n Tile at [60] [0] [240] with size [30] type [b]\n Tile at [60] [0] [360] with size [30] type [g]\n Tile at [60] [0] [420] with size [30] type [l]\n Tile at [60] [0] [480] with size [30] type [g]\n Tile at [60] [0] [540] with size [30] type [g]\n Tile at [60] [0] [600] with size [30] type [f]\n set pen color to (#000000)\n Cube at (player x) (player y) (player z) with size [5]\n else\n if <(level) = [1]> then\n Tile at [60] [0] [60] with size [30] type [g]\n Tile at [0] [] [60] with size [30] type [g]\n Tile at [-60] [] [60] with size [30] type [g]\n Tile at [-120] [0] [60] with size [30] type [g]\n Tile at [-120] [0] [120] with size [30] type [g]\n Tile at [-120] [0] [180] with size [30] type [g]\n Tile at [-120] [0] [240] with size [30] type [g]\n Tile at [60] [] [120] with size [30] type [g]\n Tile at [60] [] [180] with size [30] type [g]\n Tile at [-60] [] [180] with size [30] type [l]\n Tile at [-60] [] [120] with size [30] type [l]\n Tile at [0] [] [120] with size [30] type [l]\n Tile at [0] [] [180] with size [30] type [l]\n Tile at [60] [] [240] with size [30] type [g]\n Tile at [-60] [] [240] with size [30] type [l]\n Tile at [0] [] [240] with size [30] type [g]\n Tile at [60] [] [420] with size [30] type [g]\n Tile at [-120] [] [300] with size [30] type [g]\n Tile at [-120] [] [360] with size [30] type [g]\n Tile at [-120] [] [420] with size [30] type [g]\n Tile at [-60] [] [420] with size [30] type [g]\n Tile at [0] [] [420] with size [30] type [l]\n Tile at [0] [] [480] with size [30] type [g]\n Tile at [0] [] [540] with size [30] type [g]\n Tile at [60] [] [600] with size [30] type [g]\n Tile at [60] [] [660] with size [30] type [f]\n if <not <(COLLECTED) = [1]>> then\n Tile at [-9] [60] [240] with size [5] type [c]\n end\n set pen color to (#000000)\n Cube at (player x) (player y) (player z) with size [5]\n else\n if <(level) = [2]> then\n if <not <(COLLECTED) = [1]>> then\n Tile at [60] [120] [240] with size [5] type [c]\n end\n Tile at [60] [0] [60] with size [30] type [g]\n Tile at [0] [0] [60] with size [30] type [g]\n Tile at [0] [60] [60] with size [30] type [g]\n Tile at [120] [60] [60] with size [30] type [g]\n Tile at [120] [] [60] with size [30] type [g]\n Tile at [120] [120] [60] with size [30] type [g]\n Tile at [] [120] [60] with size [30] type [g]\n Tile at [60] [180] [60] with size [30] type [l]\n Tile at [60] [0] [60] with size [30] type [g]\n Tile at [60] [0] [120] with size [30] type [g]\n Tile at [60] [0] [180] with size [30] type [g]\n Tile at [60] [0] [240] with size [30] type [g]\n Tile at [60] [0] [300] with size [30] type [l]\n Tile at [60] [0] [360] with size [30] type [b]\n Tile at [60] [0] [420] with size [30] type [l]\n Tile at [60] [0] [480] with size [30] type [l]\n Tile at [60] [0] [540] with size [30] type [f]\n set pen color to (#000000)\n Cube at (player x) (player y) (player z) with size [5]\n else\n if <(level) = [3]> then\n if <not <(COLLECTED) = [1]>> then\n Tile at [50] [120] [200] with size [5] type [c]\n end\n Tile at [60] [0] ((moving platformer x) + (120)) with size [30] type [m]\n Tile at [60] [0] ((moving platformer x) + (60)) with size [30] type [l]\n Tile at [60] [0] [60] with size [30] type [g]\n Tile at [60] [0] [600] with size [30] type [g]\n Tile at [60] [0] ((moving platformer x) + (680)) with size [30] type [m]\n Tile at [60] [0] ((moving platformer x) + (640)) with size [20] type [l]\n Tile at [60] [0] [1100] with size [30] type [f]\n set pen color to (#000000)\n Cube at (player x) (player y) (player z) with size [5]\n else\n broadcast (Win v) and wait\n set [win v] to [y]\n stop [this script v]\n end\n end\n end\n end\nelse\n if <(level) = [0]> then\n if <not <(COLLECTED) = [1]>> then\n Tile at [60] [0] [180] with size [5] type [c]\n end\n Tile at [60] [120] [120] with size [30] type [l]\n Tile at [60] [0] [60] with size [30] type [g]\n Tile at [60] [-60] [180] with size [30] type [g]\n Tile at [60] [-60] [120] with size [30] type [l]\n Tile at [0] [-60] [220] with size [10] type [l]\n Tile at [20] [-60] [220] with size [10] type [l]\n Tile at [40] [-60] [220] with size [10] type [l]\n Tile at [60] [-60] [220] with size [10] type [l]\n Tile at [80] [-60] [220] with size [10] type [l]\n Tile at [100] [-60] [220] with size [10] type [l]\n Tile at [60] [0] [260] with size [30] type [g]\n Tile at [60] [0] [360] with size [30] type [f]\n set pen color to (#000000)\n Cube at (player x) (player y) (player z) with size [5]\n else\n if <(level) = [1]> then\n Tile at [60] [0] ((moving platformer x) + (120)) with size [30] type [m]\n Tile at [60] [0] ((moving platformer x) + (60)) with size [30] type [l]\n Tile at [60] [0] [60] with size [30] type [g]\n Tile at [60] [0] [600] with size [30] type [g]\n Tile at [60] [0] ((moving platformer x) + (680)) with size [30] type [m]\n Tile at [60] [0] ((moving platformer x) + (640)) with size [20] type [l]\n if <not <(COLLECTED) = [1]>> then\n Tile at [50] [120] [200] with size [5] type [c]\n end\n Tile at [60] [0] [1100] with size [30] type [f]\n set pen color to (#000000)\n Cube at (player x) (player y) (player z) with size [5]\n else\n if <(level) = [2]> then\n if <not <(COLLECTED) = [1]>> then\n set [collected v] to [1]\n end\n Tile at [60] [0] [60] with size [30] type [g]\n Tile at [60] [-60] [120] with size [30] type [g]\n Tile at [60] [-120] [180] with size [30] type [g]\n Tile at [60] [-180] [240] with size [30] type [l]\n Tile at [60] [-120] [300] with size [30] type [g]\n Tile at [60] [-60] [100] with size [5] type [l]\n Tile at [60] [-120] [165] with size [5] type [l]\n Tile at [60] [-110] ((moving platformer x) + (300)) with size [30] type [l]\n Tile at [60] [-120] [360] with size [30] type [g]\n Tile at [60] ((moving platformer x) + (-110)) [360] with size [30] type [f]\n set pen color to (#000000)\n Cube at (player x) (player y) (player z) with size [5]\n else\n broadcast (Win v)\n end\n end\n end\nend\n\ndefine Physics\nchange [player y vel v] by (-1)\nif <key (left arrow v) pressed?> then\n change [roto r x v v] by (0.8)\nend\nif <key (right arrow v) pressed?> then\n change [roto r x v v] by (-0.8)\nend\nset [roto r x v v] to ((roto r x v) * (0.6))\nchange [rot y v] by (roto r x v)\nif <key (up arrow v) pressed?> then\n change [roto r y v v] by (0.8)\nend\nif <key (down arrow v) pressed?> then\n change [roto r y v v] by (-0.8)\nend\nset [roto r y v v] to ((roto r y v) * (0.6))\nchange [rot x v] by (roto r y v)\nif <key (a v) pressed?> then\n change [player x vel v] by (join [-] (movement speed))\nend\nif <key (d v) pressed?> then\n change [player x vel v] by (movement speed)\nend\nset [player x vel v] to ((player x vel) * (0.8))\nchange x\nif <key (w v) pressed?> then\n change [player z vel v] by (movement speed)\nend\nif <key (s v) pressed?> then\n change [player z vel v] by (join [-] (movement speed))\nend\nset [player z vel v] to ((player z vel) * (0.8))\nchange z\nchange [player y v] by (-2)\nCollision\nif <<key (space v) pressed?> and <(in air) = [1]>> then\n set [player y vel v] to [12]\nend\nCollision\nif <(bounce) = [1]> then\n set [player y vel v] to [16]\n set [bounce v] to [0]\nend\nchange [player y v] by (2)\nchange y\nif <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (down arrow v) pressed?>>>> then\n change [cam x v] by ((((player x) + (((sin Y) * (cos X)) * (150))) - (cam x)) / (10))\n change [cam y v] by ((((player y) + ((sin X) * (-150))) - (cam y)) / (10))\nend\nchange [cam z v] by ((((player z) + (((cos Y) * (cos X)) * (-150))) - (cam z)) / (10))\nif <(player y) < [-70]> then\n set [die v] to [die]\nend\nif <(Danger) = [1]> then\n broadcast (dead v)\n erase all\n set [die v] to [die]\nend\n\ndefine Collision\nset [helper v] to [0]\nset [in air v] to [0]\nset [danger v] to [0]\nrepeat (length of [x1 v])\n change [helper v] by (1)\n if <((player x) + (player s)) > (item (helper) of [x1 v])> then\n if <((player x) - (player s)) < (item (helper) of [x2 v])> then\n if <((player y) - (player s)) < (item (helper) of [y1 v])> then\n if <((player y) + (player s)) > (item (helper) of [y2 v])> then\n if <((player z) - (player s)) < (item (helper) of [z1 v])> then\n if <((player z) + (player s)) > (item (helper) of [z2 v])> then\n if <(item (helper) of [type v]) = [g]> then\n set [in air v] to [1]\n else\n if <(item (helper) of [type v]) = [b]> then\n set [bounce v] to [1]\n else\n if <(item (helper) of [type v]) = [f]> then\n if <(COLLECTED) = [1]> then\n set [finish line v] to [1]\n broadcast (message1 v)\n else\n set [danger v] to [1]\n end\n else\n if <(item (helper) of [type v]) = [m]> then\n set [in air v] to [1]\n else\n if <(item (helper) of [type v]) = [c]> then\n change [collected v] by (1)\n delete (helper) of [type v]\n else\n set [danger v] to [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Tile at (x) (y) (z) with size (size) type (type)\nif <(type) = [g]> then\n set pen size to (5)\n set pen color to (#d06e00)\nelse\n if <(type) = [l]> then\n set pen size to (5)\n set pen color to (#ff0000)\n else\n if <(type) = [f]> then\n set pen size to (5)\n set pen color to (#4cff00)\n else\n if <(type) = [m]> then\n set pen size to (5)\n set pen color to (#ffffff)\n else\n if <(type) = [c]> then\n set pen size to (5)\n set pen color to (#ffcf00)\n else\n set pen color to (#ffcf00)\n end\n end\n end\n end\nend\nCalculate side\nDraw Line ((x) + (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) - (size)) ((z) + (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) - (size)) ((z) + (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) + (size)) ((z) + (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) + (size)) ((z) + (size))\nDraw Line ((x) + (size)) ((y) + (size)) ((z) - (size)) to ((x) + (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) - (size)) to ((x) - (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) - (size)) to ((x) - (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) - (size)) to ((x) + (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) + (size)) ((z) + (size)) to ((x) + (size)) ((y) + (size)) ((z) - (size))\nDraw Line ((x) + (size)) ((y) - (size)) ((z) + (size)) to ((x) + (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) - (size)) ((z) + (size)) to ((x) - (size)) ((y) - (size)) ((z) - (size))\nDraw Line ((x) - (size)) ((y) + (size)) ((z) + (size)) to ((x) - (size)) ((y) + (size)) ((z) - (size))\nadd ((x) - (size)) to [x1 v]\nadd ((x) + (size)) to [x2 v]\nadd ((y) + (size)) to [y1 v]\nadd ((y) - (size)) to [y2 v]\nadd ((z) + (size)) to [z1 v]\nadd ((z) - (size)) to [z2 v]\nadd (type) to [type v]\n\ndefine change y\nchange [player y v] by (round (player y vel))\nCollision\nif <(in air) = [1]> then\n repeat until <not <(in air) = [1]>>\n Collision\n if <(player y vel) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n end\n end\n set [player y vel v] to [0]\n change [player y v] by (-1)\nend\n\ndefine change x\nchange [player x v] by (round (player x vel))\nCollision\nif <(in air) = [1]> then\n change [player y v] by (12)\n Collision\n if <not <(in air) = [1]>> then\n stop [this script v]\n end\n change [player y v] by (-12)\n Collision\n if <(in air) = [1]> then\n repeat until <not <(in air) = [1]>>\n Collision\n if <(player x vel) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n end\n if <(player x vel) > [0]> then\n change [player x v] by (1)\n else\n change [player x v] by (-1)\n end\n set [player x vel v] to [0]\n end\nend\n\ndefine change z\nchange [player z v] by (round (player z vel))\nCollision\nif <(in air) = [1]> then\n change [player y v] by (12)\n Collision\n if <not <(in air) = [1]>> then\n stop [this script v]\n end\n change [player y v] by (-12)\n Collision\n if <(in air) = [1]> then\n repeat until <not <(in air) = [1]>>\n Collision\n if <(player z vel) > [0]> then\n change [player z v] by (-1)\n else\n change [player z v] by (1)\n end\n end\n if <(player z vel) > [0]> then\n change [player z v] by (1)\n else\n change [player z v] by (-1)\n end\n set [player z vel v] to [0]\n end\nend\n\ndefine Reset\nset [player y vel v] to [0]\nset [player x vel v] to [0]\nset [player x v] to [60]\nset [player y v] to [50]\nset [player z v] to [60]\nset [view factor v] to [300]\nset [cam x v] to [60]\nset [cam y v] to [50]\nset [cam z v] to [-140]\nset [rot x v] to [3]\nset [rot y v] to [355]\nset [danger v] to [0]\nset [bounce v] to [0]\nset [moving platformer x v] to [0]\nset [help x v] to [0]\nset [x pos v] to [0]\n\ndefine death\nset [die v] to []\n\nwhen I receive [message1 v]\nchange [level v] by (1)\nset [collected v] to [0]\n\nwhen flag clicked\nset [level v] to [0]\nwait until <(level) = [1]>\nset [player x v] to [60]\nset [player y v] to [55]\nset [player z v] to [60]\n\nwhen flag clicked\nswitch costume to (size hack small v)\nset size to (100) %\n\nwhen flag clicked\nerase all\nset [collected v] to [0]\n\nwhen flag clicked\nforever\n if <(help x) = [0]> then\n repeat until <(x pos) > [200]>\n change [moving platformer x v] by (2)\n change [x pos v] by (1)\n end\n set [help x v] to [1]\n else\n repeat until <[1] > (x pos)>\n change [moving platformer x v] by (-2)\n change [x pos v] by (-1)\n end\n set [help x v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n Reset\n repeat until <(die) > []>\n erase all\n start\n end\n death\nend\n\ndefine Render letter (letter) Position? (x) (y) Size (s)\ngo to x: (x) y: (y)\nset pen size to ((4) * (s))\nif <[a] = (letter)> then\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: ((y position) - ((20) * (s)))\n go to x: (((-2) * (s)) + (x position)) y: (((7) * (s)) + (y position))\n change x by ((-5) * (s))\n pen up\nend\nif <[b] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change y by ((9) * (s))\n change x by ((-10) * (s))\n change y by ((2) * (s))\n change x by ((7) * (s))\n change y by ((9) * (s))\n change x by ((-7) * (s))\n pen up\nend\nif <[c] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[d] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((8) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-8) * (s))\n pen up\nend\nif <[e] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[f] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[g] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((7) * (s))\n change y by ((5) * (s))\n change x by ((-2) * (s))\n change x by ((4) * (s))\n change x by ((-2) * (s))\n change y by ((-5) * (s))\n change x by ((-7) * (s))\n change y by ((20) * (s))\n change x by ((7) * (s))\n pen up\nend\nif <[h] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[i] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((-20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n pen up\nend\nif <[j] = (letter)> then\n pen down\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((20) * (s))\n change x by ((-5) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[k] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[l] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[m] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n change y by ((-20) * (s))\n pen up\nend\nif <[n] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n change y by ((20) * (s))\n pen up\nend\nif <[o] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[p] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[q] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: ((2) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: ((2) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: ((-2) + (x position)) y: ((-5) + (y position))\n change x by ((-6) * (s))\n go to x: ((-2) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((6) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[r] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change y by ((-3) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-11) * (s)) + (y position))\n pen up\nend\nif <[s] = (letter)> then\n pen down\n change y by ((2) * (s))\n change y by ((-2) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((-2) * (s))\n change y by ((2) * (s))\n pen up\nend\nif <[t] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[u] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((15) * (s))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-15) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-5) * (s))\n pen up\nend\nif <[v] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[w] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[x] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n pen up\n change x by ((-10) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[y] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[z] = (letter)> then\n pen down\n change x by ((10) * (s))\n go to x: (((-10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n change x by ((10) * (s))\n pen up\nend\nif <[0] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-20) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[1] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n go to x: (((-5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[2] = (letter)> then\n pen down\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[3] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[4] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n pen up\nend\nif <[5] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[6] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n pen up\nend\nif <[7] = (letter)> then\n change y by ((20) * (s))\n pen down\n change x by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[8] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-10) * (s))\n pen up\nend\nif <[9] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n pen up\nend\n\ndefine Word (word) Position? (x) (y) size: (s)\nset [start x v] to (x)\nset [start y v] to (y)\nset [letter v] to [0]\nrepeat (length of (word))\n change [letter v] by (1)\n Render letter (letter (Letter) of (word)) Position? (Start x) (Start y) Size (s)\n change [start x v] by ((15) * (s))\nend\n\nwhen I receive [nc v]\n\nwhen flag clicked\nbroadcast (flag clicked v)\n\nwhen flag clicked\nset [win v] to [n]\nset [timer v] to [0]\n\nwhen I receive [start v]\nreset timer\nerase all\nforever\n if <(win) = [n]> then\n Word (round (timer)) Position? [-225] [150] size: [1]\n end\nend\n\nwhen I receive [win v]\nerase all\nstop [other scripts in sprite v]\nset [timer v] to (round (timer))\nif <(setup) = [easy]> then\n if <(timer) < (☁ HighScore - Easy 1st)> then\n set [☁ highscore - easy 1st v] to (timer)\n set [i of username v] to [0]\n set [☁ highscore username easy - 1 v] to []\n repeat until <(i of username) = (length of (username))>\n change [i of username v] by (1)\n set [i of username2 v] to [0]\n repeat until <(letter (i of username) of (username)) = (letter (i of username2) of (symbol index))>\n change [i of username2 v] by (1)\n end\n if <(length of (i of username2)) = [1]> then\n set [i of username2 v] to (join [0] (i of username2))\n end\n set [☁ highscore username easy - 1 v] to (join (☁ Highscore Username Easy - 1) (i of username2))\n end\n else\n set pen color to (#ff0000)\n Word [Yay you won!] Position? [-150] [100] size: [2]\n set pen color to (#ffd000)\n Word (join [Your time ] (timer)) Position? [-150] [0] size: [1.5]\n set pen color to (#1dff00)\n Word [Click the green flag to play again] Position? [-225] [-100] size: [0.9]\n end\nelse\n if <(timer) < (☁ HighScore - Hard 1st)> then\n set [☁ highscore - hard 1st v] to (timer)\n set [i of username v] to [0]\n set [☁ highscore username hard - 1 v] to []\n repeat until <(i of username) = (length of (username))>\n change [i of username v] by (1)\n set [i of username2 v] to [0]\n repeat until <(letter (i of username) of (username)) = (letter (i of username2) of (symbol index))>\n change [i of username2 v] by (1)\n end\n if <(length of (i of username2)) = [1]> then\n set [i of username2 v] to (join [0] (i of username2))\n end\n set [☁ highscore username hard - 1 v] to (join (☁ Highscore Username Hard - 1) (i of username2))\n end\n else\n set pen color to (#ff0000)\n Word [Yay you won!] Position? [-150] [100] size: [2]\n set pen color to (#ffd000)\n Word (join [Your time ] (timer)) Position? [-150] [0] size: [1.5]\n set pen color to (#1dff00)\n Word [Click the green flag to play again] Position? [-225] [-100] size: [0.9]\n end\nend\nset pen color to (#ff0000)\nWord [Yay you won!] Position? [-150] [100] size: [2]\nset pen color to (#ffd000)\nWord (join [Your time ] (timer)) Position? [-150] [0] size: [1.5]\nset pen color to (#1dff00)\nWord [Click the green flag to play again] Position? [-225] [-100] size: [0.9]\n\nbroadcast (Win v)\n\nwhen I receive [highscore v]\nstop [other scripts in sprite v]\nerase all\nset pen color to (#ffd000)\nWord [easy] Position? [-175] [50] size: [2]\npen up\ndraw [-210] [40] to [-30] [40]\npen up\nWord [1st ] Position? [-150] [-5] size: [1.5]\npen up\nWord (join [Time ] (☁ HighScore - Easy 1st)) Position? [-200] [-60] size: [1.5]\npen up\nDecode\npen up\nWord (join [By ] [ElectroBolt]) Position? [-200] [-120] size: [1]\nset pen color to (#ff0000)\npen up\nWord [hard] Position? [60] [50] size: [2]\npen up\ndraw [210] [40] to [30] [40]\npen up\nWord [1st ] Position? [80] [-5] size: [1.5]\npen up\nWord (join [Time ] (☁ HighScore - Hard 1st)) Position? [30] [-60] size: [1.5]\npen up\nDecode\npen up\nWord (join [By ] [ElectroBolt]) Position? [30] [-120] size: [1]\nset pen color to (#ffffff)\nWord [Back] Position? [170] [-170] size: [1]\n\ndefine draw (x) (y) to (x1) (y1)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x1) y: (y1)\n\nwhen flag clicked\nset [symbol index v] to [abcdefghijklmnopqrstuvwxwz0123456789-=\;',./!@#$%^&*\(\)_+{}|:"<>?`~§]\n\nset [☁ highscore - hard 1st v] to [200]\n\ndefine Decode\nset [i of username v] to [0]\nset [decode v] to []\nrepeat until <(i of username) = (length of (☁ Highscore Username Easy - 1))>\n change [i of username v] by (2)\n set [decode v] to (join (letter ((i of username) - (☁ Highscore Username Easy - 1)) of (letter (i of username) of (☁ Highscore Username Easy - 1))) (symbol index))\nend\n\nwhen I receive [flag clicked v]\nforever\n if <(setup) = [n]> then\n erase all\n set pen color to (#000000)\n Word [play] Position? [-100] [-40] size: [3.5]\n set pen color to (#65ff00)\n Word [quick a 3d platformer] Position? [-218] [100] size: [1.4]\n set pen color to (#ffd000)\n Word [Highscore] Position? [-125] [-150] size: [2]\n else\n if <(setup) = [y]> then\n erase all\n set pen color to (#000000)\n Word [play] Position? [-95] [-35] size: [3.3]\n set pen color to (#65ff00)\n Word [quick a 3d platformer] Position? [-218] [100] size: [1.4]\n set pen color to (#ffd000)\n Word [Highscore] Position? [-125] [-150] size: [2]\n else\n if <(setup) = [g]> then\n erase all\n set pen color to (#65ff00)\n Word [choose the difficulty] Position? [-215] [100] size: [1.4]\n set pen color to (#ffd000)\n Word [easy] Position? [-50] [0] size: [2]\n set pen color to (#ff0000)\n Word [hard] Position? [-50] [-75] size: [2]\n end\n end\n end\nend\n\n@SCREEN\n\nwhen I receive [dead v]\nswitch costume to (costume1 v)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nhide variable [movement speed v]\n\n@MOUSE\n\nwhen flag clicked\nset [setup v] to [n]\nshow\nset [ghost v] effect to (100)\nforever\n if <touching color (#000000)?> then\n set [setup v] to [y]\n if <<touching color (#000000)?> and <mouse down?>> then\n set [setup v] to [g]\n stop [this script v]\n end\n else\n if <<touching color (#ffd000)?> and <mouse down?>> then\n broadcast (Highscore v)\n if <<touching color (#ffffff)?> and <mouse down?>> then\n broadcast (flag clicked v)\n end\n else\n set [setup v] to [n]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n if <(setup) = [g]> then\n if <<touching color (#ffd000)?> and <mouse down?>> then\n erase all\n set [movement speed v] to [2]\n set [setup v] to [easy]\n broadcast (start v)\n else\n if <<touching color (#ff0000)?> and <mouse down?>> then\n erase all\n set [movement speed v] to [0.5]\n set [setup v] to [hard]\n broadcast (start v)\n end\n end\n end\nend\n\nwhen I receive [highscore v]\nforever\n if <<touching color (#ffffff)?> and <mouse down?>> then\n broadcast (flag clicked v)\n end\nend\n\n@TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n
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Ladies and Gentlemen, Boys and Girls, after a long time of continuous hard work, I present you my first 3D platformer!\n========================================\nInstructions - \n1) W,A,S,D to move\n2) Arrow keys to change your view - keep bird eye view\n3) Space to jump\n4) Brown is land\n5) Red is lava (stay away from it)\n6) Big yellow is trampoline\n7) Tiny yellows are coins (You must collect the coins to \n finish the level )\n8) White is moving platform \n9) Touch green to go to the next level\n10) Love, Fav and follow me xD\n\nCan you beat the game in both modes?
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platformer 〜in the mountain〜「プラットフォーマー 〜山の中で〜」
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@Stage\n\nwhen flag clicked\nforever\n play sound [Guitar Chords1 v] until done\nend\n\n@キャラ\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to [-200]\nset [視点y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (90)\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [x v] by (-1)\nend\nset [x v] to ((x) * (0.88))\nchange x by (x)\nrepeat (15)\n if <touching (やま v)?> then\n change y by (1)\n end\nend\nif <touching (やま v)?> then\n change y by (-15)\n 位置補正x (() - ((x) / ([abs v] of (x) ))) ([ceiling v] of ([abs v] of (x) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [y v] to [12]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (やま v)?> then\n 位置補正y (() - ((y) / ([abs v] of (y) ))) ([ceiling v] of ([abs v] of (y) ) )\nend\nchange y by (-1.1)\nif <<touching (やま v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [y v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\nif <(x position) > [70]> then\n set x to (70)\nend\nif <(x position) < [-60]> then\n set x to (-60)\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (視点y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [視点y v] by ([floor v] of (((Y) - (視点y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (視点y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(x) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (やま 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 (やま v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(y) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (やま 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 (やま v)?>>)))\nset [y v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to (復活x)\nset [視点y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen flag clicked\nshow\nset size to (75) %\npoint in direction (90)\nforever\n set [登ったm v] to ((Y) + (66))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen [timer v] > (time)\nhide\n\n@背景\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\ngo to [back v] layer\nswitch costume to (なし 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 (なし 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) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [100] [0] [1]\nステージ配置 [800] [300] [2]\nステージ配置 [1500] [400] [3]\nステージ配置 [2000] [700] [4]\nステージ配置 [2500] [1000] [5]\nステージ配置 [3000] [1000] [6]\nステージ配置 [3500] [1166] [7]\nステージ配置 [3840] [1492] [8]\nステージ配置 [4960] [1685] [9]\nステージ配置 [5460] [1929] [10]\nステージ配置 [5940] [1929] [11]\nステージ配置 [6600] [2217] [12]\nswitch costume to (なし v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (なし 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 (なし 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) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1175) - (視点x)) ((340) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1175]\n set [復活y v] to [340]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\n@やま\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [300] [3]\nステージ配置 [1440] [410] [4]\nステージ配置 [1920] [406] [5]\nステージ配置 [2400] [703] [6]\nステージ配置 [2880] [1000] [7]\nステージ配置 [3360] [1166] [8]\nステージ配置 [3840] [1456] [9]\nステージ配置 [4500] [1456] [10]\nステージ配置 [4980] [1685] [11]\nステージ配置 [5460] [1920] [12]\nステージ配置 [5940] [1920] [13]\nステージ配置 [6420] [1920] [14]\nステージ配置 [6900] [2217] [15]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (なし 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 (なし 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) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((2600) - (視点x)) ((933) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [2600]\n set [復活y v] to [933]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\n@チェックポイント3\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((4650) - (視点x)) ((1685) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [4650]\n set [復活y v] to [1685]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [time v] to (timer)\n point in direction (90)\nend\n\nwhen [timer v] > (time)\nif <(クリア) = [0]> then\n start sound [Rip v]\n switch costume to (5f170688-5dd1-4402-9629-dfcdeeb1a815 v)\n show\n go to x: (480) y: (-180)\n go to [front v] layer\n glide (0.5) secs to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + ([cos v] of ((timer) * (300)) ))\n end\nelse\n stop all sounds\n start sound [Cheer v]\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set size to (1) %\n repeat (20)\n change size by (5)\n end\n wait until <not <mouse down?>>\n wait until <mouse down?>\n hide\n start sound [Rip v]\n switch costume to (5f170688-5dd1-4402-9629-dfcdeeb1a815 v)\n show\n go to x: (480) y: (-180)\n go to [front v] layer\n glide (0.5) secs to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + ([cos v] of ((timer) * (300)) ))\n end\nend\n\n@ゴール\n\nwhen flag clicked\nset [クリア v] to [0]\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((6700) - (視点x)) ((2117) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n broadcast (クリア v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [クリア v]\nset [クリア v] to [1]\nstop [all v]\n\n
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日本語説明は下です↓(読んだ方が得です)\n\nThis game is a scroll platformer.\nIt can be operated with the arrow keys, WASD key, and tap. Please enjoy the game.\n\nこのゲームはスクロールプラットフォーマーです。\n矢印キー、WASDキー、タップで操作できます。\nクリアを目指して頑張って下さい。\n\n
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Platformer(:
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@Stage\n\n@Figur1\n\nwhen I start as a clone\nswitch costume to (kostüm3 v)\nset [ghost v] effect to (0)\nset size to (20) %\nrepeat (5)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (-200) y: (70)\nset [level v] to [1]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\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 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 (level 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 (level v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13.5]\n end\n change y by (1)\n if <(x position) > [236]> then\n go to x: (-200) y: (70)\n broadcast (nächstesLevel v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nif <<touching (spikes v)?> or <<touching (\[danger\]//5 v)?> or <<(y position) < [-178]> or <<touching (\[danger\]//4 v)?> or <touching (spike v)?>>>>> then\n go to x: (-225) y: (200)\nend\n\nwhen I receive [player1tot v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n play sound [Avicii - Levels v] until done\nend\n\n@Level\n\nwhen I receive [nächsteslevel v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen flag clicked\nerase all\nShadow\nOutline\n\ndefine Shadow\n\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nclear graphic effects\nchange y by (10)\n\ndefine Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nclear graphic effects\n\nwhen I receive [nächsteslevel v]\nerase all\nShadow\nOutline\n\n@Spikes\n\nwhen flag clicked\nforever\n Playerberührt?\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n show\n switch costume to (kostüm1 v)\n go to x: (38) y: (30)\n end\n if <(Level) = [3]> then\n show\n switch costume to (kostüm2 v)\n go to x: (38) y: (30)\n end\n if <(Level) = [4]> then\n show\n switch costume to (kostüm3 v)\n go to x: (38) y: (30)\n end\n if <(Level) = [5]> then\n switch costume to (empty v)\n end\n if <(Level) = [6]> then\n show\n switch costume to (kostüm4 v)\n go to x: (38) y: (30)\n end\n if <(Level) = [7]> then\n switch costume to (empty v)\n broadcast (Level7bösefigur v)\n end\n if <(Level) = [8]> then\n show\n switch costume to (kostüm5 v)\n go to x: (38) y: (30)\n end\n if <(Level) = [9]> then\n show\n switch costume to (kostüm6 v)\n go to x: (38) y: (30)\n end\n if <(Level) = [10]> then\n switch costume to (empty v)\n end\nend\n\ndefine Playerberührt?\nif <touching (figur1 v)?> then\n broadcast (Player1tot v)\nend\n\ndefine Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nclear graphic effects\nchange y by (10)\n\nwhen I receive [nächsteslevel v]\nif <not <(costume [number v]) = [5]>> then\n wait (0.1) seconds\n Shadow\n Outline\nend\n\nwhen flag clicked\nerase all\nShadow\nOutline\n\ndefine Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nerase all\n\nbroadcast (nächstesLevel v)\n\n@[Danger]//1\n\nwhen flag clicked\nhide\nforever\n Playerberührt?\n if <(Level) = [5]> then\n show\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\ndefine Playerberührt?\nif <touching (figur1 v)?> then\n broadcast (Player1tot v)\nend\n\n@[Danger]//2\n\nwhen flag clicked\nset [postition änderung böse figur v] to [-200]\nhide\nset size to (100) %\nforever\n if <(Level) = [6]> then\n wait (0.2) seconds\n go to x: (40) y: (-203)\n show\n repeat until <<touching (figur1 v)?> or <(Level) = [7]>>\n repeat (30)\n change y by (7)\n end\n repeat (30)\n change y by (-7)\n end\n end\n if <touching (figur1 v)?> then\n broadcast (Player1tot v)\n end\n end\n if <(Level) = [7]> then\n go to x: (-150) y: (-240)\n show\n repeat until <<touching (figur1 v)?> or <(Level) = [8]>>\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\n if <touching (figur1 v)?> then\n broadcast (Player1tot v)\n end\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nhide\ngo to x: (-114) y: (-225)\n\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: ((x position) + (Postition änderung Böse Figur)) y: (y position)\nchange [postition änderung böse figur v] by (50)\nrepeat until <touching (figur1 v)?>\n repeat (20)\n change y by (15)\n end\n repeat (20)\n change y by (-15)\n end\nend\nif <touching (figur1 v)?> then\n broadcast (Player1tot v)\nend\n\nchange [level v] by (1)\nbroadcast (nächstesLevel v)\n\nstamp\n\nrepeat (3)\nend\n\nbroadcast (Level7bösefigur v)\n\nwhen I receive [level7bösefigur v]\n\nset [level v] to [7]\n\nhide\n\ndefine Playertouching?\nif <touching (figur1 v)?> then\n broadcast (Player1tot v)\nend\n\nwhen flag clicked\nforever\n Playertouching?\nend\n\n@[Danger]//3\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <(Level) = [7]> then\n wait (0.5) seconds\n go to x: (-70) y: (-240)\n show\n repeat until <<touching (figur1 v)?> or <(Level) = [8]>>\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\n if <touching (figur1 v)?> then\n broadcast (Player1tot v)\n end\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nhide\ngo to x: (-114) y: (-225)\n\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nchange [level v] by (1)\nbroadcast (nächstesLevel v)\n\nstamp\n\nrepeat (3)\nend\n\nbroadcast (Level7bösefigur v)\n\nwhen I receive [level7bösefigur v]\n\nset [level v] to [7]\n\nhide\n\n@[Danger]//4\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <(Level) = [7]> then\n wait (0.7) seconds\n go to x: (10) y: (-240)\n show\n repeat until <<touching (figur1 v)?> or <(Level) = [8]>>\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\n if <touching (figur1 v)?> then\n broadcast (Player1tot v)\n end\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nhide\ngo to x: (-114) y: (-225)\n\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nchange [level v] by (1)\nbroadcast (nächstesLevel v)\n\nstamp\n\nrepeat (3)\nend\n\nbroadcast (Level7bösefigur v)\n\nwhen I receive [level7bösefigur v]\n\nset [level v] to [7]\n\nhide\n\n@[Danger]//5\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <(Level) = [7]> then\n wait (0.8) seconds\n go to x: (90) y: (-240)\n show\n repeat until <<touching (figur1 v)?> or <(Level) = [8]>>\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\n if <touching (figur1 v)?> then\n broadcast (Player1tot v)\n end\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nhide\ngo to x: (-114) y: (-225)\n\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nchange [level v] by (1)\nbroadcast (nächstesLevel v)\n\nstamp\n\nrepeat (3)\nend\n\nbroadcast (Level7bösefigur v)\n\nwhen I receive [level7bösefigur v]\n\nset [level v] to [7]\n\nhide\n\n@[Danger]//6\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <(Level) = [7]> then\n wait (0.9) seconds\n go to x: (170) y: (-240)\n show\n repeat until <<touching (figur1 v)?> or <(Level) = [8]>>\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\n if <touching (figur1 v)?> then\n broadcast (Player1tot v)\n end\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nhide\ngo to x: (-114) y: (-225)\n\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nchange [level v] by (1)\nbroadcast (nächstesLevel v)\n\nstamp\n\nrepeat (3)\nend\n\nbroadcast (Level7bösefigur v)\n\nwhen I receive [level7bösefigur v]\n\nset [level v] to [7]\n\nhide\n\n@[Danger]//7\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <(Level) = [7]> then\n wait (1) seconds\n go to x: (250) y: (-240)\n show\n repeat until <<touching (figur1 v)?> or <(Level) = [8]>>\n repeat (10)\n change y by (20)\n end\n repeat (10)\n change y by (-20)\n end\n end\n if <touching (figur1 v)?> then\n broadcast (Player1tot v)\n end\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nhide\ngo to x: (-114) y: (-225)\n\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nchange [level v] by (1)\nbroadcast (nächstesLevel v)\n\nstamp\n\nrepeat (3)\nend\n\nbroadcast (Level7bösefigur v)\n\nwhen I receive [level7bösefigur v]\n\nset [level v] to [7]\n\nhide\n\n
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...move with arrow keys.\n-------------------------------------------------------------------------\nPlease Like and follow me!\n-------------------------------------------------------------------------\n\n
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Minecraft Platformer (Part 2)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (14) seconds\nswitch backdrop to (backdrop2 v)\nforever\n\nwhen I receive [next v]\nnext backdrop\n\n@Sprite4\n\nwhen [z v] key pressed\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite8 v)?> then\n broadcast (next v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (15) seconds\nshow\nforever\n if <touching (sprite8 v)?> then\n say [Welcome to Minecraft Platformer but with new level and some upgade in project] for (1) seconds\n else\n say [Click Start To Play :\)] for (2) seconds\n end\n go to [front v] layer\nend\n\nwhen I receive [next v]\nhide\n\n@Sprite10\n\ndefine Movement\n\nwhen flag clicked\nforever\n go to (sprite8 v)\n if <not <key (any v) pressed?>> then\n switch costume to (arm4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <(costume [name v]) = [extra]> then\n switch costume to (arm4 v)\n end\n if <<key (down arrow v) pressed?> and <not <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (costume16 v)\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nhide\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen flag clicked\nforever\n if then\n point in direction (-90)\n next costume\n end\n if then\n point in direction (90)\n next costume\n end\n if <touching (sprite2 v)?> then\n set [touching ground? v] to [1]\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [xv v] by (-1)\n\nchange [xv v] by (1)\n\n\n\nstart sound (pick random (1) to (3))\n\nhide\nwait (0.1) seconds\nshow\n\nwhen I receive [oof v]\nswitch costume to (costume8 v)\nhide\nwait (0.2) seconds\nshow\n\nwhen flag clicked\nwait (15) seconds\nshow\nwait (1) seconds\nbroadcast (god v)\nbroadcast (god v)\nbroadcast (god v)\nbroadcast (god v)\n\nwhen flag clicked\nhide variable [☁ ngôn ngữ - language v]\nhide variable [☁ language v]\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-10)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n next costume\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n next costume\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n switch costume to (idle/jump v)\n if <[0] < (Xv)> 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 ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (sprite2 v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n switch costume to (idle/jump v)\n set [yv v] to [7]\n end\n change y by (1)\n if <touching (sprite7 v)?> then\n set [ghost v] effect to (0)\n start sound (pick random (1) to (3))\n broadcast (oof v)\n wait (0.1) seconds\n go to x: (-193) y: (-10)\n set [ghost v] effect to (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (sprite12 v)?> then\n set [touching ground? v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n else\n set [yv v] to [-2.5]\n end\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [x v] by (0.5)\n\nchange [x v] by (-0.5)\n\nif <(Xv) > [0]> then\n set [xv v] to [-5]\nelse\n set [xv v] to [5]\nend\nset [yv v] to [12]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nswitch costume to (costume15 v)\n\nshow\n\nwhen I receive [next v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [restart v]\ngo to x: (-193) y: (-10)\n\nchange [yv v] by (0.5)\n\nchange [yv v] by (-0.01)\n\nstart sound [recording1 v]\n\nwhen I receive [end end v]\nstop [other scripts in sprite v]\n\nturn right (15) degrees\n\nwhen I receive [god v]\ngo to x: (-193) y: (-10)\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (15) seconds\nshow\n\n@Sprite12\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nswitch costume to (costume8 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite11\n\nwhen flag clicked\nhide\nwait (15) seconds\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen [p v] key pressed\nbroadcast (restart v)\n\nwhen I receive [next v]\nswitch costume to (costume2 v)\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite14\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite8 v)?> then\n broadcast (end end v)\n else\n say [Wow!!!!]\n end\nend\n\nwhen I receive [end v]\nshow\n\nwhen I receive [end end v]\nsay []\nstop [other scripts in sprite v]\n\n@Sprite17\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end end v]\nshow\nrepeat (100)\n go to [front v] layer\n change [ghost v] effect by (-1)\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]\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 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 flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\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 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\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\ngo to [front v] layer\n\n
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[Move : Arrow Keys]\n[Play or Restart : P]\n----------------------------------------------------------------------------\n[Di chuyển : Phím mũi tên]\n[Chơi hoặc khởi động lại : P]
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Neon!! A Pen 3D Scrolling Platformer #Games#all#Trending
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@Stage\n\n@Note\n\n@3D\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\npen up\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 Calculate Trig Values (x) (y)\nset [sin x v] to ([sin v] of (y) )\nset [cos x v] to ([cos v] of (y) )\nset [sin y v] to ([sin v] of (x) )\nset [cos y v] to ([cos v] of (x) )\n\ndefine Turn and Move\nset [speed v] to [3]\nset [rot speed v] to [4]\nchange [rot x v] by ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (Rot Speed))\nchange [rot y v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (Rot Speed))\nif <[90] < (rot Y)> then\n set [rot y v] to [89]\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-89]\nend\nCalculate Trig Values (rot X) (rot Y)\nchange [zvel v] by (((<key (w v) pressed?> - <key (s v) pressed?>) * (cos Y)) * (Speed))\nchange [xvel v] by (((<key (s v) pressed?> - <key (w v) pressed?>) * (sin Y)) * (Speed))\nchange [zvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (sin Y)) * (Speed))\nchange [xvel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * (cos Y)) * (Speed))\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 <(Player y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(Player y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(Player Z) < ((item (i) of [cube z pos v]) - (100))>> and <not <(Player Z) > ((item (i) of [cube z pos v]) + (100))>>> and <<not <(Player x) < ((item (i) of [cube x pos v]) - (100))>> and <not <(Player x) > ((item (i) of [cube x pos v]) + (100))>>>>> then\n if <not <(item (i) of [platform type v]) = [Player]>> 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]) = [Bounce]> then\n set [y vel v] to [30]\n else\n if <(item (i) of [platform type v]) = [Water]> then\n set [y vel v] to ((Y vel) * (0.9))\n set [xvel v] to ((Xvel) * (0.5))\n set [zvel v] to ((Zvel) * (0.5))\n set [falling? v] to [0]\n else\n if <(item (i) of [platform type v]) = [End]> then\n set [touching end v] to [yes]\n change [level v] by (1)\n Reset\n end\n end\n end\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 [player y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [player z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [player 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\nif <(Person view) = [3]> then\n Set up 3rd person view cam (Player x) (Player y) (Player Z) [200] [200]\n Level design ((Player x) / (100)) (((Player y) - (10)) / (100)) ((Player Z) / (100)) [Player]\nelse\n Set Up First person view\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [falling? v] to [0]\n end\n 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 [player z v] by (-1)\n else\n change [player 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 [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [player x v] to [0]\nset [player y v] to [150]\nset [player z v] to [0]\nset [y vel v] to [0]\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 [1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [2] [0] [0] [Lava]\n Level design [3] [0] [0] [Bounce]\n Level design [3] [4] [0] [Bounce]\n Level design [7] [4] [0] [Platform]\n Level design [8] [4] [0] [Lava]\n Moving platform [9] [4] [0] to [9] [10] [0] Speed [20] Platform type [Platform]\n Level design [10] [10] [0] [End]\nend\nif <(Level) = [2]> then\n Level design [1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [2] [0] [0] [Lava]\n Level design [3] [0] [0] [Bounce]\n Level design [4] [0] [0] [Lava]\n Level design [5] [0] [0] [Lava]\n Level design [6] [0] [0] [Lava]\n Level design [7] [0] [0] [Platform]\n Moving platform [8] [0] [0] to [12] [0] [0] Speed [20] Platform type [Platform]\n Level design [13] [0] [0] [End]\nend\nif <(Level) = [3]> then\n Level design [1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [2] [0] [0] [Lava]\n Level design [3] [0] [0] [Platform]\n Level design [4] [0] [0] [Lava]\n Level design [5] [0] [0] [Lava]\n Level design [6] [0] [0] [Platform]\n Level design [7] [0] [0] [Platform]\n Level design [7] [0] [1] [Platform]\n Level design [7] [0] [2] [Platform]\n Level design [7] [0] [3] [Lava]\n Level design [7] [0] [4] [Lava]\n Level design [7] [0] [5] [Bounce]\n Level design [7] [0] [6] [Lava]\n Level design [7] [0] [7] [Lava]\n Level design [7] [0] [8] [Lava]\n Level design [7] [0] [9] [Lava]\n Level design [7] [0] [10] [Platform]\n Moving platform [8] [0] [10] to [12] [0] [10] Speed [20] Platform type [Platform]\n Level design [13] [0] [10] [End]\nend\nif <(Level) = [4]> then\n Level design [1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [2] [0] [0] [Lava]\n Level design [3] [0] [0] [Platform]\n Level design [4] [0] [0] [Lava]\n Level design [5] [0] [0] [Lava]\n Level design [6] [0] [0] [Platform]\n Level design [7] [0] [0] [Platform]\n Level design [7] [0] [1] [Platform]\n Level design [7] [0] [2] [Platform]\n Level design [7] [0] [3] [Lava]\n Level design [7] [0] [4] [Lava]\n Level design [7] [0] [5] [Bounce]\n Level design [7] [0] [6] [Lava]\n Level design [7] [0] [7] [Lava]\n Level design [7] [0] [8] [Lava]\n Level design [7] [0] [9] [Lava]\n Level design [7] [0] [10] [Platform]\n Moving platform [8] [0] [10] to [12] [0] [10] Speed [20] Platform type [Bounce]\n Moving platform [13] [0] [10] to [13] [10] [10] Speed [20] Platform type [Platform]\n Level design [14] [10] [10] [Platform]\n Level design [15] [10] [10] [Bounce]\n Moving platform [16] [11] [10] to [20] [11] [10] Speed [20] Platform type [Lava]\n Level design [16] [10] [10] [Platform]\n Level design [17] [10] [10] [Platform]\n Level design [18] [10] [10] [Platform]\n Level design [19] [10] [10] [Platform]\n Level design [20] [10] [10] [Platform]\n Level design [21] [10] [10] [End]\nend\nif <(Level) = [5]> then\n Level design [1] [0] [0] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [14] [10] [10] [Platform]\n Level design [15] [10] [10] [Platform]\n Level design [2] [0] [0] [Lava]\n Level design [3] [0] [0] [Platform]\n Level design [4] [0] [0] [Lava]\n Level design [5] [0] [0] [Lava]\n Level design [6] [0] [0] [Platform]\n Level design [7] [0] [0] [Platform]\n Level design [7] [0] [1] [Platform]\n Level design [7] [0] [2] [Platform]\n Level design [7] [0] [3] [Lava]\n Level design [7] [0] [4] [Lava]\n Level design [7] [0] [5] [Bounce]\n Level design [7] [0] [6] [Lava]\n Level design [7] [0] [7] [Lava]\n Level design [7] [0] [8] [Lava]\n Level design [7] [0] [9] [Lava]\n Level design [7] [0] [10] [Platform]\n Level design [7] [0] [-1] [Platform]\n Level design [7] [0] [-2] [Platform]\n Level design [7] [0] [-3] [Lava]\n Level design [7] [0] [-4] [Lava]\n Level design [7] [0] [-5] [Bounce]\n Level design [7] [0] [-6] [Lava]\n Level design [7] [0] [-7] [Lava]\n Level design [7] [0] [-8] [Lava]\n Level design [7] [0] [-9] [Lava]\n Level design [7] [0] [-10] [Platform]\n Level design [8] [0] [-10] [Platform]\n Level design [9] [0] [-10] [Platform]\n Level design [10] [0] [-10] [Bounce]\n Level design [11] [0] [-10] [Lava]\n Level design [12] [0] [-10] [Lava]\n Level design [13] [0] [-10] [Platform]\n Level design [14] [0] [-10] [Platform]\n Level design [14] [0] [-9] [Platform]\n Level design [14] [0] [-8] [Platform]\n Level design [14] [0] [-7] [Bounce]\n Level design [14] [0] [-6] [Lava]\n Level design [14] [0] [-5] [Lava]\n Level design [14] [0] [-4] [Platform]\n Moving platform [14] [0] [-4] to [14] [0] [-1] Speed [20] Platform type [Platform]\n Level design [7] [0] [10] [Platform]\n Level design [8] [0] [10] [Platform]\n Level design [9] [0] [10] [Platform]\n Level design [10] [0] [10] [Bounce]\n Level design [11] [0] [10] [Lava]\n Level design [12] [0] [10] [Lava]\n Level design [13] [0] [10] [Platform]\n Level design [14] [0] [10] [Platform]\n Level design [14] [0] [9] [Platform]\n Level design [14] [0] [8] [Platform]\n Level design [14] [0] [7] [Bounce]\n Level design [14] [0] [6] [Lava]\n Level design [14] [0] [5] [Lava]\n Level design [14] [0] [4] [Platform]\n Moving platform [14] [0] [4] to [14] [0] [1] Speed [20] Platform type [Platform]\n Level design [14] [0] [0] [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 Select color (item (ii) of [platform type v])\n Draw Filled Cube At (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v])\n end\nend\nDraw Crosshair\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 (#00ff08)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff0000)\n else\n if <(current platform type) = [Bounce]> then\n set pen color to (#ffe900)\n else\n if <(current platform type) = [End]> then\n set pen color to (#ff6e00)\n else\n if <(current platform type) = [Player]> then\n set pen color to (#00a9ff)\n end\n end\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 Moving platform (x1) (y1) (z1) to (x2) (y2) (z2) Speed (speed) Platform type (type)\nset [speed sin v] to (([sin v] of ((timer) * (speed)) ) + (1))\nLevel design (((((x2) - (x1)) / (2)) * (speed Sin)) + (x1)) (((((y2) - (y1)) / (2)) * (speed Sin)) + (y1)) (((((z2) - (z1)) / (2)) * (speed Sin)) + (z1)) (type)\n\ndefine Set up 3rd person view cam (player x) (player y) (player z) (distance) (height)\nset [cam x v] to ((player x) + (((distance) * (sin Y)) * (cos X)))\nset [cam z v] to ((player z) + ((((distance) * (-1)) * (cos Y)) * (cos X)))\nset [cam y v] to ((player y) + ((distance) * ((sin X) * (-1))))\n\ndefine Draw Filled Cube At (x) (y) (z)\nif <(cam z) < ((z) - (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(cam z) > ((z) + (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50))\nend\nif <(cam x) > ((x) + (50))> then\n Draw square| Insert the 2 corners ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(cam x) < ((x) - (50))> then\n Draw square| Insert the 2 corners ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(cam y) > ((y) + (50))> then\n Fill 3D Tri ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (50))\n Fill 3D Tri ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(cam y) < ((y) - (50))> then\n Fill 3D Tri ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50))\n Fill 3D Tri ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\n\ndefine Fill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nX Y Z Setup (x1) (y1) (z1)\nset [x1 v] to (X3)\nset [y1 v] to (Y3)\nset [z1 v] to (Z3)\nX Y Z Setup (x2) (y2) (z2)\nset [x2 v] to (X3)\nset [y2 v] to (Y3)\nset [z2 v] to (Z3)\nX Y Z Setup (x3) (y3) (z3)\nif <not <<(z1) < [1]> and <<(z2) < [1]> and <(Z3) < [1]>>>> then\n Z Clip\n set pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (6))\n Wire Frame\n change pen (brightness v) by (10)\nend\n\nfill ((FOV) * ((x1) / (z1))) ((FOV) * ((y1) / (z1))) ((FOV) * ((x2) / (z2))) ((FOV) * ((y2) / (z2))) ((FOV) * ((X3) / (Z3))) ((FOV) * ((Y3) / (Z3))) resolution: (1)\n\ndefine Set Point (x) (y) (z)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [z3 v] to (z)\n\ndefine X Y Z Setup (x) (y) (z)\nSet Point ((x) - (cam x)) [] ((z) - (cam z))\nSet Point (((Z3) * (sin Y)) + ((X3) * (cos Y))) ((y) - (cam y)) (((Z3) * (cos Y)) - ((X3) * (sin Y)))\nSet Point (X3) (((Y3) * (cos X)) - ((Z3) * (sin X))) (((Y3) * (sin X)) + ((Z3) * (cos X)))\n\ndefine Z Clip\nif <(z1) < [1]> then\n set [z1 v] to [1]\nend\nif <(z2) < [1]> then\n set [z2 v] to [1]\nend\nif <(Z3) < [1]> then\n set [z3 v] to [1]\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (Infinity) %\nswitch costume to (costume1 v)\nReset\nset [level v] to [1]\nforever\n if <(touching end) = [yes]> then\n change [level v] by (1)\n end\n erase all\n Turn and Move\n Level\nend\n\ndefine Set Up First person view\nset [cam x v] to (Player x)\nset [cam z v] to (Player Z)\nset [cam y v] to (Player y)\n\nwhen [1 v] key pressed\nset [person view v] to [1]\n\nwhen [3 v] key pressed\nset [person view v] to [3]\n\ndefine Draw Crosshair\nset pen size to (2)\nset pen color to (#ffffff)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\ngo to x: (0) y: (0)\ngo to x: (0) y: (-10)\ngo to x: (0) y: (10)\npen up\n\ndefine Draw square| Insert the 2 corners (x1) (y1) (z1) (x2) (y2) (z2)\nFill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x2) (y1) (z2)\nFill 3D Tri (x1) (y1) (z1) (x2) (y2) (z2) (x1) (y2) (z1)\n\ndefine Wire Frame\nset pen size to (5)\nchange pen (brightness v) by (-10)\ngo to x: ((FOV) * ((x1) / (z1))) y: ((FOV) * ((y1) / (z1)))\npen down\ngo to x: ((FOV) * ((x2) / (z2))) y: ((FOV) * ((y2) / (z2)))\ngo to x: ((FOV) * ((X3) / (Z3))) y: ((FOV) * ((Y3) / (Z3)))\ngo to x: ((FOV) * ((x1) / (z1))) y: ((FOV) * ((y1) / (z1)))\npen up\n\nLevel design [X] [Y] [Z] [Type]\n\nMoving platform [X1] [Y1] [Z1] to [X2] [Y2] [Z2] Speed [Speed] Platform type [Type]\n\nLevel design [X] [Y] [Z] [Platform]\nLevel design [X] [Y] [Z] [Lava]\nLevel design [X] [Y] [Z] [Bounce]\nLevel design [X] [Y] [Z] [Water]\nLevel design [X] [Y] [Z] [End]\n\nwhen flag clicked\nforever\n if <<(touching end) = [yes]> and <(Level) = [1]>> then\n set [level v] to [2]\n end\n if <<(touching end) = [yes]> and <(Level) = [2]>> then\n set [level v] to [3]\n end\n if <<(touching end) = [yes]> and <(Level) = [3]>> then\n set [level v] to [4]\n end\n if <<(touching end) = [yes]> and <(Level) = [4]>> then\n set [level v] to [5]\n end\n if <<(touching end) = [yes]> and <(Level) = [5]>> then\n end\nend\n\nset [level v] to [4]\n\nset [level v] to [4]\n\nbroadcast (Win v)\n\n@TN\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\n@You Win\n\nwhen flag clicked\nhide\nshow variable [level v]\n\nwhen I receive [win v]\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide variable [level v]\n show\n go to [front v] layer\n end\nend\n\n@Logo\n\n@Timer\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n repeat until <(Level) = [6]>\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\n
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Frictionless - A platformer
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@Stage\n\nwhen I receive [animation finished v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nhide variable [your time v]\nset [your time v] to []\nset [time v] to [0]\n\nwhen I receive [play 2 v]\nrepeat until <(Level) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(Time) < (☁ WR)> then\n set [☁ wr v] to (Time)\nend\nset [your time v] to (join (join [You finished the game in ] (join (Time) [ secs. World record is ])) (join (☁ WR) [ secs.]))\nwait (.3) seconds\nshow variable [your time v]\n\n@Love/Fav Detector\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nclear graphic effects\npoint in direction (pick random (-180) to (180))\nrepeat (50)\n switch costume to (pick random (2) to (3))\n move (5) steps\n change y by (-0.5)\n if <(direction) > [180]> then\n turn left (2.5) degrees\n end\n if <(direction) < [180]> then\n turn right (2.5) degrees\n end\n change [brightness v] effect by (1.5)\n change [ghost v] effect by (1.5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nwait (.5) seconds\nforever\n if <(touching) = [Love]> then\n wait (.2) seconds\n if <(touching) = [Love]> then\n change [love/favorite v] by (1)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [love/favorite v] to [0]\nforever\n if <(Love/Favorite) = [2]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (50)\n switch costume to (thank you! v)\n set [brightness v] effect to (100)\n set size to (500) %\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (-5)\n change size by (((185) - (size)) / (8))\n end\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n change size by (((385) - (size)) / (8))\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (.5) seconds\nforever\n if <(touching) = [Fav]> then\n wait (.2) seconds\n if <(touching) = [Fav]> then\n change [love/favorite v] by (1)\n stop [this script v]\n end\n end\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\nset [ghost v] effect to (100)\nforever\n set [touching v] to [none]\n Detect [Love] at [-201] [-220]\n Detect [Fav] at [-201] [-220]\nend\n\n@Intro\n\nwhen I start as a clone\nset [pfp v] to (pick random (75) to (100))\nset [js_ v] to (pick random (75) to (100))\nset [dir_js v] to (pick random (200) to (400))\nset [dir_pfp v] to (pick random (200) to (400))\nwait (3.6) seconds\nforever\n if <(Intro CloneID) = [1]> then\n point in direction ((pfp) + (([sin v] of ((timer) * (dir_pfp)) ) * (20)))\n else\n if <(Intro CloneID) = [2]> then\n point in direction ((JS_) + (([sin v] of ((timer) * (dir_JS)) ) * (20)))\n end\n end\nend\n\nwhen flag clicked\nforever\n set [mp v] to [1]\n wait (0.2) seconds\n set [mp v] to [0]\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nwait (3.6) seconds\nforever\n if <(mp) = [1]> then\n set [bounce? v] to ((((bounce?) * (0.65)) + ((((200) + ()) - (size)) * (0.3))) - (25))\n change size by (bounce?)\n else\n set [bounce? v] to ((((bounce?) * (0.6)) + ((((150) + ()) - (size)) * (0.3))) - (25))\n change size by (bounce?)\n end\nend\n\nwhen I receive [intro v]\nset [intro cloneid v] to [0]\nstart sound [Intro v]\nrepeat (3)\n change [intro cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nbroadcast (Intro v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\nif <(Intro CloneID) = [1]> then\n switch costume to (js v)\n go to x: (0) y: (200)\n repeat until <(y position) < [1]>\n change y by (((y position) * (.1)) * (-1))\n end\n wait (7.3) seconds\n delete this clone\nelse\n if <(Intro CloneID) = [2]> then\n switch costume to (js_coder v)\n go to x: (-300) y: (-100)\n repeat until <(x position) > [-1]>\n change x by (((x position) * (.1)) * (-1))\n end\n wait (7.3) seconds\n delete this clone\n else\n switch costume to (gren squar v)\n set [ghost v] effect to (100)\n wait (3.4) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\n wait (.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (4.8) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (.5) seconds\n broadcast (Animation Finished v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@Play button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-56)\ngo to [back v] layer\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Play v)\n\n@Instructions\n\nwhen flag clicked\nset [random variable2 v] to [0]\nset size to (250) %\nswitch costume to (costume1 v)\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-50) y: (-144)\ngo to [back v] layer\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen this sprite clicked\nif <not <(Random variable2) = [1]>> then\n start sound [menu001 v]\n broadcast (Instructions v)\nend\n\nwhen I receive [instructions v]\nset [random variable2 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\nset size to (250) %\nset [random variable2 v] to [0]\nswitch costume to (costume1 v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [back v]\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction (90)\nend\n\nwhen I start as a clone\nforever\n set size to (100) %\n point in direction (90)\n go to x: (-50) y: (0)\nend\n\nwhen I receive [cloud v]\nhide\n\n@Back\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (176) y: (145)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen I receive [costumes v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [instructions v]\nshow\n\nwhen I receive [cloud v]\nshow\n\n@Title\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (100)\nset [pixelate v] effect to (100)\ngo to [back v] layer\nhide\n\nwhen I receive [animation finished v]\nshow\nwait (.1) seconds\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\nforever\n set y to ((95) + (([sin v] of ((timer) * (275)) ) * (7)))\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [costumes v]\nhide\n\n@Cloud\n\nwhen flag clicked\nset [random variable1 v] to [0]\nswitch costume to (costume1 v)\nset size to (250) %\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (50) y: (-144)\ngo to [back v] layer\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Cloud v)\n\nwhen I receive [back v]\nset size to (250) %\ngo to x: (50) y: (-144)\nset [random variable1 v] to [0]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nset [random variable1 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nforever\n set size to (190) %\n point in direction (90)\nend\n\nwhen I receive [back v]\ndelete this clone\n\n@Mobile mode y/n\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nset [cloneid v] to [0]\nset [mobile mode y/n v] to []\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play v]\nwait (.1) seconds\nshow\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [mobile mode y/n v] to []\n\nwhen I start as a clone\nshow\nif <(CloneID) = [1]> then\n switch costume to (costume2 v)\n go to x: (50) y: (-65)\nelse\n switch costume to (costume3 v)\n go to x: (-50) y: (-65)\nend\n\nwhen I receive [play 2 v]\nhide\n\nwhen I receive [play 2 v]\ndelete this clone\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [y]\nelse\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [n]\nend\nstart sound [menu001 v]\nbroadcast (Play 2 v)\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@TB\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (costume1 v)\n go to [front v] layer\n show\nend\n\n@Costume selection\n\nwhen I receive [animation finished v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (109) y: (-56)\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Costumes v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\n@Arrow\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-62) y: (0)\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nif <(My variable) = [0]> then\n broadcast (Change costume -1 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [costumes selection v]) = [1]> then\n set [my variable v] to [1]\n set [ghost v] effect to (80)\n else\n set [my variable v] to [0]\n clear graphic effects\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Arrow2\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (62) y: (0)\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nif <(My variable 2) = [0]> then\n broadcast (Change costume +1 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [costumes selection v]) = [7]> then\n set [my variable 2 v] to [1]\n set [ghost v] effect to (80)\n else\n set [my variable 2 v] to [0]\n clear graphic effects\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Music to keep me happy while making this project\n\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@Music Selection\n\nwhen I receive [animation finished v]\nshow\n\nwhen flag clicked\nset [music v] to []\ngo to [back v] layer\nset volume to (100) %\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-109) y: (-56)\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Music v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [play 2 v]\nif <(MUSIC) = [1]> then\n forever\n play sound [Sandstorm v] until done\n end\nelse\n if <(MUSIC) = [2]> then\n forever\n play sound [Nebula v] until done\n end\n else\n if <(MUSIC) = [3]> then\n forever\n play sound [Modulation - on the move v] until done\n end\n else\n if <(MUSIC) = [4]> then\n forever\n play sound [TheFatRat - Time Lapse v] until done\n end\n else\n if <(MUSIC) = [5]> then\n forever\n play sound [Lights \[Dream Trance\] v] until done\n end\n else\n if <(MUSIC) = [6]> then\n forever\n play sound [Vicetone - United We Dance v] until done\n end\n else\n if <(MUSIC) = [7]> then\n forever\n play sound [Vexento - We Are One v] until done\n end\n else\n if <(MUSIC) = [8]> then\n forever\n play sound [Vexento - Pegasus v] until done\n end\n else\n if <(MUSIC) = [9]> then\n forever\n play sound [Vexento - Empty v] until done\n end\n else\n if <(MUSIC) = [10]> then\n forever\n play sound [Marshmello - Alone \(Official Music Video\).mp3 v] until done\n end\n else\n if <(MUSIC) = [11]> then\n play sound [??? v] until done\n forever\n play sound (pick random (1) to (9)) until done\n end\n else\n forever\n play sound (pick random (1) to (9)) until done\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [sound v]\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Costumes selection\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (200) %\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [change costume -1 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [change costume +1 v]\nnext costume\n\nwhen flag clicked\nforever\n set [costumes v] to (costume [number v])\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (11)\n switch costume to (costume [number v])\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [play v]\nswitch costume to (Costumes)\n\nwhen flag clicked\nwait (.001) seconds\nset [dying v] to [0]\nset size to (175) %\nclear graphic effects\nhide\nReset\n\nwhen I receive [play 2 v]\nshow\n\ndefine Reset\ngo to x: (-215) y: (-100)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [play 2 v]\nforever\n if <not <<(Dying) = [1]> or <(Transiton) = [1]>>> then\n if <(Mobile mode y/n) = [n]> then\n create clone of (_myself_ v)\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 change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (15)\n end\n end\n change y by (1)\n else\n create clone of (_myself_ v)\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [x v] by (1)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [x v] by (-1)\n end\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n change [y v] by (15)\n end\n end\n change y by (1)\n end\n end\nend\n\nwhen I receive [play 2 v]\nforever\n if <(Mobile mode y/n) = [n]> then\n if <<(x) > [0]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-3)\n else\n if <<(x) < [0]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (3)\n end\n end\n else\n if <<(x) > [0]> and <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-3)\n end\n if <<(x) < [0]> and <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (3)\n end\n end\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n Death\n end\nend\n\ndefine Death\nset [dying v] to [1]\nrepeat (25)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (4)\nend\nReset\nwait (.2) seconds\nrepeat (25)\n change [pixelate v] effect by (-2)\n change [ghost v] effect by (-4)\nend\nwait (.2) seconds\nset [dying v] to [0]\n\nwhen I receive [next v]\nReset\n\nchange y by (-1)\n\n@Level\n\nwhen flag clicked\nwait (.001) seconds\nset [level v] to [1]\nhide\n\nwhen I receive [play 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next v]\nchange [level v] by (1)\n\nchange [level v] by (-1)\n\n@Spikes\n\nwhen flag clicked\nwait (.001) seconds\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play 2 v]\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nchange [level v] by (-1)\n\n@Talks\n\nwhen flag clicked\nwait (.001) seconds\nhide\n\nwhen I receive [play 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Transition\n\nwhen flag clicked\nwait (.001) seconds\nset [transition clone id v] to [0]\nset [transiton v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play 2 v]\nforever\n if <not <(Level) = [11]>> then\n if <<([x position v] of [player v]) > [234]> and <(Transiton) = [0]>> then\n set [transiton v] to [1]\n repeat (2)\n change [transition clone id v] by (1)\n create clone of (_myself_ v)\n end\n wait (1.5) seconds\n broadcast (Next v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [front v] layer\nif <(Transition Clone ID) = [1]> then\n set x to (-320)\n switch costume to (costume1 v)\nelse\n set x to (320)\n switch costume to (costume2 v)\nend\nrepeat until <(round (x position)) = [0]>\n change x by ((x position) * ((.2) * (-1)))\nend\nwait (1) seconds\ndelete this clone\n\nwhen I receive [next v]\nshow\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [transition clone id v] to [0]\nset [transiton v] to [0]\n\n@(Un)mute button\n\nwhen flag clicked\nwait (.001) seconds\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play 2 v]\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\nforever\n go to x: (220) y: (-163)\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Sound v)\nnext costume\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (30)\ngo to [front v] layer\nif <<touching (instructions v)?> and <(Random variable2) = [0]>> then\n switch costume to (instructions v)\nelse\n if <<touching (cloud v)?> and <(Random variable1) = [0]>> then\n switch costume to (cloud v)\n else\n if <touching (play button v)?> then\n switch costume to (play v)\n else\n if <touching (costume selection v)?> then\n switch costume to (costumes selection v)\n else\n if <touching (music selection v)?> then\n switch costume to (music selection v)\n else\n if <touching (vexento - we are one v)?> then\n switch costume to (vexento - we are one v)\n else\n if <touching (back v)?> then\n switch costume to (back v)\n else\n if <touching (thefatrat - time lapse v)?> then\n switch costume to (thefatrat - time lapse v)\n else\n if <touching (mystery song v)?> then\n switch costume to (mystery song v)\n else\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (lights \[dream trance\] v)?> then\n switch costume to (lights \[tream trance\] v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (random v)?> then\n switch costume to (random v)\n else\n if <touching (modulation - on the move v)?> then\n switch costume to (modulation - on the move v)\n else\n if <touching (darude - sandstorm v)?> then\n switch costume to (darude - sandstorm v)\n else\n if <touching (nebula v)?> then\n switch costume to (nebula v)\n else\n if <touching (vicetone - united we dance v)?> then\n switch costume to (vicetone - united we dance v)\n else\n if <touching (marshmello - alone v)?> then\n switch costume to (marshmello - alone v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [paused v]\nrepeat until <(Paused? y/n) = [n]>\n go [forward v] (1) layers\n go to [front v] layer\nend\n\n@Darude - Sandstorm\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-200) y: (60)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [1]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Nebula\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-75) y: (60)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [2]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Modulation - On The Move\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (50) y: (60)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [3]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@TheFatRat - Time Lapse\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (175) y: (60)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [4]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Lights [Dream Trance]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-200) y: (-10)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [5]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Vicetone - United We Dance\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-75) y: (-10)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [6]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Vexento - We Are One\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (50) y: (-10)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [7]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Vexento - Pegasus\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (175) y: (-10)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [8]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Vexento - Empty\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-200) y: (-75)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [9]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Marshmello - Alone\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-75) y: (-75)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [10]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Mystery Song\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (50) y: (-75)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [11]\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Random\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (175) y: (-75)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to []\n\nwhen I receive [back v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@WR\n\nwhen flag clicked\nwait (.001) seconds\nhide\n\nwhen I receive [cloud v]\nwait (.3) seconds\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (250) %\n go to x: (((digits) * (30)) - (55)) y: (-12)\n if <(length of (☁ WR)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (☁ WR))\n end\nend\n\nwhen I receive [back v]\nhide\ndelete this clone\n\n@Fake Walls\n\nwhen flag clicked\nwait (.001) seconds\nhide\n\nwhen I receive [play 2 v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n change [ghost v] effect by (50)\n end\nend\n\n
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Moon phenomena - A 360° platformer
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@Stage\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch backdrop to (bühnenbild1 v)\n end\n if <(level) = [2]> then\n switch backdrop to (bühnenbild1 v)\n end\n if <(level) = [3]> then\n switch backdrop to (bühnenbild2 v)\n end\n if <(level) = [4]> then\n switch backdrop to (bühnenbild3 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Christina Perri - A Thousand Years Instrumental v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [level v] to [1]\ngo to (level v)\nset [life v] to [3]\nswitch costume to (kostüm2 v)\ngo to x: (2) y: (-48)\nforever\n if <touching (level up v)?> then\n broadcast (Level up v)\n change [level v] by (1)\n broadcast (Setup v)\n wait (1) seconds\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\n\nturn left (15) degrees\n\nwhen flag clicked\nforever\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\nend\n\nswitch costume to (kostüm2 v)\n\nset rotation style [left-right v]\n\nbroadcast (Level up v)\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nforever\n wait (pick random (1) to (4)) seconds\n switch costume to (kostüm3 v)\n wait (pick random (0.2) to (0.5)) seconds\n switch costume to (kostüm2 v)\nend\n\n@Level up\n\ndefine Set Size to (size)\nset size to (size) %\n\nwhen flag clicked\nshow\ngo to x: (20) y: (-227)\ngo to [front v] layer\nforever\n go to (level v)\n point in direction ([direction v] of [level v])\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\n\nforever\n if <(level) = [1]> then\n Set Size to [151]\n end\n if <(level) = [2]> then\n Set Size to [155]\n end\n if <(level) = [3]> then\n Set Size to [160]\n end\n if <(level) = [4]> then\n Set Size to [151]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n else\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n end\nend\n\n@Figur2\n\nwhen I receive [now v]\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.5) to (0.15)) seconds\nend\n\nwhen I start as a clone\nturn right (pick random (0) to (360)) degrees\ngo to (player v)\nchange x by ((-1) * (xv))\nset size to (pick random (5) to (20)) %\nshow\nset [yv v] to (pick random (0.5) to (2))\nforever\n change [yv v] by (-0.1)\n change y by (yv)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\ngo to x: (36) y: (28)\n\nset [xv v] to [0]\n\n@Figur6\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n turn right (pick random (1) to (2)) degrees\nend\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n set [ghost v] effect to ((20) - (size))\n if <(size) < [13]> then\n go to [back v] layer\n go [backward v] (30) layers\n set [ghost v] effect to (10)\n else\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\ngo to x: (-240) y: (pick random (-180) to (180))\nshow\nset size to (pick random (6) to (18)) %\nglide (pick random (9.5) to (18)) secs to x: (243) y: (y position)\ndelete this clone\n\n@Figur5\n\n@Level\n\nwhen flag clicked\nswitch costume to (spring3 v)\nset [reset v] to [false]\nbroadcast (Setup v)\nforever\n change [y v] by (1)\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [rotation v] by (-0.2)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [rotation v] by (0.2)\n end\n set [rotation v] to ((Rotation) * (0.82))\n turn right (Rotation) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((Rotation) * (-1)) degrees\n set [rotation v] to [0]\n end\n end\n end\n end\n end\n change y by (Y)\n if <touching (player v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n set [y v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [setup v]\nSet Size to [500]\nset [reset v] to [false]\nset [rotation v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (-304)\npoint in direction (90)\n\ndefine Set Size to (size)\nset size to (size) %\n\nwhen I receive [level up v]\nnext costume\n\nwhen flag clicked\nforever\n if <<color (#d7d93d) is touching (#0080f7)?> or <<color (#ff4747) is touching (#ff0000)?> or <color (#4783ff) is touching (#defcff)?>>> then\n change [life v] by (-1)\n end\n if <(Life) = [0]> then\n broadcast (over v)\n end\nend\n\nwait (1) seconds\n\nwhen flag clicked\n\nset [time v] to [250]\nforever\n wait (1) seconds\n change [time v] by (-1)\n if <(time) = [0]> then\n broadcast (over v)\n switch costume to (over v)\n stop [all v]\n end\n if <(costume [number v]) = [5]> then\n stop [this script v]\n end\nend\n\n@danger\n\nwhen I receive [setup v]\nforever\n change y by (1)\n if <touching (player v)?> then\n broadcast (Setup v)\n end\n change y by (-1)\nend\n\ndefine Set Size to (size)\nset size to (size) %\n\nwhen I receive [level up v]\nnext costume\n\nwhen flag clicked\nforever\n if <<color (#d7d93d) is touching (#0080f7)?> or <<color (#ff4747) is touching (#ff0000)?> or <color (#4783ff) is touching (#defcff)?>>> then\n change [life v] by (-1)\n end\n if <(Life) = [0]> then\n broadcast (over v)\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (spring3 v)\nshow\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (-304)\nforever\n go to (level v)\nend\n\nwhen flag clicked\n\nbroadcast (Level up v)\n\nset size to (100) %\n\nwhen flag clicked\n\nwhen I receive [level up v]\n\nforever\n if <(level) = [1]> then\n switch costume to (spring3 v)\n Set Size to [175]\n end\n if <(level) = [2]> then\n switch costume to (spring2 v)\n Set Size to [155]\n end\n if <(level) = [3]> then\n switch costume to (spring4 v)\n Set Size to [135]\n end\n if <(level) = [4]> then\n switch costume to (spring5 v)\n Set Size to [155]\n end\nend\n\nchange [level v] by (1)\n\nwhen I receive [setup v]\nforever\n point in direction ([direction v] of [level v])\nend\n\n@Figur3\n\nwhen flag clicked\ngo to x: (2) y: (166)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [imfo v]\nshow\nglide (1) secs to x: (2) y: (-4)\n\nwhen this sprite clicked\nglide (1) secs to x: (2) y: (166)\nhide\n\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [imfo v]\nforever\n if <(level) = [1]> then\n switch costume to (kostüm2 v)\n end\n if <(level) = [2]> then\n switch costume to (kostüm1 v)\n end\n if <(level) = [3]> then\n switch costume to (kostüm3 v)\n end\n if <(level) = [4]> then\n switch costume to (kostüm4 v)\n end\nend\n\n@Figur4\n\nwhen this sprite clicked\ngo to x: (31) y: (50)\nbroadcast (Imfo v)\n\n@Moon\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-1) y: (-8)\nforever\n set [ghost v] effect to (100)\nend\n\n
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Curated by @superscratch3112 Tysm :D\n---------------------------------------\nWelcome about my latest platformer! Moon phenomena!\n----------------------\n-Arrow Keys or tap to move\n- Level 1 = normal moon\n-Level 2 = Blood moon\n- Level 3 = Harvest moon\n- Level 4 = Snow moon\n- Click the questionmark to see information \n----------------------------------\nI really hope you enjoyed this :)\n-------------------------------------\n#all #games #platformer #mobile #moon #Art #music
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Blobber's Quest | A Platformer | #games #all #fun
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\nforever\n play sound [Catchy Song v] until done\nend\n\n@Platformer Engine\n\nwhen I receive [up v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nset size to (120) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (big v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (blobber v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (blobber2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#00a60b)?> or <<<touching color (#007c08)?> or <touching color (#cb8800)?>> or <touching color (#9c9c9c)?>>> then\n change y by (1)\n if <<touching color (#00a60b)?> or <<<touching color (#007c08)?> or <touching color (#cb8800)?>> or <touching color (#9c9c9c)?>>> then\n change y by (1)\n if <<touching color (#00a60b)?> or <<<touching color (#007c08)?> or <touching color (#cb8800)?>> or <touching color (#9c9c9c)?>>> then\n change y by (1)\n if <<touching color (#00a60b)?> or <<<touching color (#007c08)?> or <touching color (#cb8800)?>> or <touching color (#9c9c9c)?>>> then\n change y by (1)\n if <<touching color (#00a60b)?> or <<<touching color (#007c08)?> or <touching color (#cb8800)?>> or <touching color (#9c9c9c)?>>> then\n change y by (1)\n if <<touching color (#00a60b)?> or <<<touching color (#007c08)?> or <touching color (#cb8800)?>> or <touching color (#9c9c9c)?>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#00a60b)?> or <<<touching color (#007c08)?> or <touching color (#cb8800)?>> or <touching color (#9c9c9c)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#00a60b)?> or <<<touching color (#007c08)?> or <touching color (#cb8800)?>> or <touching color (#9c9c9c)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#800000)?>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (up v)\n end\n if <touching color (#ffdf10)?> then\n start sound [Big Boing v]\n set [yv v] to [18]\n end\n if <<(x position) > [-250]> and <(y position) < [-179]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (up v)\n end\n if <(x position) > [239]> then\n go to x: (-201) y: (-59)\n next backdrop\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n
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✦ BLOBBER'S QUEST ✦\n ✦ A Mobile Friendly Platformer ✦\n\nWelcome to BLOBBER'S QUEST!\nShouldn't be laggy... it was the INTRO!\nGeneric....?\nLike and fav if you enjoyed!! \n\n#8TH ON TRENDING!\nFollow me for more content!!\n\n ✦INSTRUCTIONS✦\n\n> W or up to jump\n> AD or left/right to move\n> Dodge spikes\n> Bounce on trampolines\n> DON'T DIE!\n\n#fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun\n#fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun\n#fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun\n#fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun\n#fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun\n#fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun\n#fun #fun #fun #fun #fun #blob #fun #fun #fun #fun #fun#fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun\n#fun #fun #fun #fun #fun #fun #fun #fun #fun #fun #fun\n\n\n\n\n\n\n \n\n\n\n\n\n\nWHAT?? \n\n
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Animals || a platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Instance v] until done\nend\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 if <(animal) = [3]> then\n set [yv v] to ((jump height) * (1.2))\n else\n set [yv v] to (jump height)\n end\n else\n set [yv v] to [0]\n end\nend\nswitch costume to (animal)\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\nset [animal v] to [2]\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\nwhen [z v] key pressed\nset [animal v] to [2]\n\nwhen [x v] key pressed\nset [animal v] to [3]\n\nwhen [c v] key pressed\nset [animal v] to [4]\n\nwhen flag clicked\nforever\n if <<(x position) > [-146]> and <<(animal) = [4]> and <(LEVEL) = [5]>>> then\n change [level v] by (1)\n stop [this script v]\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
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WASD or arrows to move\nYou will learn new moves as you beat more levels\n\n\n
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✌︎︎MOUNTAIN - A Scrolling Platformer
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@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (scroll x)) (join [, ] ((mouse y) + (scroll y))))\nshow variable [mouse v]\n\nwhen I receive [start project v]\nshow variable [collected v]\nshow variable [total coins in level v]\nforever\n play sound [no-copyright-music-lofi-type-beat-forest-royalty-free-vlog-music-prod-by-lukrembo2 v] until done\nend\n\nwhen flag clicked\nhide variable [total coins in level v]\nhide variable [collected v]\n\nwhen I receive [done v]\n\nwhen I receive [start project v]\nwait (5) seconds\nforever\n if <(level) = [4]> then\n hide variable [total coins in level v]\n hide variable [collected v]\n end\nend\n\n@Sprite1\n\n@collectibles\n\nchange [x v] by (360)\nchange [y v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [tic v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <touching (player2 v)?> then\n change [collected v] by (1)\n if <(Collected) = (Total coins in level)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [total coins in level v] to [0]\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: [313] y: [-32]\n clone at x: [429] y: [-32]\n clone at x: [728] y: [-95]\nelse\n if <(level) = [2]> then\n switch costume to (level 1-1 v)\n clone at x: [17] y: [176]\n clone at x: [152] y: [-76]\n clone at x: [569] y: [31]\n clone at x: [872] y: [46]\n clone at x: [-229] y: [-31]\n clone at x: [243] y: [109]\n clone at x: [525] y: [-115]\n clone at x: [1214] y: [-107]\n else\n if <(level) = [3]> then\n switch costume to (level 1-1 v)\n clone at x: [58] y: [188]\n clone at x: [108] y: [236]\n clone at x: [385] y: [274]\n clone at x: [872] y: [46]\n clone at x: [243] y: [333]\n clone at x: [350] y: [67]\n clone at x: [380] y: [7]\n clone at x: [1815] y: [-57]\n clone at x: [1236] y: [57]\n clone at x: [1543] y: [103]\n clone at x: [1776] y: [128]\n end\n end\nend\nset [x v] to [-99999]\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\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)\nchange [total coins in level v] by (1)\n\nwait (0.00000000000000000000000000000000000001) seconds\n\nnext costume\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\ngo to [front v] layer\n\n@platforms2\n\nwhen flag clicked\nhide\n\nwhen I receive [tic v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1-1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nelse\n if <(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 end\nend\n\nclone at x: [360] y: [0]\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start project v]\ngo to [front v] layer\n\n@Sprite2\n\nwhen I receive [done v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [start project v]\nwait (5) seconds\nforever\n if <(level) = [4]> then\n show\n switch costume to (costume1 v)\n go to [front v] layer\n end\nend\n\n@Intro :P\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [clone v] to [2]\nswitch costume to (rainiidays2 v)\ncreate clone of (_myself_ v)\nset [clone v] to [1]\nswitch costume to (rainiidays1 v)\ncreate clone of (_myself_ v)\nset [clone v] to [0]\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nrepeat until <key (k v) pressed?>\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\n switch costume to (rain1 v)\n wait (0.06) seconds\n switch costume to (rain1 2 v)\n wait (0.1) seconds\n switch costume to (rain2 v)\n wait (0.06) seconds\n switch costume to (rain2 2 v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (100)\n wait (10) seconds\n repeat (100)\n change [ghost v] effect by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [70]> or <(x position) < [-70]>> then\n set x to (0)\n end\n if <<(y position) > [70]> or <(y position) < [-70]>> then\n set y to (0)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Aesthetic Music for rainy days - Lofi \(NCM\) \(1\) v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n set size to (70) %\n wait (10.5) seconds\n repeat (50)\n change size by (1)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n go to [front v] layer\n wait (1) seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\n wait (15) seconds\n repeat (100)\n change [ghost v] effect by (-1)\n end\n wait (3) seconds\n broadcast (Start Project v)\nend\n\nwhen I receive [start project v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen [space v] key pressed\nbroadcast (Start Project v)\n\n@platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [tic v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1-1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2-1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n else\n if <(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]\n clone at x: [360] y: [0]\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <<(level) = [3]> and <<(Total coins in level) = (Collected)> and <touching (portal v)?>>> then\n broadcast (done v)\n end\nend\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\ngo to [front v] layer\n\n@obstacle\n\nwhen flag clicked\nhide\n\nwhen I receive [tic 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)\nelse\n if <(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 end\nend\n\nclone at x: [152] y: [-75]\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\ngo to [front v] layer\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [tic v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<touching (player2 v)?> and <(costume [number v]) = [2]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\ngo to [front v] layer\nset [collected v] to [0]\nset [total coins in level v] to [0]\nshow\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n go to [front v] layer\n switch costume to (closed v)\n clone at x: [897] y: [-16]\nelse\n if <(level) = [2]> then\n switch costume to (closed v)\n clone at x: [850] y: [-48]\n go to [front v] layer\n else\n if <(level) = [3]> then\n go to [front v] layer\n switch costume to (closed v)\n clone at x: [850] y: [-48]\n else\n clone at x: [240] y: [-44]\n end\n end\n clone at x: [240] y: [-44]\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\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)\nchange [x v] by (x)\nchange [y v] by (y)\n\nnext costume\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\ngo to x: (1061) y: (-44)\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\ngo to [front v] layer\n\n@player2\n\nwhen I receive [start project v]\nshow\nswitch costume to (costume1 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) > [50]>\n tic\n broadcast (tic v) and wait\n end\n if <(exit) = [win]> then\n game-win\n else\n game-die\n end\nend\n\nwhen flag clicked\nhide\n\ndefine game on\nclear graphic effects\nset size to (100) %\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sx 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]\nshow\n\ndefine tic\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n switch costume to (costume2 v)\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n switch costume to (costume1 v)\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nposition\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> 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\nchange player x by [8]\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 (obstacle 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\nset [scroll y v] to [0]\n\n@skins\n\nwhen flag clicked\nset [ghost v] effect to (20)\nhide\n\nwhen I receive [open skins v]\nshow\n\nwhen I receive [close skins v]\nhide\n\n@skins2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [skins? v] to [0]\nhide\n\nwhen this sprite clicked\nforever\n if <(skins?) = [0]> then\n switch costume to (costume2 v)\n broadcast (open skins v)\n else\n switch costume to (costume1 v)\n broadcast (close skins v)\n end\nend\n\nwhen I receive [start project v]\n\nshow\n\nshow variable [skins? v]\n\n@red skin\n\nwhen flag clicked\n\nforever\n go to (sprite2 v)\nend\n\n@platforms3\n\nwhen flag clicked\nhide\n\nwhen I receive [tic v]\nposition ((x) - ((scroll x) / (3))) ((y) - ((scroll y) / (3)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1-1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nelse\n if <(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 else\n if <(level) = [3]> then\n end\n end\nend\n\nswitch costume to (level 3-1 v)\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]\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n if <<(level) = [3]> and <<(Total coins in level) = (Collected)> and <touching (portal v)?>>> then\n broadcast (done v)\n end\nend\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\ngo to [front v] layer\n\nclone at x: [360] y: [0]\nclone at x: [360] y: [0]\n\nclone at x: [360] y: [0]\nclone at x: [360] y: [0]\n\n
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Hellllooooooo!\nHere’s my very first scrolling platformer! \nCollect every coin to move on to the next level! Arrow keys to move :)\nYeah I’m aware that it’s very buggy, if you can fix it please remix and show me how >-<\nI also need help with mobile friendly controls :c\n-----------------------------------------------------------------------\nP R E V I O U S: -The Pond-\nhttps://scratch.mit.edu/projects/552199040/
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Fossil Quest A Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Icon\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (220) y: (-163)\nset size to (90) %\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Embarkment v] until done\nend\n\nwhen [u v] key pressed\nset volume to (100) %\n\nwhen [m v] key pressed\nset volume to (0) %\n\n@Player\n\nwhen flag clicked\nset [area v] to [1]\nhide variable [area v]\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (player v)\nswitch backdrop to (blue sky 2 v)\ngo to x: (-147) y: (-74)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<<(mouse x) > (x position)> and <mouse down?>> or <key (d v) pressed?>>> then\n change [xv 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?>> or <key (a v) pressed?>>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<<(mouse y) > (y position)> and <mouse down?>> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<<(mouse y) > (y position)> and <mouse down?>> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<touching (danger v)?> or <(y position) < [-179]>> then\n go to x: (-180) y: (-20)\n end\n if <(x position) > [230]> then\n go to x: (-180) y: (-20)\n change [area v] by (1)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-147) y: (-74)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Area)\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Area)\nend\n\n@Light\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\nend\n\n@Cover\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@lag\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-207) y: (141)\nforever\n go to [back v] layer\nend\n\n
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Hello!\nI KNOW IT'S SHORT! Stop telling me.\nWelcome to Fossil Quest A Platformer.\nUse the arrow keys or mobile to move!\nDon't touch the spiky rocks or the lava!\nTry to find the lost fossils in the desert!\nPress R to restart!\nPress U to un mute and M to mute!\nThere are 7 levels!\nBye!
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♡┊sanrio platformer
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@Stage\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (firstly again... v)\nwait until <(costume [name v]) = [yessss]>\nbroadcast (we did it <3 v)\n\nwhen I receive [next level v]\nnext costume\n\n@pochacco\n\nwhen flag clicked\nshow\nswitch costume to (pochacco v)\ngo to x: (-193) y: (-83)\npoint in direction (90)\nset [x velocity v] to [0]\nset [y velocity 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 switch costume to (pochacco 2 v)\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 switch costume to (pochacco v)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow 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 (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (yv)\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <touching (chick v)?> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-193) y: (-83)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-193) y: (-83)\n end\n if <touching (enemies v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set [ghost v] effect to (0)\n go to x: (-193) y: (-83)\n if <touching (chick v)?> then\n broadcast (Next Level v) and wait\n go to x: (-193) y: (-83)\n end\n end\nend\n\n@chick\n\nwhen I receive [next level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [we did it <3 v]\nhide\n\nwhen flag clicked\nshow\n\n@enemies\n\nwhen flag clicked\nshow\nswitch costume to (firstly- v)\n\nwhen I receive [next level v]\nnext costume\n\n@text\n\nwhen flag clicked\nshow\nswitch costume to (firstly :'p v)\n\nwhen I receive [next level v]\nnext costume\n\n
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♡┊ᶜˡⁱᶜᵏ ꒰ ① ɴᴇᴡ ᴍᴇssᴀɢᴇ ꒱ ✧\n\n✁ yue ¦ july 27. ↴\n\n ─── ∙ ~εïз~ ∙ ───\n\n» just a trashy platformer for the sake of it becoz i haven't uploaded in a while\n\n☁︎ ⁿᵒᵗᵉˢ ¦\n\n» play in fullscreen ;;-;;\n» i'm sorry- this is so easy i just couldn't think of anything and platformers aren't my thing\n\n☏ ᵘᵖᵈᵃᵗᵉˢ ¦\n\n» nothing but i might be ia due to hw + more\n\n☾ ʳᵉᵐⁱⁿᵈᵉʳˢ ¦\n\n» if u liked pls leave a heart or star cuz this actually took a while :|\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nᵏᵉᵉᵖ ˢᶜʳᵒˡˡⁱⁿᵍ···\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n✈︎ credits ¦\n\n✎ ᶜᵒᵈⁱⁿᵍ |\n→ @.-totoromacaron- (i got it from one of theirs)\n\n✰ ⁱᵐᵃᵍᵉˢ |\n→ google/pinterest\n\n♬ ᵐᵘˢⁱᶜ |\n→ none ;) this is a silent platformer\n\n✄ ᵉᵈⁱᵗˢ |\n→ @.pctatocqkes\n\n☹︎┊ˡᵒᵍ ᵒᵘᵗ ♡ ʏᴜᴇ ɪs ʟᴏɢɢɪɴɢ ᴏғғ...
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Cat drawing a platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (pura v)\nwait (0.00000000000000000000000000000000000000000000000000000000000000000000000000001) seconds\nswitch backdrop to (背景1 v)\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (青2 v)\nerase all\npen up\nset pen color to (#73bbff)\nset pen size to (50)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nset voice to (tenor v)::tts\nset language to (en v)::tts\nsay [The background is lonely]\nspeak [The background is lonely]::tts\nsay [Alright, let's draw a platformer \(suddenly\)]\nspeak [Alright, let's draw a platformer ]::tts\nsay []\nbroadcast (ミュージックスタート v)\nswitch costume to (青 v)\nstart sound [筆 v]\nrepeat (32)\n pen down\n move (10) steps\nend\npoint in direction (-90)\nstart sound [筆 v]\nrepeat (50)\n pen down\n move (10) steps\nend\nrepeat (3)\n change y by (10)\nend\npoint in direction (90)\nstart sound [筆 v]\nrepeat (50)\n pen down\n move (10) steps\nend\nrepeat (3)\n change y by (10)\nend\npoint in direction (-90)\nstart sound [筆 v]\nrepeat (50)\n pen down\n move (10) steps\nend\nrepeat (3)\n change y by (10)\nend\npoint in direction (90)\nstart sound [筆 v]\nrepeat (50)\n pen down\n move (10) steps\nend\nrepeat (3)\n change y by (10)\nend\npoint in direction (-90)\nstart sound [筆 v]\nrepeat (50)\n pen down\n move (10) steps\nend\nrepeat (3)\n change y by (10)\nend\npoint in direction (90)\nstart sound [筆 v]\nrepeat (50)\n pen down\n move (10) steps\nend\nrepeat (3)\n change y by (10)\nend\npoint in direction (-90)\nstart sound [筆 v]\nrepeat (50)\n pen down\n move (10) steps\nend\nswitch costume to (青2 v)\npen up\npoint in direction (90)\nglide (1) secs to x: (-47) y: (-23)\npoint in direction (-90)\nglide (1) secs to x: (-237) y: (-45)\npoint in direction (90)\nswitch costume to (茶 v)\nstart sound [筆 v]\nset pen color to (#ab802c)\npen down\nstart sound [筆 v]\nrepeat (10)\n move (10) steps\nend\nrepeat (12)\n change y by (-10)\nend\nstart sound [筆 v]\nrepeat (10)\n move (-10) steps\nend\nrepeat (10)\n change y by (10)\nend\nstart sound [筆 v]\nrepeat (9)\n move (10) steps\nend\nrepeat (10)\n change y by (-10)\nend\nstart sound [筆 v]\nrepeat (8)\n move (-10) steps\nend\nrepeat (10)\n change y by (10)\nend\nstart sound [筆 v]\nrepeat (2)\n change y by (-10)\nend\nrepeat (8)\n move (10) steps\nend\nstart sound [筆 v]\nrepeat (5)\n change y by (-10)\nend\nrepeat (8)\n move (-10) steps\nend\nswitch costume to (茶2 v)\npoint in direction (90)\npen up\nglide (1) secs to x: (-115) y: (-183)\nset pen color to (#aa7f2b)\npen down\nstart sound [筆 v]\nswitch costume to (茶 v)\nrepeat (10)\n move (10) steps\nend\nrepeat (14)\n change y by (10)\nend\nstart sound [筆 v]\nglide (1) secs to x: (235) y: (-43)\nstart sound [筆 v]\nrepeat (14)\n change y by (-10)\nend\nstart sound [筆 v]\nglide (1) secs to x: (15) y: (-183)\nmove (10) steps\nrepeat (3)\n start sound [筆 v]\n repeat (11)\n change y by (10)\n end\n repeat (3)\n move (10) steps\n end\n start sound [筆 v]\n repeat (11)\n change y by (-10)\n end\n repeat (3)\n move (10) steps\n end\nend\nrepeat (11)\n change y by (10)\nend\npen up\nswitch costume to (茶2 v)\npoint in direction (-90)\nglide (1) secs to x: (-237) y: (-45)\npoint in direction (90)\nswitch costume to (黄緑 v)\nstart sound [筆 v]\nset pen color to (#0aad00)\npen down\nstart sound [筆 v]\nrepeat (10)\n move (10) steps\nend\nrepeat (10)\n change y by (-10)\nend\nstart sound [筆 v]\nrepeat (10)\n move (10) steps\nend\nrepeat (11)\n change y by (10)\nend\nstart sound [筆 v]\nglide (1) secs to x: (243) y: (-35)\nswitch costume to (黄緑2 v)\npen up\npoint in direction (-90)\nglide (1) secs to x: (-90) y: (-35)\npen down\nswitch costume to (青 v)\nset pen color to (#72bbff)\nstart sound [筆 v]\nrepeat (8)\n change y by (-10)\nend\nmove (-10) steps\nrepeat (9)\n change y by (10)\nend\nrepeat (3)\n move (5) steps\nend\nswitch costume to (青2 v)\npen up\nglide (1) secs to x: (-85) y: (-115)\nswitch costume to (赤 v)\nstart sound [筆 v]\nset pen color to (#ff0000)\npen down\nstart sound [筆 v]\nrepeat (15)\n change y by (10)\n change pen size by (-3)\nend\npen up\nswitch costume to (赤2 v)\nglide (1) secs to x: (-85) y: (-125)\nswitch costume to (赤 v)\nstart sound [筆 v]\nset pen size to (50)\npen down\nmove (5) steps\nwait (0) seconds\nmove (-10) steps\nwait (0) seconds\npen up\nswitch costume to (赤2 v)\nglide (1) secs to x: (-204) y: (118)\nswitch costume to (白 v)\npen down\nstart sound [筆 v]\nset pen color to (#dedede)\nrepeat (5)\n move (-10) steps\nend\nchange y by (10)\nrepeat (5)\n move (-10) steps\nend\nswitch costume to (白2 v)\npen up\npoint in direction (90)\nglide (1) secs to x: (44) y: (24)\nstart sound [筆 v]\npen down\nswitch costume to (白 v)\nrepeat (3)\n move (10) steps\nend\nchange y by (10)\nrepeat (7)\n move (10) steps\nend\nswitch costume to (白2 v)\npen up\nglide (1) secs to x: (210) y: (83)\nstart sound [筆 v]\nswitch costume to (白 v)\npen down\nstart sound [筆 v]\nrepeat (3)\n move (10) steps\nend\npen up\nswitch costume to (白2 v)\npoint in direction (-90)\nglide (1) secs to x: (-145) y: (11)\nswitch costume to (スタンプ v)\nwait (1) seconds\nstart sound [Pop v]\nglide (0.1) secs to x: (-191) y: (-29)\nset voice to (alto v)::tts\nset language to (en v)::tts\nglide (1) secs to x: (130) y: (40)\nbroadcast (ミュージックスタート v)\nwait (1) seconds\nspeak [OK]::tts\n\nhide\n\nwhen flag clicked\nset volume to (100) %\nwait (4) seconds\nstart sound [recording1 v]\n\n@スプライト2\n\nwhen flag clicked\nhide\nwait (44) seconds\nstart sound [ポップ v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nhide\nwait (45) seconds\nstart sound [recording1 v]\nshow\n\n@star2\n\nwhen flag clicked\nhide\nwait () seconds\nstart sound [Low Conga v]\nshow\n\n
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Cat "Because the background is lonely, do you draw with a proper plaque?"\nMr. P "I'm forced to decide, aren't you just a cat?"\nCat "No, I can go. If you think it's a lie, take a look!"\nThere was an exchange. (Lie)\nIf you like ☆ and ♡ (`・ ∀ ・ ´)\n\n\n\n\n\n\nFrom here on down is the continuation of the exchange\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAfter completion ...\nMr. P "Wow, it's well done for you (half-hearted)"\nCat "What? (Intimidating)" <Gogogogogogogogogogo (intimidating)\nMr. P (Maybe something is wrong ... "\nCat "I drew this hard! Huh! You have a laser gun!"\nMr. P "I'm sorry ah ah ah ah!"\nPitune\nMr. P died ✩ THE END \n\n
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Platformer (Test)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@character\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [dead character v] to [0]\nhide variable [dead character v]\ngo to x: (-222) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\nshow\nshow variable [dead character v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#1d7100)?> then\n change y by (1)\n if <touching color (#1d7100)?> then\n change y by (1)\n if <touching color (#1d7100)?> then\n change y by (1)\n if <touching color (#1d7100)?> then\n change y by (1)\n if <touching color (#1d7100)?> then\n change y by (1)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\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 (-1)\n change y by (y)\n if <touching color (#1d7100)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#1d7100)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching (lava v)?> then\n change [dead character v] by (1)\n go to x: (-184) y: (-40.8799)\n else\n if <touching (spike v)?> then\n change [dead character v] by (1)\n go to x: (-184) y: (-40.8799)\n end\n end\n if <touching (exit portal v)?> then\n go to x: (-224) y: (-79)\n next backdrop\n end\n if <key (r v) pressed?> then\n go to x: (-184) y: (-40.8799)\n end\n if <touching (jump v)?> then\n set [y v] to [22]\n end\nend\n\nwhen backdrop switches to [1 v]\nhide\nwait (1) seconds\nshow\ngo to x: (-220) y: (-73)\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [end v]\nhide\n\n@Lava\n\nwhen backdrop switches to [3 v]\ngo to x: (88) y: (-31)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [4 v]\ngo to x: (17) y: (0)\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [5 v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\n@Exit portal\n\nwhen backdrop switches to [end v]\nhide\n\nwhen flag clicked\nshow\n\n@Jump\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\ngo to x: (-139) y: (-28)\nshow\n\nwhen backdrop switches to [5 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n go to x: (x position) y: (-27)\n end\nend\n\nwhen backdrop switches to [end v]\nhide\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [5 v]\nshow\ngo to x: (-58) y: (-51)\n\nwhen backdrop switches to [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n
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This is a platformer base.
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Obby - A Platformer remix
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@Stage\n\nwhen flag clicked\nswitch backdrop to (real backround v)\nforever\n play sound [AMONG US Theme Song \(Moondai EDM Remix\) v] until done\nend\n\nwhen I receive [change backround v]\nswitch backdrop to (in cave v)\n\n@Player\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\n@Platform\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Change backround v)\n end\nend\n\nhide\n\n@spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\nwhen flag clicked\nwait (0.2) seconds\ngo to [back v] layer\n\nhide\n\n@sun\n\nwhen flag clicked\nshow\ngo to x: (-230) y: (160)\ngo to [back v] layer\nforever\n set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\nwhen flag clicked\nwait (0.3) seconds\ngo to [back v] layer\n\nwhen I receive [change backround v]\nhide\n\n@background\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nhide\n\n
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Hey!\nWelcome to Obby - A platformer\nThe original project is made by @erencemaltay\nI just remixed it and fixed some bugs from the original.\n\nHope you like it!
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Abducted - platformer | Game jam entry | Games
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@Stage\n\nwhen flag clicked\nbroadcast (start v)\nforever\n play sound [2020-03-22_-_A_Bit_Of_Hope_-_David_Fesliyan v] until done\nend\n\n@player\n\ndefine scroll to player\nchange [scroll x v] by ([floor v] of (((x) - (SCROLL X)) / (7)) )\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (7)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\n\nwhen I receive [start v]\nset [checkpoint v] to [1]\nset [exit v] to []\nforever\n setup\n set [exit v] to []\n broadcast (clone coins v)\n repeat until <(EXIT) > []>\n tick\n scroll to player\n test die\n position\n broadcast (TICK v)\n end\n if <(EXIT) = [oof]> then\n start sound [lose v]\n set [shake v] to [5]\n wait (1) seconds\n end\n if <(EXIT) = [win]> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n wait (1) seconds\n change [level v] by (1)\n end\nend\n\ndefine change frame\n\nif <(key walk) = [0]> then\n change [frame v] by (1)\n wait (0.23) seconds\n stop [this script v]\nend\nchange [frame v] by (1)\nwait (0.1) seconds\n\ndefine change y by (sy)\nswitch costume to (hitbox v)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n set [in air v] to [0]\n change [y v] by (1)\n end\n position\n set [sy v] to [0]\nend\nset costume\n\ndefine change x by (sx)\nswitch costume to (hitbox v)\nchange [x v] by (round (sx))\nposition\nrepeat until <not <touching (level 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 set [sx v] to [0]\nend\nset costume\n\ndefine tick\nchange [sy v] by (-3)\nchange y by (sy)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [1]> then\n set [sy v] to [23]\n start sound [jump v]\n end\nend\nset [sx v] to (((sx) + ((key walk) * (5))) * (0.6))\nchange x by (sx)\nif <not <(key walk) = [0]>> then\n point in direction ((key walk) * (90))\n set rotation style [left-right v]\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (-1)\ngo to [front v] layer\n\nwhen I receive [start v]\nforever\n change frame\nend\n\ndefine test die\nif <(y) < [-200]> then\n set [exit v] to [oof]\nend\nif <touching (danger v)?> then\n set [exit v] to [oof]\nend\n\ndefine setup\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [ghost v] effect to (0)\nset size to (500) %\nposition\nbroadcast (TICK v)\nif <(LEVEL) = [4]> then\n broadcast (win v)\nend\n\ndefine position\ngo to x: ((round ((x) - (SCROLL X))) + (SHAKE X)) y: ((round ((y) - (SCROLL Y))) + (SHAKE Y))\nif <<(x position) = ((round ((x) - (SCROLL X))) + (SHAKE X))> and <(y position) = ((round ((y) - (SCROLL Y))) + (SHAKE Y))>> then\n show\nelse\n hide\nend\n\ndefine set costume\nset [key walk v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(in air) > [0]> then\n switch costume to (walk1 v)\n stop [this script v]\nend\nif <(key walk) = [0]> then\n switch costume to ((3) + ((frame) mod (2)))\n stop [this script v]\nend\nswitch costume to ((1) + ((frame) mod (2)))\n\nwhen I receive [start v]\nforever\n wait until <not <(in air) < [1]>>\n wait until <(in air) < [1]>\n set [clone x - particle v] to (x)\n set [clone y - particle v] to ((y) - (20))\n start sound [hit-thud v]\n broadcast (clone particles v)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@levelart\n\nwhen I receive [tick v]\nposition\nswitch costume to (LEVEL)\n\ndefine position\ngo to x: ((round ((x) - (SCROLL X))) + (SHAKE X)) y: ((round ((y) - (SCROLL Y))) + (SHAKE Y))\nif <<(x position) = ((round ((x) - (SCROLL X))) + (SHAKE X))> and <(y position) = ((round ((y) - (SCROLL Y))) + (SHAKE Y))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@danger\n\nwhen I receive [tick v]\nposition\nswitch costume to (LEVEL)\n\ndefine position\ngo to x: ((round ((x) - (SCROLL X))) + (SHAKE X)) y: ((round ((y) - (SCROLL Y))) + (SHAKE Y))\nif <<(x position) = ((round ((x) - (SCROLL X))) + (SHAKE X))> and <(y position) = ((round ((y) - (SCROLL Y))) + (SHAKE Y))>> then\n show\nelse\n hide\nend\n\nbroadcast (start v)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@screen shake\n\nwhen I receive [start v]\nset [shake v] to [0]\nforever\n set [shake x v] to (pick random ((SHAKE) * (-1)) to (SHAKE))\n set [shake y v] to (pick random ((SHAKE) * (-1)) to (SHAKE))\nend\n\nwhen I receive [start v]\nforever\n repeat until <(SHAKE) = [0]>\n wait (0.05) seconds\n broadcast (TICK v)\n change [shake v] by (-1)\n end\nend\n\n@door\n\nwhen I receive [tick v]\nposition\nif <touching (player v)?> then\n switch costume to ((costume [number v]) + (((17) - (costume [number v])) / (4)))\n if <(costume [number v]) = [16]> then\n set [exit v] to [win]\n end\nelse\n switch costume to ((costume [number v]) + (((-1) - (costume [number v])) / (4)))\nend\nif <(LEVEL) = [1]> then\n set [x v] to [1391]\n set [y v] to [-87]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [2053]\n set [y v] to [-130]\n else\n set [x v] to [1782]\n set [y v] to [-92]\n end\nend\n\ndefine position\ngo to x: ((round ((x) - (SCROLL X))) + (SHAKE X)) y: ((round ((y) - (SCROLL Y))) + (SHAKE Y))\nif <<(x position) = ((round ((x) - (SCROLL X))) + (SHAKE X))> and <(y position) = ((round ((y) - (SCROLL Y))) + (SHAKE Y))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nshow\nset [x v] to [1391]\nset [y v] to [-87]\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@level\n\nwhen I receive [tick v]\nposition\nswitch costume to (LEVEL)\nset [ghost v] effect to (100)\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<(x position) = (round ((x) - (SCROLL X)))> and <(y position) = (round ((y) - (SCROLL Y)))>> then\n show\nelse\n hide\nend\n\nbroadcast (start v)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@coin\n\nwhen I receive [tick v]\nposition\ngo to [back v] layer\nif <(distance to [player v]) < [40]> then\n set [collected v] to [yes]\nend\nif <touching (player v)?> then\n start sound [coin v]\n set [shake v] to [1]\n set [clone x v] to (x)\n set [clone y v] to (y)\n create clone of (coin_fx v)\n delete this clone\nend\nif <(collected) = [yes]> then\n change [x v] by ([floor v] of ((([x v] of [player v]) - (x)) / (6)) )\n change [y v] by ([floor v] of ((([y v] of [player v]) - (y)) / (6)) )\nend\n\ndefine position\ngo to x: ((round ((x) - (SCROLL X))) + (SHAKE X)) y: ((round ((y) - (SCROLL Y))) + (SHAKE Y))\nif <<(x position) = ((round ((x) - (SCROLL X))) + (SHAKE X))> and <(y position) = ((round ((y) - (SCROLL Y))) + (SHAKE Y))>> then\n show\nelse\n hide\nend\n\nwhen I receive [clone coins v]\nclone\n\nwhen I receive [delete v]\ndelete this clone\n\ndefine clone at (x) (y)\nset [collected v] to [no]\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [-999999999]\n\ndefine clone\nbroadcast (delete v)\nif <(LEVEL) = [1]> then\n clone at [197] [30]\n clone at [167] [30]\n clone at [227] [30]\n clone at [1235] [25]\n clone at [1265] [15]\n clone at [1205] [15]\nelse\n if <(LEVEL) = [2]> then\n clone at [325] [9]\n clone at [180] [9]\n clone at [1140] [135]\n clone at [1160] [125]\n clone at [1120] [125]\n clone at [1650] [14]\n clone at [1620] [14]\n clone at [1680] [14]\n else\n clone at [165] [27]\n clone at [195] [27]\n clone at [135] [27]\n clone at [485] [154]\n clone at [515] [154]\n clone at [455] [154]\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (COIN - costume)\nend\n\nwhen flag clicked\nforever\n change [coin - costume v] by (1)\n wait (0.08) seconds\nend\n\nnext costume\nwait (0.08) seconds\n\nbroadcast (clone coins v)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@coin_fx\n\ndefine position\ngo to x: ((round ((x) - (SCROLL X))) + (SHAKE X)) y: ((round ((y) - (SCROLL Y))) + (SHAKE Y))\nif <<(x position) = ((round ((x) - (SCROLL X))) + (SHAKE X))> and <(y position) = ((round ((y) - (SCROLL Y))) + (SHAKE Y))>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset [x v] to (CLONE X)\nset [y v] to (CLONE Y)\nrepeat (10)\n position\n change [ghost v] effect by (10)\n change size by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@particle_fx\n\ndefine position\ngo to x: ((round ((x) - (SCROLL X))) + (SHAKE X)) y: ((round ((y) - (SCROLL Y))) + (SHAKE Y))\nif <<(x position) = ((round ((x) - (SCROLL X))) + (SHAKE X))> and <(y position) = ((round ((y) - (SCROLL Y))) + (SHAKE Y))>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [x v] to ((CLONE X - particle) + (pick random (-5) to (5)))\nset [y v] to (CLONE Y - particle)\nshow\nset [xv v] to (pick random (-1) to (1))\nset [yv v] to (pick random (0.1) to (1))\nrepeat (10)\n position\n go to [front v] layer\n change [ghost v] effect by (10)\n change [x v] by (xv)\n change [y v] by (yv)\nend\ndelete this clone\n\ndefine clone\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I receive [clone particles v]\nclone\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@win\n\nwhen I receive [win v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to [front v] layer\nforever\n set size ((700) + (([sin v] of ((timer) * (250)) ) * (30)))\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ndefine set size (s)\nswitch costume to (1 v)\nset size to (s) %\nswitch costume to (costume1 v)\n\n@thumb\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0000000000001)\ngo to [front v] layer\nshow\n\n
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IF LAGGING PLAY HERE: turbowarp.org/556974726/\nthis is an entry for @radscience 's game jam\n\n\nAliens have abducted you. You need to escape the aliens spaceship.\n\n How To Play:\n• Use wasd or arrows to move\n• don't touch the spikes\n• collect coins if you want\n\n Credits:\n• credit to @griffpatch for the scrolling platformer code\n• thumbnail code by @StratfordJames\n• music from fesliyanstudios.com\n• all art is made by me\n\n\n\n\n
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Graviton a Platformer Game
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@Stage\n\n@Tile\n\nwhen flag clicked\ndelete all of [world v]\nset [world height v] to [150]\nset [world width v] to [150]\nset [screen width v] to [17]\nset [screen height v] to [13]\nGen world\nSetup\nforever\n broadcast (message1 v)\nend\n\ndefine Setup\nset [tile x v] to [0]\nrepeat (Screen width)\n set [tile y v] to [0]\n repeat (Screen height)\n create clone of (_myself_ v)\n change [tile y v] by (1)\n end\n change [tile x v] by (1)\nend\n\ndefine Replace\nswitch costume to (item (((tile x) * (World height)) + (tile y)) of [world v])\nset size to (1500) %\ngo to x: ((((tile x) * (32)) + ((Screen width) * (-16))) - (Cam x)) y: ((((tile y) * (32)) + ((Screen height) * (-16))) - (Cam y))\nif <([abs v] of ((((tile x) * (32)) + ((Screen width) * (-16))) - (Cam x)) ) > ((Screen width) * (16))> then\n change [tile x v] by ((Screen width) * ((<((((tile x) * (32)) + ((Screen width) * (-16))) - (Cam x)) > [0]> * (-2)) + (1)))\nend\nif <([abs v] of ((((tile y) * (32)) + ((Screen height) * (-16))) - (Cam y)) ) > ((Screen height) * (16))> then\n change [tile y v] by ((Screen height) * ((<((((tile y) * (32)) + ((Screen height) * (-16))) - (Cam y)) > [0]> * (-2)) + (1)))\nend\nset size to (200) %\n\nwhen I receive [message1 v]\nhide\nReplace\nshow\n\ndefine Gen world\nset [limit v] to [4]\nrepeat (8)\n repeat ((round (limit)) - (1))\n add [3] to [world v]\n end\n add [2] to [world v]\n repeat ((World height) - (round (limit)))\n add [1] to [world v]\n end\nend\nrepeat ((World width) + (-8))\n repeat (World height)\n add [1] to [world v]\n end\nend\n\nset size to (1500) %\ngo to x: ((((tile x) * (32)) + ((Screen width) * (-16))) - (Cam x)) y: ((((tile y) * (32)) + ((Screen height) * (-16))) - (Cam y))\nset size to (200) %\n\nset [cam y v] to [1300]\n\nchange [limit v] by (pick random (1.0) to (-0.5))\nadd (((pick random (0) to (1)) * (3)) + (1)) to [world v]\n\ndefine Refresh tiles\nset [index v] to [1]\nrepeat (World width)\n repeat (World height)\n if <(item (index) of [world v]) = [7]> then\n replace item (index) of [world v] with [8]\n else\n if <(item (index) of [world v]) = [8]> then\n replace item (index) of [world v] with [7]\n end\n end\n change [index v] by (1)\n end\nend\n\nwhen [s v] key pressed\n\nSave level\nstop [all v]\n\ndefine Save level\nset [level as var v] to []\nset [index v] to [1]\nrepeat ((World width) * (World height))\n set [level as var v] to (join (level as var) (item (index) of [world v]))\n change [index v] by (1)\nend\n\ndefine Read level (level)\nset [index v] to [0]\ndelete all of [world v]\nrepeat (length of (level))\n change [index v] by (1)\n add (letter (index) of (level)) to [world v]\nend\n\nwhen [r v] key pressed\n\nwhen flag clicked\nRead level (level as var)\n\nwait (3) seconds\n\n@Player\n\nset rotation style [left-right v]\n\ndefine Verr\nrepeat (6)\n if <touching (tile v)?> then\n change y by ((gravity) * (-1))\n end\nend\nif <touching (tile v)?> then\n change y by ((gravity) * (-1))\nend\n\ndefine X coll\nrepeat until <not <touching (tile v)?>>\n change x by ((<[0] < (X vel)> * (-2)) + (1))\nend\nchange x by ((<[0] < (X vel)> * (-2)) + (1))\nset [x vel v] to [0]\n\ndefine Y coll\nrepeat until <not <touching (tile v)?>>\n change y by ((<[0] < (Y vel)> * (-2)) + (1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (50)\nset [gravity v] to [-1]\nreset player\nforever\n Gameloop\nend\n\nGode mode loop\n\ndefine Gameloop\nchange [x vel v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (speed))\nif <([abs v] of (X vel) ) > [1]> then\n switch costume to ((<(X vel) < [0]> + ((gravity) + (1))) + (1))\nend\nif <([abs v] of (X vel) ) > (speeed limit)> then\n change [x vel v] by ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (speed))\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (0.775))\nif <touching (tile v)?> then\n Verr\n if <touching (tile v)?> then\n change y by ((gravity) * (6))\n X coll\n end\nend\nchange [y vel v] by (gravity)\nchange y by (Y vel)\nif <touching (tile v)?> then\n Y coll\n set [y vel v] to [0]\n if <key (space v) pressed?> then\n set [gravity v] to ((gravity) * (-1))\n change y by ((gravity) * (4))\n end\n switch costume to ((<(X vel) < [0]> + ((gravity) + (1))) + (1))\nend\nMove camera\nUpdate player\n\ndefine Move camera\nset [x v] to ((Cam x) + (x position))\nset [y v] to ((Cam y) + (y position))\nchange [cam x v] by (((X) - (Cam x)) / (5))\nchange [cam y v] by (((Y) - (Cam y)) / (8))\nif <(Cam x) < [0]> then\n set [cam x v] to [0]\nend\nif <(Cam y) < [0]> then\n set [cam y v] to [0]\nend\nif <(((World width) * (32)) - ((Screen width) * (32))) < (Cam x)> then\n set [cam x v] to (((World width) * (32)) - ((Screen width) * (32)))\nend\nif <((World height) * (32)) < (Cam y)> then\n set [cam y v] to (((World height) * (32)) - ((Screen height) * (32)))\nend\nset x to ((X) - (Cam x))\nset y to ((Y) - (Cam y))\n\ndefine reset player\nswitch costume to (costume1 v)\nset [gravity v] to [-1]\nset [width v] to (((15) / (2)) * (1.75))\nset [speed v] to [2]\nset [y vel v] to [0]\nset [speeed limit v] to [7]\nset [jump height v] to [13]\nset x to (-100)\nset [cam x v] to [-50]\nset y to (10)\nset [cam y v] to [0]\nMove camera\n\nreset player\n\ndefine Update player\nget tile x: (X) y: (Y)\nif <[deadly tiles v] contains (tile)?> then\n reset player\nend\n\ndefine get tile x: (x) y: (y)\nset [tile v] to (item ((((round (((((3.125) * (((<(X vel) < [0]> * (-2)) - (-1)) * <([abs v] of (X vel) ) < [1.5]>)) + (x)) - ((Screen width) * (-16))) / (32))) + (0)) * (World height)) + ((round (((((13.125) * ((0) - (gravity))) + (y)) - ((Screen height) * (-16))) / (32))) + (gravity))) of [world v])\n\nchange [cam x v] by (1000)\n\npoint in direction (90)\n\nchange [x vel v] by (1)\n\ndefine Gode mode loop\nset [x vel v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (10))\nset [y vel v] to ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (10))\nchange x by (X vel)\nchange y by (Y vel)\nMove camera\nif <mouse down?> then\n replace item (((round ((((Cam x) + ((Screen width) * (16))) + (mouse x)) / (32))) * (World width)) + (round ((((Cam y) + ((Screen height) * (16))) + (mouse y)) / (32)))) of [world v] with (handling tile)\nend\n\nwhen flag clicked\nwarn [4848nbkj]\n\n@Main music\n\nwhen flag clicked\nset [music v] to [0]\nforever\n play sound [Purple Planet Music - Sense Of Loss \(2 04\) 55bpm v] until done\nend\n\n@End screen\n\nwhen I receive [goal v]\nif <(screen displayed) = [0]> then\n broadcast (transition v)\nend\n\nwhen flag clicked\nset [screen displayed v] to [0]\nhide\ngo to [back v] layer\n\n\n\nwhen I receive [transition v]\nset [screen displayed v] to [1]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Flag\n\nwhen I receive [message1 v]\nset size to (1000) %\ngo to x: ((3300) - (Cam x)) y: ((647) - (Cam y))\nset size to (200) %\nif <touching (player v)?> then\n broadcast (Goal v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
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Full Release: \n\nhttps://scratch.mit.edu/projects/564689790\n\n\n\nUse arrow keys to move left and right\nUse space to jump... or not?\n\nThis game is only a demo so there's only one level for now.\n\nedit: 1113 views and 100 loves!!!!!!!
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Achiever The Platformer (600+ Special)
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@Stage\n\nwhen flag clicked\nforever\n FPS (frames per second)\nend\n\ndefine FPS (frames per second)\nset [fps v] to (round ((1) / (((((days since 2000) - (FPS Last Value)) * (24)) * (60)) * (60))))\nset [fps last value v] to (days since 2000)\nmove (10) steps\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (bronze back v)\n else\n if <(level) = [6]> then\n switch costume to (silver back v)\n else\n if <(level) = [11]> then\n switch costume to (gold back v)\n else\n if <(level) = [15]> then\n switch costume to (mix v)\n end\n end\n end\n end\nend\n\nhide variable [fps v]\n\n@TB\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\ngo to [front v] layer\nhide\nset size to (100) %\n\nwhen flag clicked\n\nshow\n\n@Player\n\nwhen flag clicked\nforever\n if <<(x position) > [235]> and <not <(level) = [15]>>> then\n change [level v] by (1)\n if <(level) = [14]> then\n go to x: (-200) y: (130)\n else\n go to x: (-200) y: (-60)\n end\n end\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction) Slope: (slope)\nset rotation style [left-right v]\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> * ((side movement) * (-1))) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (ground v)?> then\n change y by (Slope)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\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)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\ngo to x: (-200) y: (-80)\nset size to (50) %\ngo to [front v] layer\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n clear graphic effects\n Platform Gravity: [-1] Jump Height: [13.5] Side Movement Speed [2.7] Friction [.7] Slope: [8]\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [ v] until done\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-180]> or <touching (death v)?>> then\n create clone of (_myself_ v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-200) y: (-80)\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [restart v]\ngo to x: (-200) y: (-60)\n\nwhen I receive [jump v]\ngo to x: (-200) y: (-60)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n change [level v] by (0)\n end\n if <<(level) = [15]> and <(x position) < [-83]>> then\n switch costume to (3 v)\n else\n if <<(level) = [15]> and <<(x position) < [79]> and <(x position) > [-83]>>> then\n switch costume to (2 v)\n else\n if <<(level) = [15]> and <(x position) > [79]>> then\n switch costume to (1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (3 v)\n else\n if <(level) = [6]> then\n switch costume to (2 v)\n else\n if <(level) = [11]> then\n switch costume to (1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n\n\n\nchange [level v] by (1)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (bronze floor 1 1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@shadow\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (bronze shadow 1 1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\n\nwhen [m v] key pressed\nset x to (0)\nset y to (0)\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (x position)) (join [, ] ((mouse y) + (y position))))\n\n
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Check out my most popular game right now!\nhttps://scratch.mit.edu/projects/434329350/
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Ways 2.0 ✦ scrolling platformer #games #all
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@Stage\n\nwhen flag clicked\nforever\n if <(pause) = [0]> then\n switch backdrop to (join [c] (theme))\n end\nend\n\n@blank\n\n@blocks\n\nwhen flag clicked\nset [timer v] to [0]\nset [pause v] to [0]\nset [history_current v] to [1]\nhide\nset rotation style [left-right v]\nshow list [export v]\ndelete all of [history v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [type v]\ndelete all of [c v]\ndelete all of [sign_text v]\nadd [] to [sign_text v]\nadd [0] to [x v]\nadd [-30] to [y v]\nadd [g] to [type v]\nadd [1] to [c v]\nadd [0] to [x v]\nadd [0] to [y v]\nadd [c] to [type v]\nadd [1] to [c v]\nadd [] to [sign_text v]\nset [ask_wait v] to [0]\nset [current block v] to [g]\nset [theme v] to [0]\nBlock costume @ [1]\nexport\nadd (export_code) to [history v]\nset [history_current v] to (length of [history v])\n\nwhen I receive [tick v]\ntick\nstop [this script v]\n\ndefine tick\nif <(pause) = [0]> then\n erase all\n if <<(MODE) = [edit]> and <mouse down?>> then\n if <(current block) = [e]> then\n remove block xy ((round (((mouse x) + (SCROLL X)) / (30))) * (30)) ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))\n else\n add block xy ((round (((mouse x) + (SCROLL X)) / (30))) * (30)) ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))\n end\n end\n BLOCKS\n mouse\nend\nchange [timer v] by (0.3)\n\ndefine BLOCKS\nclear graphic effects\nset size to (100) %\nset [counter1 v] to [0]\nrepeat (length of [x v])\n change [counter1 v] by (1)\n if <<([abs v] of ((item (counter1) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (counter1) of [y v]) - (SCROLL Y)) ) < [195]>> then\n switch costume to (blank v)\n go to x: ((item (counter1) of [x v]) - (SCROLL X)) y: ((item (counter1) of [y v]) - (SCROLL Y))\n set costume @ (item (counter1) of [type v]) (item (counter1) of [c v])\n stamp\n end\nend\n\ndefine add block xy (x) (y)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nshow\nif <<<<<<<<<(ASK_WAIT) = [1]> or <touching (main-menu v)?>> or <<[type v] contains [f]?> and <(current block) = [f]>>> or <touching (mobile_ui v)?>> or <touching (current block v)?>> or <touching (mask v)?>> or <touching (menu v)?>> or <touching (mask_preview v)?>> or <touching (ui v)?>> then\n hide\n stop [this script v]\nend\nhide\nset [counter3 v] to [0]\nrepeat (length of [x v])\n change [counter3 v] by (1)\n if <<(item (counter3) of [x v]) = (x)> and <(item (counter3) of [y v]) = (y)>> then\n stop [this script v]\n end\nend\nif <(current block) = [n]> then\n add [] to [sign_text v]\n add (x) to [x v]\n add (y) to [y v]\n add (current block) to [type v]\n add [1] to [c v]\n Block costume @ (length of [x v])\n set [sign_length v] to (length of [x v])\n set [ask_wait v] to [1]\n broadcast (sign v)\nelse\n add [] to [sign_text v]\n add (x) to [x v]\n add (y) to [y v]\n add (current block) to [type v]\n add [1] to [c v]\n Block costume @ (length of [x v])\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine Block costume @ (val)\nif <(item (val) of [type v]) = [p]> then\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (-30))>> and <(item (counter4) of [type v]) = [p]>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (-30))>> and <(item (counter4) of [type v]) = [p]>> then\n replace item (counter4) of [c v] with [0]\n end\n end\nelse\n if <(item (val) of [type v]) = [b]> then\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (30))>> and <(item (counter4) of [type v]) = [b]>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (30))>> and <(item (counter4) of [type v]) = [b]>> then\n replace item (counter4) of [c v] with [0]\n end\n end\n else\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (30))>> and <not < [ersfcpbn] contains (item (counter4) of [type v])?>>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (30))>> and <<not < [ersfcn] contains (item (val) of [type v])?>> and <not < [pb] contains (item (counter4) of [type v])?>>>> then\n replace item (counter4) of [c v] with [0]\n end\n end\n end\nend\n\ndefine set costume @ (val) (val2)\nif <(val) = [g]> then\n switch costume to (join (val) (((theme) * (2)) + (val2)))\nelse\n if <<(val) = [l]> or <(val) = [w]>> then\n switch costume to (join (val) ((val2) + <(join ((round ((timer) * (6))) mod (2)) (val2)) = [1]>))\n else\n if <(val) = [s]> then\n switch costume to (s1 v)\n else\n if <(val) = [f]> then\n if <<(counter1) = (checkpoint#)> and <not <(MODE) = [edit]>>> then\n switch costume to (f0 v)\n else\n switch costume to (f1 v)\n end\n else\n if <(val) = [b]> then\n switch costume to (join [b] (val2))\n else\n if <(val) = [p]> then\n switch costume to (join [p] (val2))\n else\n if <(val) = [n]> then\n switch costume to (n1 v)\n else\n if <(val) = [c]> then\n if <<(counter1) = (checkpoint#)> and <not <(MODE) = [edit]>>> then\n switch costume to (c0 v)\n else\n switch costume to (c1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine mouse\nif <<(MODE) = [edit]> and <(ASK_WAIT) = [0]>> then\n if <(current block) = [e]> then\n switch costume to (e v)\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n stamp\n else\n go to x: (((round (((mouse x) + (SCROLL X)) / (30))) * (30)) - (SCROLL X)) y: (((round (((mouse y) + (SCROLL Y)) / (30))) * (30)) - (SCROLL Y))\n set size to (99) %\n if <(current block) = [g]> then\n switch costume to (join [g] ((theme) * (2)))\n else\n if <<(current block) = [l]> or <(current block) = [w]>> then\n switch costume to (join (current block) [0])\n else\n if <(current block) = [s]> then\n switch costume to (s1 v)\n else\n if <(current block) = [f]> then\n switch costume to (f1 v)\n if <[type v] contains [f]?> then\n stop [this script v]\n end\n else\n if <(current block) = [c]> then\n switch costume to (c1 v)\n else\n if <(current block) = [b]> then\n switch costume to (b1 v)\n else\n if <(current block) = [p]> then\n switch costume to (p1 v)\n else\n if <(current block) = [n]> then\n switch costume to (n1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n set [counter5 v] to [0]\n repeat (length of [x v])\n change [counter5 v] by (1)\n if <<(item (counter5) of [x v]) = ((round (((mouse x) + (SCROLL X)) / (30))) * (30))> and <(item (counter5) of [y v]) = ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))>> then\n stop [this script v]\n end\n end\n set [ghost v] effect to (50)\n stamp\n end\nend\n\ndefine remove block xy (x) (y)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nshow\nif <<<<<<<<touching (mobile_ui v)?> or <(ASK_WAIT) = [1]>> or <touching (current block v)?>> or <touching (mask v)?>> or <touching (menu v)?>> or <touching (mask_preview v)?>> or <touching (ui v)?>> or <<[0] = (x)> and <<[0] = (y)> or <[-30] = (y)>>>> then\n hide\n stop [this script v]\nend\nhide\nset [counter0 v] to [1]\nrepeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = (y)>>>\n change [counter0 v] by (1)\nend\nset [erased_ground? v] to [0]\nif <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = (y)>> then\n set [erased_ground? v] to [1]\n set [deleted_type v] to (item (counter0) of [type v])\n delete (counter0) of [x v]\n delete (counter0) of [y v]\n delete (counter0) of [type v]\n delete (counter0) of [c v]\n delete (counter0) of [sign_text v]\nend\nset [counter0 v] to [1]\nif <(deleted_type) = [p]> then\n repeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = ((y) + (30))>>>\n change [counter0 v] by (1)\n end\nelse\n repeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <((item (counter0) of [y v]) + (30)) = (y)>>>\n change [counter0 v] by (1)\n end\nend\nreplace item (counter0) of [c v] with [1]\nif <(erased_ground?) = [1]> then\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine export\nset [c2 v] to [0]\nset [export_code v] to (join (join (theme) (walljump)) [{])\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) ((item (c2) of [x v]) / (30)))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) ((item (c2) of [y v]) / (30)))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [type v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [c v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [sign_text v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\n\ndefine import (i)\nset [c2 v] to [4]\ndelete all of [x v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add ((c3) * (30)) to [x v]\n change [c2 v] by (1)\nend\nchange [c2 v] by (1)\ndelete all of [y v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add ((c3) * (30)) to [y v]\n change [c2 v] by (1)\nend\nchange [c2 v] by (1)\ndelete all of [type v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to (letter (c2) of (i))\n add (c3) to [type v]\n change [c2 v] by (2)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\nend\nchange [c2 v] by (1)\ndelete all of [c v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to (letter (c2) of (i))\n add (c3) to [c v]\n change [c2 v] by (2)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\nend\nchange [c2 v] by (1)\ndelete all of [sign_text v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add (c3) to [sign_text v]\n change [c2 v] by (1)\nend\nif <not <(length of [x v]) = (length of [y v])>> then\n set [import v] to [invalid]\n stop [this script v]\nend\n\nwhen I receive [redo v]\nif <<(history_current) < (length of [history v])> and <(ASK_WAIT) = [0]>> then\n change [history_current v] by (1)\n import (item (history_current) of [history v])\nend\n\nwhen I receive [undo v]\nif <<(history_current) > [1]> and <(ASK_WAIT) = [0]>> then\n change [history_current v] by (-1)\n import (item (history_current) of [history v])\nend\n\nwhen I receive [export v]\nexport\ndelete all of [export v]\nadd [Triple-click on the code below and copy \(ctrl+c\) it to save your level:] to [export v]\nadd (export_code) to [export v]\nadd [] to [export v]\nif <(length of (export_code)) < [501]> then\n add [Next, paste \(ctrl+v\) it in the comments!] to [export v]\nelse\n add [Your code is too long to fit in one comment. Share your level here:] to [export v]\n add [https://scratch.mit.edu/discuss/topic/428128/] to [export v]\n add [] to [export v]\n add [Your code is separated below so you can fit in multiple comments:] to [export v]\n separate\n if <(length of [export v]) > [9]> then\n repeat (4)\n add [] to [export v]\n end\n end\nend\nhide list [export v]\nask [Paste your code here to confirm that you copied the whole thing:] and wait\nif <<not <(answer) = (item (2) of [export v])>> or <not <(answer) = (join (item (2) of [export v]) [ 3])>>> then\n repeat until <<(answer) = (join (item (2) of [export v]) [ 3])> or <(answer) = (item (2) of [export v])>>\n ask [You didn’t copy the entire code! Remember to triple click on the code, and copy it. Try again:] and wait\n end\nend\nshow list [export v]\n\nwhen I receive [import v]\nset [pause v] to [1]\nset [import v] to (item (1) of [gamecode v])\nimport (import)\nif <(import) = [invalid]> then\n set [pause v] to [0]\n import (item (length of [history v]) of [history v])\n broadcast (invalid v)\nelse\n broadcast (preview v)\n set [theme v] to (letter (1) of (import))\n set [walljump v] to (letter (2) of (import))\n add (import) to [history v]\n set [history_current v] to (length of [history v])\n wait until <(MODE) = [preview]>\n set [pause v] to [0]\nend\n\nwhen I receive [delete all v]\nif <(length of [x v]) > [2]> then\n delete all of [c v]\n delete all of [x v]\n delete all of [y v]\n delete all of [type v]\n add [0] to [x v]\n add [-30] to [y v]\n add [g] to [type v]\n add [1] to [c v]\n add [0] to [x v]\n add [0] to [y v]\n add [c] to [type v]\n add [1] to [c v]\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine separate\nset [i2 v] to [0]\nrepeat until <(i2) > (length of (export_code))>\n set [i3 v] to []\n repeat (500)\n change [i2 v] by (1)\n if <(i2) > (length of (export_code))> then\n add (i3) to [export v]\n stop [this script v]\n end\n set [i3 v] to (join (i3) (letter (i2) of (export_code)))\n end\n add (i3) to [export v]\nend\n\nwhen I receive [go to v]\nask [enter X position:] and wait\nif <not <(answer) = []>> then\n set [scroll x v] to (round (answer))\nend\nask [enter Y position:] and wait\nif <not <(answer) = []>> then\n set [scroll y v] to (round (answer))\nend\n\nwhen I receive [sign v]\nask [Enter the text for the sign. \(follow Community Guidelines please\)] and wait\nif <<(answer) = []> or << (answer) contains [{]?> or < (answer) contains [}]?>>> then\n delete (sign_length) of [sign_text v]\n delete (sign_length) of [x v]\n delete (sign_length) of [y v]\n delete (sign_length) of [type v]\n delete (sign_length) of [c v]\nelse\n replace item (sign_length) of [sign_text v] with (answer)\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\nset [ask_wait v] to [0]\n\nwhen I receive [rename v]\nask [What do you want to rename the sign to?] and wait\nif <<not <(answer) = []>> and <<not < (answer) contains [{]?>> and <not < (answer) contains [}]?>>>> then\n replace item (sign#) of [sign_text v] with (answer)\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\nset [ask_wait v] to [0]\n\n@player\n\ndefine tick-play\ngo to [back v] layer\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>> and <(click) = [0]>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n change [xv v] by (0.7)\n else\n change [xv v] by (1.2)\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>> and <(click) = [0]>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n change [xv v] by (-0.7)\n else\n change [xv v] by (-1.2)\n end\n end\n else\n end\nend\nif <[collisions v] contains [w]?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(play-pause) = [0]> then\n set [yv v] to [5.5]\n end\n end\n change [yv v] by (-1)\n set [yv v] to ((YV) * (0.76))\nelse\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <(click) = [0]>> then\n if <(in air) < [4]> then\n if <(play-pause) = [0]> then\n set [yv v] to [9]\n end\n end\n end\n change [yv v] by (-0.82)\nend\nset [xv v] to ((XV) * (0.73))\nif <(YV) < [-13]> then\n set [yv v] to [-13]\nend\nchange x by (round ((XV) * (1.4)))\nchange y by (round (YV))\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (7)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (5))) + (2))\nif <(SCROLL Y) < [-88]> then\n set [scroll y v] to [-88]\nend\nposition\nif <<<[collisions v] contains [s]?> or <[collisions v] contains [l]?>> or <(Offset Y) < [-430]>> then\n reset\nend\nif <[collisions v] contains [b]?> then\n set [yv v] to [14]\nelse\n if <[collisions v] contains [p]?> then\n set [yv v] to [-9]\n end\nend\nif <[collisions v] contains [c]?> then\n set [checkpoint# v] to (item # of [c] in [collisions v])\nelse\n if <[collisions v] contains [f]?> then\n set [checkpoint# v] to (item # of [f] in [collisions v])\n end\nend\ncollision test\n\ndefine change y by (sy)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nif <<[collisions v] contains [p]?> and <(sy) > [0]>> then\n change [offset y v] by ((0) - (sy))\nend\nposition\nrepeat until <not <[collisions v] contains [g]?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n set [in air v] to [0]\n end\n position\n set [yv v] to [0]\nend\n\ndefine change x by (sx)\nchange [offset x v] by (sx)\nposition\nif <[collisions v] contains [g]?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <[collisions v] contains [g]?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <[collisions v] contains [g]?>>\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 set [xv v] to [0]\n end\n if <(walljump) = [1]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n end\n end\n end\nend\n\ndefine position\ngo to x: ((Offset X) - (SCROLL X)) y: ((Offset Y) - (SCROLL Y))\ncollision test\n\ndefine collision test\ndelete all of [collisions v]\nset [c1 v] to [0]\nrepeat (length of [type v])\n add [0] to [collisions v]\n change [c1 v] by (1)\n if <(item (c1) of [type v]) = [s]> then\n if <<<not <((item (c1) of [x v]) - (-17.5)) < (Offset X)>> and <((item (c1) of [y v]) - (23.5)) < (Offset Y)>> and <<not <((item (c1) of [y v]) - (-9.5)) < (Offset Y)>> and <((item (c1) of [x v]) - (17.5)) < (Offset X)>>> then\n replace item (c1) of [collisions v] with (item (c1) of [type v])\n end\n else\n if <<<not <((item (c1) of [x v]) - (-24.5)) < (Offset X)>> and <((item (c1) of [y v]) - (23.5)) < (Offset Y)>> and <<not <((item (c1) of [y v]) - (-23.5)) < (Offset Y)>> and <((item (c1) of [x v]) - (24.5)) < (Offset X)>>> then\n replace item (c1) of [collisions v] with (item (c1) of [type v])\n end\n end\nend\n\ndefine Tick-edit\ngo to [back v] layer\nclear graphic effects\nswitch costume to (3a v)\nposition\nchange [scroll x v] by ((<<<(mobile_click??????) = [2]> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> - <<<(mobile_click??????) = [4]> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (4))\nchange [scroll y v] by ((<<<(mobile_click??????) = [1]> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> - <<<(mobile_click??????) = [3]> or <key (down arrow v) pressed?>> or <key (s v) pressed?>>) * (4))\nif <(SCROLL Y) < [-88]> then\n set [scroll y v] to [-88]\nend\nset [play-pause v] to [0]\nset [win? v] to [0]\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n Tick-edit\nelse\n if <(MODE) = [preview]> then\n go to [back v] layer\n set [scroll x v] to [0]\n set [scroll y v] to [35]\n set [offset x v] to [0]\n set [offset y v] to [-5]\n set [yv v] to [0]\n set [xv v] to [0]\n set [in air v] to [0]\n set [play-pause v] to [0]\n set [win? v] to [0]\n position\n else\n if <(MODE) = [play]> then\n repeat (1)\n tick-play\n Set Costume\n end\n end\n end\nend\n\nwhen I receive [start! v]\nforever\n broadcast (Tick v)\nend\n\ndefine reset\nset [play-pause v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [in air v] to [0]\nif <(MODE) = [play]> then\n set [scroll x v] to (item (checkpoint#) of [x v])\n set [scroll y v] to (item (checkpoint#) of [y v])\n set [offset x v] to (item (checkpoint#) of [x v])\n set [offset y v] to (item (checkpoint#) of [y v])\nelse\n set [scroll x v] to [0]\n set [scroll y v] to [30]\n set [offset x v] to [0]\n set [offset y v] to [-5]\nend\n\nwhen flag clicked\nset [win? v] to [0]\nreset\nset size to (60) %\npoint in direction (90)\nshow\nswitch costume to (3a v)\nbroadcast (start! v)\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> 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) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> 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) + (20))> 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\n\nwhen I receive [mode v]\nreset\n\nwhen flag clicked\nforever\n if <<<[collisions v] contains [f]?> and <(MODE) = [play]>> and <(win?) = [0]>> then\n set [win? v] to [1]\n broadcast (win v)\n set [play-pause v] to [1]\n end\nend\n\n@mask\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\n\n@select\n\nwhen flag clicked\nhide\nset [@id v] to [0]\nrepeat (9)\n change [@id v] by (1)\n create clone of (_myself_ v)\nend\nset [@id v] to [e]\ncreate clone of (_myself_ v)\nset [@id v] to [null]\n\nwhen I receive [tick v]\nif <<(MODE) = [edit]> and <not <(@ID) = [null]>>> then\n show\n if <(@ID) = [1]> then\n switch costume to (join [g] (((theme) * (2)) + (1)))\n go to x: (-215) y: (-165)\n else\n if <(@ID) = [2]> then\n switch costume to (join [l] ((round ((timer) * (6))) mod (2)))\n go to x: (-179) y: (-165)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to [l]\n end\n else\n if <(@ID) = [3]> then\n switch costume to (join [w] (([floor v] of ((timer) * (6)) ) mod (2)))\n go to x: (-143) y: (-165)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to [l]\n end\n else\n if <(@ID) = [4]> then\n switch costume to (s1 v)\n go to x: (-108) y: (-165)\n else\n if <(@ID) = [e]> then\n switch costume to (eraser v)\n go to x: (72) y: (-165)\n else\n if <(@ID) = [5]> then\n switch costume to (c1 v)\n go to x: (14) y: (-165)\n else\n if <(@ID) = [6]> then\n go to x: (42) y: (-165)\n if <[type v] contains [f]?> then\n switch costume to (f2 v)\n else\n switch costume to (f1 v)\n end\n else\n if <(@ID) = [7]> then\n switch costume to (b1 v)\n go to x: (-77) y: (-165)\n else\n if <(@ID) = [8]> then\n switch costume to (p1 v)\n go to x: (-47) y: (-165)\n else\n if <(@ID) = [9]> then\n switch costume to (n1 v)\n go to x: (-16) y: (-165)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to (letter (1) of (costume [name v]))\n end\n if <(current block) = (letter (1) of (costume [name v]))> then\n set [ghost v] effect to (0)\n else\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (32.5)\n else\n set [ghost v] effect to (65)\n end\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (88) %\ngo to [front v] layer\n\n@UI\n\nwhen flag clicked\nset [ui_menu1 v] to [0]\nset [walljump v] to [0]\ngo to x: (0) y: (0)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [@id v] to [c]\ncreate clone of (_myself_ v)\nset [@id v] to [0]\nforever\n if <(MODE) = [edit]> then\n show\n switch costume to (join [walljump] (walljump))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n if <mouse down?> then\n set [walljump v] to ((1) - (walljump))\n switch costume to (join [walljump] (walljump))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(@ID) = [1]> then\n switch costume to (theme v)\n go to x: (0) y: (0)\n go to [front v] layer\n forever\n if <(MODE) = [edit]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n if <<mouse down?> and <<(y pos_menu) > [-0.6]> or <(y pos_menu) < [-59.4]>>> then\n set [ui_menu1 v] to ((1) - (UI_menu1))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [ui_menu1 v] to [0]\n end\n end\nelse\n if <(@ID) = [c]> then\n switch costume to (cover v)\n else\n if <(@ID) = [2]> then\n switch costume to (menu0000 v)\n set [y pos_menu v] to [-60]\n go to [back v] layer\n forever\n if <(MODE) = [edit]> then\n if <(UI_menu1) = [1]> then\n change [y pos_menu v] by (((20) - (y pos_menu)) / (5))\n else\n change [y pos_menu v] by (((-60) - (y pos_menu)) / (5))\n end\n if <(y pos_menu) > [-0.5]> then\n switch costume to (h0 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu1000 v)\n if <mouse down?> then\n set [theme v] to [0]\n end\n else\n switch costume to (h1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu0100 v)\n if <mouse down?> then\n set [theme v] to [1]\n end\n else\n switch costume to (h2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu0010 v)\n if <mouse down?> then\n set [theme v] to [2]\n end\n else\n switch costume to (h3 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu0001 v)\n if <mouse down?> then\n set [theme v] to [3]\n end\n else\n switch costume to (menu0000 v)\n end\n end\n end\n end\n else\n switch costume to (menu0000 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n show\n if <(@ID) = [2]> then\n go to x: (0) y: (y pos_menu)\n end\nelse\n hide\nend\n\n@buttons\n\nwhen flag clicked\nbroadcast (import v)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [3]\ncreate clone of (_myself_ v)\nset [@id v] to [m]\ncreate clone of (_myself_ v)\nset [@id v] to [u]\ncreate clone of (_myself_ v)\nset [@id v] to [r]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (export v)\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (export v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to [front v] layer\nif <(@ID) = [3]> then\n forever\n if <(MODE) = [play]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [click v] to [1]\n broadcast (edit v) and wait\n else\n set [click v] to [0]\n end\n else\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (play v) and wait\n end\n end\n end\n end\nelse\n if <(@ID) = [1]> then\n switch costume to (import v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (import v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n else\n if <(@ID) = [m]> then\n switch costume to (menu v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(round ([x vel v] of [menu v])) = [0]> then\n set [ui_menu2 v] to ((1) - (UI_menu2))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n else\n set [ui_menu2 v] to [0]\n end\n end\n else\n if <(@ID) = [u]> then\n switch costume to (undo v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (undo v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n else\n if <(@ID) = [r]> then\n switch costume to (redo v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (redo v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@ID) = [3]> then\n if <(MODE) = [play]> then\n show\n switch costume to (return v)\n else\n if <(MODE) = [edit]> then\n show\n switch costume to (play v)\n else\n hide\n end\n end\nelse\n if <(MODE) = [edit]> then\n show\n else\n hide\n end\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\nif <(@ID) = [u]> then\n if <(history_current) > [1]> then\n switch costume to (undo v)\n else\n switch costume to (undo2 v)\n set [brightness v] effect to (0)\n end\nelse\n if <(@ID) = [r]> then\n if <(history_current) < (length of [history v])> then\n switch costume to (redo v)\n else\n switch costume to (redo2 v)\n set [brightness v] effect to (0)\n end\n end\nend\n\n@fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [play]\nwait (0.3) seconds\nbroadcast (mode v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [edit v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [edit]\nwait (0.3) seconds\nbroadcast (mode v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [preview v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [preview]\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@menu\n\nwhen flag clicked\nset [ui_menu2 v] to [0]\nset [mobile? v] to [0]\ngo to x: (-100) y: (0)\nshow\nswitch costume to (menu v)\nset [@id v] to [0]\ncreate clone of (_myself_ v)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [@id v] to [99]\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nif <(UI_menu2) = [1]> then\n set [x vel v] to ((((30) - (x position)) / (9)) + ((x vel) * (0.74)))\nelse\n set [x vel v] to (((-100) - (x position)) / (5))\nend\nchange x by (x vel)\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nif <(@id) = [0]> then\n switch costume to (del v)\n forever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(MODE) = [edit]>> then\n broadcast (delete all v) and wait\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nelse\n if <(@id) = [1]> then\n switch costume to (mobile0 v)\n forever\n switch costume to (join [mobile] (mobile?))\n if <<(MODE) = [edit]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n set [mobile? v] to ((1) - (mobile?))\n switch costume to (join [mobile] (mobile?))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n if <(@id) = [2]> then\n switch costume to (gotoxy v)\n forever\n if <<(MODE) = [edit]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (go to v) and wait\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n end\n end\nend\n\n@mask_preview\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nif <(MODE) = [preview]> then\n set y to (-17)\n change [ghost v] effect by (-10)\n set size to (100) %\nelse\n change y by (((-6) - (y position)) / (4))\n switch costume to (sizer v)\n if <(MODE) = [play]> then\n change size by (((230) - (size)) / (12))\n if <(size) > [216]> then\n change [ghost v] effect by (20)\n end\n else\n change size by (((175) - (size)) / (11))\n if <(size) > [173]> then\n change [ghost v] effect by (10)\n end\n end\n switch costume to (mask preview v)\nend\n\n@UI_preview\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (edit v)\nset [ghost v] effect to (100)\ncreate clone of (_myself_ v)\nforever\n if <(MODE) = [preview]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [edit]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (play v)\nforever\n if <(MODE) = [preview]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [play]\n end\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(MODE) = [preview]> then\n set y to (0)\n change [ghost v] effect by (-10)\nelse\n change y by (((y position) - (80)) / (12))\n if <(y position) < [-80]> then\n set [ghost v] effect to (100)\n end\nend\nif <not <(MODE) = [play]>> then\n set [previous menu v] to (MODE)\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\n\n@MOBILE_UI\n\nwhen flag clicked\ngo to x: (176) y: (91)\nshow\nset [ghost v] effect to (100)\nforever\n if <<(mobile?) = [1]> and <(MODE) = [edit]>> then\n show\n set [size_velocity v] to (((size_velocity) * (0.77)) + (((100) - (size)) / (6)))\n change size by (size_velocity)\n change [ghost v] effect by (-10)\n switch costume to (hitbox1 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [1]\n switch costume to (main1 v)\n else\n switch costume to (hitbox2 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [2]\n switch costume to (main2 v)\n else\n switch costume to (hitbox3 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [3]\n switch costume to (main3 v)\n else\n switch costume to (hitbox4 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [4]\n switch costume to (main4 v)\n else\n set [mobile_click?????? v] to [0]\n switch costume to (main0 v)\n end\n end\n end\n end\n else\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (6))\n if <(size) < [10]> then\n hide\n end\n end\nend\n\n@invalid\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [invalid v]\nshow\nrepeat until <(y position) < [12]>\n change y by (((11) - (y position)) / (6))\nend\nwait (2.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) - (8)) / (5))\nend\nhide\n\n@current block\n\nwhen I receive [tick v]\ngo to [back v] layer\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (g1 v)\nforever\n switch costume to (join (current block) [1])\n repeat until <not <(letter (1) of (costume [name v])) = (current block)>>\n set [y v v] to (((y v) * (0.78)) + (((0) - (y position)) / (9)))\n change y by (y v)\n end\n repeat (6)\n change [ghost v] effect by (25)\n end\n set y to (-50)\n clear graphic effects\nend\n\n@sign_text\n\nwhen flag clicked\nshow\n\nwhen I receive [tick v]\nset [ghost v] effect to (100)\nif <(MODE) = [edit]> then\n mouse\nelse\n if <(MODE) = [play]> then\n if <[collisions v] contains [n]?> then\n go to x: ((item (item # of [n] in [collisions v]) of [x v]) - (SCROLL X)) y: ((item (item # of [n] in [collisions v]) of [y v]) - (SCROLL Y))\n say (item (item # of [n] in [collisions v]) of [sign_text v])\n else\n say []\n end\n else\n say []\n end\nend\n\ndefine mouse\nset [c2 v] to [0]\nrepeat until <<(c2) > (length of [x v])> or <<((round (((mouse x) + (SCROLL X)) / (30))) * (30)) = (item (c2) of [x v])> and <((round (((mouse y) + (SCROLL Y)) / (30))) * (30)) = (item (c2) of [y v])>>>\n change [c2 v] by (1)\nend\nif <(item (c2) of [sign_text v]) = []> then\n say []\nelse\n go to x: ((item (c2) of [x v]) - (SCROLL X)) y: ((item (c2) of [y v]) - (SCROLL Y))\n say (join (item (c2) of [sign_text v]) [ \(press "e" to edit\)])\n if <<key (e v) pressed?> and <(ASK_WAIT) = [0]>> then\n set [ask_wait v] to [1]\n set [sign# v] to (c2)\n broadcast (rename v)\n end\nend\nif <key (1 v) pressed?> then\n set [current block v] to [g]\nelse\n if <key (2 v) pressed?> then\n set [current block v] to [l]\n else\n if <key (3 v) pressed?> then\n set [current block v] to [w]\n else\n if <key (4 v) pressed?> then\n set [current block v] to [s]\n else\n if <key (5 v) pressed?> then\n set [current block v] to [b]\n else\n if <key (6 v) pressed?> then\n set [current block v] to [p]\n else\n if <key (7 v) pressed?> then\n set [current block v] to [n]\n else\n if <key (8 v) pressed?> then\n set [current block v] to [c]\n else\n if <key (9 v) pressed?> then\n set [current block v] to [f]\n else\n if <key (0 v) pressed?> then\n set [current block v] to [e]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (r v) pressed?> then\n set [scroll x v] to [0]\n set [scroll y v] to [30]\nend\nstop [this script v]\n\n@win\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (120)\nset [ghost v] effect to (100)\nwait (0.2) seconds\nshow\nrepeat until <([abs v] of ((((-1) - (y position)) / (9)) + ((yvel) * (0.8))) ) < [0.03]>\n set [yvel v] to ((((-1) - (y position)) / (10)) + ((yvel) * (0.84)))\n change y by (yvel)\n change [ghost v] effect by (-15)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [play-pause v] to [0]\nrepeat until <(y position) < [-150]>\n change y by (((y position) - (6)) / (3))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\nif <(username) = [stratfordjames]> then\n show variable [☁ %c_data v]\nelse\n hide variable [☁ %c_data v]\nend\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n switch costume to (costume1 v)\n change size by (((100) - (size)) / (8))\n switch costume to (costume2 v)\n change [ghost v] effect by (-15)\nend\nset size to (100) %\n\nwhen flag clicked\nwait (0.1) seconds\nchange [☁ %c_data v] by (1)\n\n@main-menu\n\nwhen flag clicked\nset size to (100) %\nset [mode v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nshow\nset [id v] to [99]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [@wait v] to [0]\nset size to (0) %\ngo to x: (0) y: (100)\nif <(id) = [0]> then\n switch costume to (new v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (hide v)\n set [mode v] to [edit]\n stop [this script v]\n end\n end\nelse\n if <[1] = (id)> then\n switch costume to (load v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (import v) and wait\n if <(import) = [invalid]> then\n set [mode v] to [edit]\n else\n set [mode v] to [preview]\n end\n broadcast (hide v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(id) < [5]> then\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((0) - (y position)) / (5))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (13)\n change size by (((110) - (size)) / (8))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (8))\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (main1 v)\nwait (0.3) seconds\nforever\n switch costume to (main1 v)\n wait (0) seconds\n repeat (5)\n next costume\n wait (0) seconds\n end\n switch costume to (main1 v)\n wait (pick random (2) to (5)) seconds\nend\n\n
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◆ WAYS ◆\n ◆ Scrolling Platformer! ◆\n\n> Thank you @StratfordJames for a lot of this.\n\nThis scrolling platformer includes: Multiple Ways to get to the end, mobile controls.\n ✦✦✦ INSTRUCTIONS ✦✦✦\nPlay the game using arrow keys and get to the end\n\n ✦✦✦ News ✦✦✦\n(8/5/20) Top remixed!!\n(8/4/20) 1st on TRENDING!!\n(8/3/20) TOP LOVED after 12 hours!! ❤️❤️\n(8/3/20) Project shared :)\n ✦✦✦ Credits ✦✦✦\n@STARTFORDJAMES\n\n#games #all #square #art #platformer #trending #games #IAMibrahim #IAMibrahim #games #games #games
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✡ ♥left ★right click jump platformer ✡
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@Stage\n\nwhen I receive [start v]\nswitch backdrop to (blue sky v)\nstart sound [Nebula v]\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@スプライト1\n\nwhen I start as a clone\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4.7)\nend\ndelete this clone\n\ndefine 死\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [Roblox Death Sound - OOF Sound Effect v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-199) y: (100)\ngo [forward v] (3) layers\n\nwhen I receive [☜ v]\npoint in direction (-90)\nchange [上座標j v] by (0.1)\n\nwhen I receive [☞ v]\npoint in direction (90)\nchange [上座標j v] by (-0.1)\n\nwhen I receive [start v]\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\ngo to [front v] layer\ngo to x: (-199) y: (100)\nset [上座標j v] to [0]\nset [変数 v] to [0]\nforever\n \n \n set [上座標j v] to ((上座標j) * (0.89))\n change x by (上座標j)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change x by ((上座標j) * (-1))\n change y by (-5)\n if <mouse down?> then\n start sound [jump3 v]\n set [変数 v] to [10]\n if <[0] < (上座標j)> then\n set [上座標j v] to [-7]\n else\n set [上座標j v] to [7]\n end\n else\n set [上座標j v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト2 v)?> then\n if <mouse down?> then\n start sound [ぴょーん v]\n set [変数 v] to [15]\n end\n end\n change y by (1)\n change [変数 v] by (-1)\n change y by (変数)\n if <touching (スプライト2 v)?> then\n change y by ((変数) * (-1))\n set [変数 v] to [0]\n end\n if <<<(y position) < [-170]> or <touching (針 v)?>> or <<not <touching (☀ v)?>> and <touching color (#ff0000)?>>> then\n 死\n end\n if <[200] < (x position)> then\n go to x: (-200) y: (100)\n broadcast (次 v)\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\n\n@針\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@maguma\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@love detector\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <(mouse y) < [0]>> then\n switch costume to (love on v)\n broadcast (☞ v)\n else\n switch costume to (love v)\n end\nend\n\n@star detector\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <(mouse y) < [0]>> then\n switch costume to (star on v)\n broadcast (☜ v)\n else\n switch costume to (star v)\n end\nend\n\n@free intro\n\nwhen I start as a clone\nif <(ID) = [縦下]> then\n wait (0.8) seconds\n set size to (100) %\n point in direction (-90)\n show\n switch costume to (縦 v)\n go to x: (0) y: (0)\n repeat until <[-150] > (y position)>\n change y by (-10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [四角]> then\n set [...... v] to [500]\n switch costume to (四角 v)\n show\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (0)\n repeat (6)\n repeat (20)\n switch costume to (無 v)\n change size by ((((......) + (......)) - (size)) / (5))\n switch costume to (四角 v)\n end\n change [...... v] by (1000)\n end\n delete this clone\nend\n\ndefine name:馬場馬場\nset size to (50) %\npoint in direction (120)\nrepeat (20)\n change size by (((100) - (size)) / (7))\n turn right (((90) - (direction)) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [周りパ]> then\n set [color v] effect to (エフェクト色)\n show\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (周パ v)\n repeat (10)\n next costume\n change size by (3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [丸パ全体配置]> then\n set size to (50) %\n hide\n repeat (4)\n set [id v] to [丸パ]\n create clone of (_myself_ v)\n change x by (100)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [丸パ]> then\n set [color v] effect to (エフェクト色)\n show\n switch costume to (丸ぱ v)\n repeat (15)\n next costume\n change size by (4)\n end\n wait (0.02) seconds\n delete this clone\nend\n\ndefine 全体丸\ngo to x: (-200) y: (150)\nset [id v] to [丸パ全体配置]\ncreate clone of (_myself_ v)\nchange y by (-100)\nset [id v] to [丸パ全体配置]\ncreate clone of (_myself_ v)\nchange y by (-100)\nset [id v] to [丸パ全体配置]\ncreate clone of (_myself_ v)\nchange y by (-100)\nset [id v] to [丸パ全体配置]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(ID) = [線]> then\n set size to (100) %\n show\n switch costume to (線 v)\n go to x: (0) y: (0)\n wait (8) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [四角右配置]> then\n set [color v] effect to (エフェクト色)\n set size to (100) %\n hide\n switch costume to (四角 v)\n go to x: (-200) y: (999)\n set [id v] to [▦]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (-100) y: (999)\n set [id v] to [▦]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (0) y: (999)\n set [id v] to [▦]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [▦]> then\n set size to (100) %\n show\n switch costume to (▦1 v)\n repeat until <(costume [name v]) = [▦23]>\n next costume\n change y by (((0) - (y position)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [四角左配置]> then\n set [color v] effect to (エフェクト色)\n set size to (100) %\n hide\n switch costume to (四角 v)\n go to x: (200) y: (-999)\n set [id v] to [▦]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (100) y: (-999)\n set [id v] to [▦]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (0) y: (-999)\n set [id v] to [▦]\n create clone of (_myself_ v)\nend\n\ndefine 4㋙の丸\ngo to x: (100) y: (100)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (100)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (100) y: (-100)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (-100)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (50) y: (50)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (50)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-50)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (-50)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [回る点滅]> then\n set size to (100) %\n go to x: (0) y: (0)\n show\n switch costume to (点滅 v)\n set [ghost v] effect to (100)\n repeat (4)\n repeat (3)\n change [ghost v] effect by (-30)\n end\n repeat (3)\n change [ghost v] effect by (-30)\n end\n set [ghost v] effect to (100)\n next costume\n end\nend\n\nwhen I start as a clone\nif <(ID) = [グルん]> then\n set [color v] effect to (エフェクト色)\n show\n switch costume to (エン v)\n go to x: (0) y: (0)\n repeat until <(costume [name v]) = [エン14]>\n next costume\n end\n delete this clone\nend\n\ndefine グルん\nset size to (200) %\nset [id v] to [グルん]\ncreate clone of (_myself_ v)\nset size to (100) %\nset [id v] to [グルん]\ncreate clone of (_myself_ v)\nset size to (50) %\nset [id v] to [グルん]\ncreate clone of (_myself_ v)\nset size to (50) %\n\nwhen I start as a clone\nif <(ID) = [くるくる]> then\n set size to (100) %\n show\n switch costume to (くるくる v)\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n set [brightness v] effect to (100)\n repeat (220)\n turn right (1) 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 <(ID) = [ほわほわ]> then\n switch costume to (無 v)\n set size to (200) %\n go to [front v] layer\n show\n switch costume to (ほわ v)\n repeat (20)\n switch costume to (無 v)\n change size by (-5)\n switch costume to (ほわ v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [ほわほわ配置]> then\n set [color v] effect to (エフェクト色)\n set [brightness v] effect to (30)\n set size to (200) %\n hide\n go to x: (0) y: (0)\n switch costume to (ほわ v)\n repeat (100)\n hide\n set [id v] to [ほわほわ]\n create clone of (_myself_ v)\n set y to ((0) + (([cos v] of ((timer) * (180)) ) * (100)))\n set x to ((0) + (([sin v] of ((timer) * (180)) ) * (200)))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [...]> then\n set [color v] effect to (0)\n set size to (100) %\n show\n switch costume to (2384583_strace v)\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (50)\n wait (7.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine ▦上下\nset [id v] to [四角左配置]\ncreate clone of (_myself_ v)\nset [id v] to [四角右配置]\ncreate clone of (_myself_ v)\n\ndefine パンゾイドっぽいの\nset [id v] to [ほわほわ配置]\ncreate clone of (_myself_ v)\n\ndefine 周りパ\nset [id v] to [周りパ]\ncreate clone of (_myself_ v)\n\ndefine paa (x) (y)\ngo to x: (x) y: (y)\nset [id v] to [paa]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [paa]> then\n set [color v] effect to (エフェクト色)\n set size to (50) %\n show\n switch costume to (パあの線 v)\n repeat until <(costume [name v]) = [パあの線11]>\n change size by (5)\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nstart sound [\[PANZOID\] Insane Orange Intro Template _ im using my style again _ CM2 - from YouTube v]\nset size to (100) %\nset [エフェクト色 v] to [20]\ngo to x: (0) y: (0)\nhide\nswitch costume to (intro v)\nset [id v] to [立方体]\ncreate clone of (_myself_ v)\nwait (3) seconds\nset [id v] to [▲配置]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [id v] to [maru]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [丸]\ncreate clone of (_myself_ v)\nset [id v] to [name]\ncreate clone of (_myself_ v)\npaa [] []\nwait (0.2) seconds\nset [id v] to [横浜FC]\ncreate clone of (_myself_ v)\nset [id v] to [横浜FC2]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [id v] to [回る点滅]\ncreate clone of (_myself_ v)\nwait (4.5) seconds\nset [id v] to [まっくろくろすけ]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\n〆\n\nwhen I start as a clone\nif <(ID) = [キラキラ]> then\n set [color v] effect to (0)\n set size to (100) %\n go to x: (0) y: (0)\n show\n switch costume to (★ v)\n point in direction (pick random (360) to (-360))\n repeat (20)\n change [ghost v] effect by (5)\n move (10) steps\n end\n delete this clone\nend\n\ndefine name:ba\nset size to (50) %\npoint in direction (120)\nrepeat (10)\n change size by (((100) - (size)) / (7))\n turn right (((90) - (direction)) / (7)) degrees\nend\n\ndefine 丸パ (x) (y) (大きさ)\nset size to (大きさ) %\ngo to x: (x) y: (y)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [片方周りパ]> then\n show\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (片方周りパ v)\n repeat (10)\n next costume\n change size by (6)\n end\n delete this clone\nend\n\ndefine 片方周りパ (色) (明るさ) (角度)\npoint in direction (角度)\nset [color v] effect to (色)\nset [brightness v] effect to (明るさ)\nset [id v] to [片方周りパ]\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [color v] effect to (0)\nset [brightness v] effect to (0)\n\ndefine 〆\nset [id v] to [〆]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id v] to [〆2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [〆]> then\n show\n start sound [... v]\n go to [front v] layer\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (999) y: (-5)\n switch costume to (〆 v)\n repeat (30)\n go to [front v] layer\n change x by (((-35) - (x position)) / (7))\n end\n wait (2) 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 <(ID) = [〆2]> then\n show\n set [brightness v] effect to (0)\n go to [front v] layer\n set size to (100) %\n go to x: (999) y: (-5)\n switch costume to (〆 v)\n repeat (30)\n go to [front v] layer\n change x by (((-35) - (x position)) / (7))\n end\n wait (3.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Start v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [四角2]> then\n set [...... v] to [500]\n switch costume to (四角2 v)\n show\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (0)\n repeat (6)\n repeat (20)\n switch costume to (無 v)\n change size by ((((......) + (......)) - (size)) / (5))\n switch costume to (四角2 v)\n end\n change [...... v] by (1000)\n end\n delete this clone\nend\n\ndefine グル (回数)\nset [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] to [0]\nrepeat ((22) * (回数))\n point in direction ((90) + ((30) * ([tan v] of (⊃\( ,,`・∂・´\)⊃\)\)\) パンチ) )))\n change [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] by (10)\nend\n\ndefine ちっちゃい周りパ (色) (明るさ) (角度) (大きさ)\nset size to (大きさ) %\npoint in direction (角度)\nset [color v] effect to (色)\nset [brightness v] effect to (明るさ)\nset [id v] to [ちっちゃい周りパ]\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [color v] effect to (0)\nset size to (100) %\nset [brightness v] effect to (0)\n\ndefine 片方周りパ連打 (間隔)\n片方周りパ [] [] []\nwait (間隔) seconds\n片方周りパ [] [] [90]\nwait (間隔) seconds\n片方周りパ [] [] [180]\nwait (間隔) seconds\n片方周りパ [] [] [270]\n\nwhen I start as a clone\nif <(ID) = [ちっちゃい周りパ]> then\n show\n go to x: (0) y: (0)\n switch costume to (ちっちゃい周りパ v)\n repeat (10)\n next costume\n change size by (6)\n end\n delete this clone\nend\n\ndefine 禁止 (間隔) (大きさ)\nちっちゃい周りパ (エフェクト色) [] [90] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [100] [120] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [] [150] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [100] [180] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [] [210] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [100] [240] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [] [270] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [100] [300] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [] [330] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [100] [360] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [] [30] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [100] [60] (大きさ)\nwait (間隔) seconds\nちっちゃい周りパ (エフェクト色) [] [90] (大きさ)\n\nwhen I start as a clone\nif <(ID) = [立方体]> then\n set size to (0) %\n show\n switch costume to (original \(2\) v)\n set [brightness v] effect to (50)\n set [ghost v] effect to (100)\n wait (2.5) seconds\n repeat (25)\n change [ghost v] effect by (-35)\n switch costume to ((costume [number v]) + (2))\n change size by (((100) - (size)) / (7))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [▲配置]> then\n repeat (8)\n set [id v] to [▲]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [▲]> then\n switch costume to (▲ v)\n set size to (100) %\n show\n go to x: (0) y: (0)\n point in direction (pick random (360) to (-360))\n repeat (20)\n move (19) steps\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [maru]> then\n set size to (0) %\n show\n switch costume to (maru v)\n repeat (30)\n switch costume to ( v)\n change size by (((1000) - (size)) / (7))\n switch costume to (maru v)\n end\n wait (9) seconds\n delete this clone\nend\n\nwhen flag clicked\nset [id v] to [\\(^o^\)/オワタ]\ncreate clone of (_myself_ v)\nwait (3.7) seconds\nrepeat (10)\n set [id v] to [四角]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nif <(ID) = [name]> then\n go to [front v] layer\n show\n set size to (0) %\n switch costume to (無題の図形描画 \(13\) v)\n repeat (10)\n change size by (((150) - (size)) / (5))\n end\n repeat (15)\n change size by (((100) - (size)) / (5))\n end\n wait (0.5) seconds\n set rotation style [left-right v]\n repeat (15)\n point in direction (-90)\n change size by (((70) - (size)) / (5))\n end\n set rotation style [all around v]\n repeat (15)\n point in direction (90)\n change size by (((100) - (size)) / (5))\n end\n 片方周りパ (エフェクト色) [] [90]\n wait (0.1) seconds\n 片方周りパ (エフェクト色) [100] [180]\n wait (0.1) seconds\n 片方周りパ (エフェクト色) [] [270]\n wait (0.1) seconds\n 片方周りパ (エフェクト色) [100] [360]\n wait (0.1) seconds\n set size to (100) %\n wait (3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (エフェクト色)\nend\n\nwhen I start as a clone\nif <(ID) = [丸]> then\n go to [front v] layer\n set size to (pick random (50) to (100)) %\n switch costume to (maru2 v)\n show\n go to x: (pick random (360) to (-360)) y: (-999)\n repeat until <(y position) > [179]>\n change y by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nwait (3.7) seconds\nrepeat (20)\n set [id v] to [丸]\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(ID) = [横浜FC]> then\n switch costume to (横浜fc v)\n point in direction (90)\n show\n set size to (100) %\n go to x: (-999) y: (0)\n repeat until <[240] < (x position)>\n change x by (50)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [横浜FC2]> then\n switch costume to (横浜fc v)\n point in direction (-90)\n show\n set size to (100) %\n go to x: (999) y: (0)\n repeat until <(x position) < [-240]>\n change x by (-50)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <not <(ID) = [丸]>> then\n if <<(timer) > [8]> and <[8.1] > (timer)>> then\n set [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] to [0]\n repeat (10)\n set x to ((0) + ((30) * ([tan v] of (⊃\( ,,`・∂・´\)⊃\)\)\) パンチ) )))\n change [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] by (10)\n end\n change [エフェクト色 v] by (50)\n repeat (9)\n set x to ((0) + ((30) * ([tan v] of (⊃\( ,,`・∂・´\)⊃\)\)\) パンチ) )))\n change [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] by (10)\n end\n end\n if <<(timer) > [8.6]> and <[8.8] > (timer)>> then\n set [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] to [0]\n repeat (10)\n set y to ((0) + ((30) * ([tan v] of (⊃\( ,,`・∂・´\)⊃\)\)\) パンチ) )))\n change [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] by (-10)\n end\n change [エフェクト色 v] by (-50)\n repeat (9)\n set y to ((0) + ((30) * ([tan v] of (⊃\( ,,`・∂・´\)⊃\)\)\) パンチ) )))\n change [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] by (-10)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(ID) = [丸]>> then\n if <<(timer) > [4.5]> and <[4.7] > (timer)>> then\n repeat (5)\n change y by (((20) - (y position)) / (7))\n change x by (((20) - (x position)) / (7))\n end\n repeat (5)\n change y by (((-20) - (y position)) / (7))\n change x by (((20) - (x position)) / (7))\n end\n repeat (5)\n change y by (((-20) - (y position)) / (7))\n change x by (((-20) - (x position)) / (7))\n end\n repeat (5)\n change y by (((20) - (y position)) / (7))\n change x by (((-20) - (x position)) / (7))\n end\n repeat (5)\n change y by (((0) - (y position)) / (7))\n change x by (((0) - (x position)) / (7))\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(timer) > [6.8]> and <[7] > (timer)>> then\n グル [1]\n repeat (12)\n turn right (((90) - (direction)) / (5)) degrees\n end\n end\nend\n\nset size to ((100) + ((30) * ([tan v] of (⊃\( ,,`・∂・´\)⊃\)\)\) パンチ) ))) %\n\nwhen I start as a clone\nif <(ID) = [まっくろくろすけ]> then\n switch costume to (まっくろくろすけ v)\n go to [front v] layer\n set size to (100) %\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (70)\n repeat (5)\n go to [front v] layer\n hide\n wait (0.05) seconds\n go to [front v] layer\n show\n wait (0.05) seconds\n end\n delete this clone\nend\n\n@ontro\n\nwhen I start as a clone\nif <(ID) = [四角]> then\n set [...... v] to [500]\n switch costume to (四角 v)\n show\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (0)\n repeat (6)\n repeat (30)\n switch costume to (無 v)\n change size by ((((......) + (......)) - (size)) / (7))\n switch costume to (四角 v)\n end\n change [...... v] by (1000)\n end\n delete this clone\nend\n\ndefine name:馬場馬場\nset size to (50) %\npoint in direction (120)\nrepeat (20)\n change size by (((100) - (size)) / (7))\n turn right (((90) - (direction)) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [周りパ]> then\n set [ghost v] effect to (0)\n set [color v] effect to (エフェクト色)\n show\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (周りパぁ v)\n repeat (22)\n next costume\n change size by (5)\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [丸パ全体配置]> then\n set size to (50) %\n hide\n repeat (4)\n set [id v] to [丸パ]\n create clone of (_myself_ v)\n change x by (100)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [丸パ]> then\n set [brightness v] effect to (120)\n show\n switch costume to (丸ぱ v)\n repeat (17)\n next costume\n change size by (10)\n end\n wait (0.02) seconds\n delete this clone\nend\n\ndefine 全体丸\ngo to x: (-200) y: (150)\nset [id v] to [丸パ全体配置]\ncreate clone of (_myself_ v)\nchange y by (-100)\nset [id v] to [丸パ全体配置]\ncreate clone of (_myself_ v)\nchange y by (-100)\nset [id v] to [丸パ全体配置]\ncreate clone of (_myself_ v)\nchange y by (-100)\nset [id v] to [丸パ全体配置]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(ID) = [線]> then\n set size to (100) %\n show\n switch costume to (線 v)\n go to x: (0) y: (0)\n wait (8) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [四角右配置]> then\n set [color v] effect to (エフェクト色)\n set size to (100) %\n hide\n switch costume to (四角 v)\n go to x: (-200) y: (999)\n set [id v] to [▦]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (-100) y: (999)\n set [id v] to [▦]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (0) y: (999)\n set [id v] to [▦]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [▦]> then\n set size to (100) %\n show\n switch costume to (▦1 v)\n repeat until <(costume [name v]) = [▦23]>\n next costume\n change y by (((0) - (y position)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [四角左配置]> then\n set [color v] effect to (エフェクト色)\n set size to (100) %\n hide\n switch costume to (四角 v)\n go to x: (200) y: (-999)\n set [id v] to [▦]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (100) y: (-999)\n set [id v] to [▦]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (0) y: (-999)\n set [id v] to [▦]\n create clone of (_myself_ v)\nend\n\ndefine 4㋙の丸\ngo to x: (100) y: (100)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (100)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (100) y: (-100)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (-100)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (50) y: (50)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (50)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-50)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (-50)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [くるくる]> then\n set size to (100) %\n show\n switch costume to (くるくる v)\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n set [brightness v] effect to (100)\n repeat (220)\n turn right (1) 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 <(ID) = [ほわほわ]> then\n switch costume to (無 v)\n set size to (200) %\n show\n switch costume to (ほわ v)\n repeat (20)\n change size by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [ほわほわ配置]> then\n set [color v] effect to (120)\n set [brightness v] effect to (30)\n set size to (200) %\n hide\n switch costume to (ほわ v)\n repeat ((1) / (0))\n hide\n set [id v] to [ほわほわ]\n create clone of (_myself_ v)\n set y to ((0) + (([cos v] of ((timer) * (100)) ) * (100)))\n set x to ((0) + (([sin v] of ((timer) * (100)) ) * (200)))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [...]> then\n set [color v] effect to (0)\n set size to (100) %\n show\n switch costume to (2384583_strace v)\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (50)\n wait (7.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine ▦上下\nset [id v] to [四角左配置]\ncreate clone of (_myself_ v)\nset [id v] to [四角右配置]\ncreate clone of (_myself_ v)\n\ndefine パンゾイドっぽいの\nset [id v] to [ほわほわ配置]\ncreate clone of (_myself_ v)\n\ndefine 周りパ\nset [id v] to [周りパ]\ncreate clone of (_myself_ v)\n\ndefine paa (x) (y)\ngo to x: (x) y: (y)\nset [id v] to [paa]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [paa]> then\n set [brightness v] effect to (100)\n set size to (50) %\n show\n switch costume to (パあの線 v)\n repeat until <(costume [name v]) = [パあの線16]>\n change size by (5)\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (intro v)\n\ndefine name:ba\nset size to (50) %\npoint in direction (120)\nrepeat (10)\n change size by (((100) - (size)) / (7))\n turn right (((90) - (direction)) / (7)) degrees\nend\n\ndefine 丸パ (x) (y) (大きさ)\nset size to (大きさ) %\ngo to x: (x) y: (y)\nset [id v] to [丸パ]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [片方周りパ]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (片方周りパ v)\n repeat (22)\n next costume\n change size by (5)\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\ndefine 片方周りパ (色) (明るさ) (角度)\npoint in direction (角度)\nset [color v] effect to (色)\nset [brightness v] effect to (明るさ)\nset [id v] to [片方周りパ]\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [color v] effect to (0)\nset [brightness v] effect to (0)\n\ndefine 〆\nset [id v] to [〆]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [id v] to [〆2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [〆]> then\n show\n start sound [... v]\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (999) y: (-5)\n switch costume to (〆 v)\n repeat (30)\n change x by (((-35) - (x position)) / (7))\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [〆2]> then\n show\n set [brightness v] effect to (-100)\n set size to (100) %\n go to x: (999) y: (-5)\n switch costume to (〆 v)\n repeat (30)\n change x by (((-35) - (x position)) / (7))\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine グル (回数)\nrepeat (15)\n turn right (((180) - (direction)) / (5)) degrees\nend\nset [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] to [0]\nrepeat ((10) * (回数))\n point in direction ((180) + ((10) * ([tan v] of (⊃\( ,,`・∂・´\)⊃\)\)\) パンチ) )))\n change [⊃\( ,,`・∂・´\)⊃\)\)\) パンチ v] by (10)\nend\nrepeat (25)\n turn right (((90) - (direction)) / (5)) degrees\nend\n\ndefine 片方周りパ連打 (間隔)\n片方周りパ [] [] []\nwait (間隔) seconds\n片方周りパ [] [] [90]\nwait (間隔) seconds\n片方周りパ [] [] [180]\nwait (間隔) seconds\n片方周りパ [] [] [270]\n\nwhen I start as a clone\nif <(ID) = [1]> then\n show\n switch costume to (背景四角 v)\n set [color v] effect to (120)\n go to x: (200) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n show\n switch costume to (背景四角 v)\n set [color v] effect to (120)\n go to x: (100) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n show\n switch costume to (背景四角 v)\n set [color v] effect to (120)\n go to x: (0) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [4]> then\n show\n switch costume to (背景四角 v)\n set [color v] effect to (120)\n go to x: (-100) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [5]> then\n show\n switch costume to (背景四角 v)\n set [color v] effect to (120)\n go to x: (-200) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [6]> then\n show\n switch costume to (背景四角 v)\n set [brightness v] effect to (120)\n go to x: (200) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [7]> then\n show\n switch costume to (背景四角 v)\n set [brightness v] effect to (120)\n go to x: (100) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [8]> then\n show\n switch costume to (背景四角 v)\n set [brightness v] effect to (120)\n go to x: () y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [9]> then\n show\n switch costume to (背景四角 v)\n set [brightness v] effect to (120)\n go to x: (-100) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [10]> then\n show\n switch costume to (背景四角 v)\n set [brightness v] effect to (120)\n go to x: (-200) y: (999)\n repeat until <[.1] > (y position)>\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [11]> then\n show\n switch costume to (背景四角2 v)\n set [color v] effect to (120)\n go to x: (999) y: (150)\n repeat until <[.1] > (x position)>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [12]> then\n show\n switch costume to (背景四角2 v)\n set [color v] effect to (120)\n go to x: (999) y: (65)\n repeat until <[.1] > (x position)>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [13]> then\n show\n switch costume to (背景四角2 v)\n set [color v] effect to (120)\n go to x: (999) y: (-20)\n repeat until <[.1] > (x position)>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [14]> then\n show\n switch costume to (背景四角2 v)\n set [color v] effect to (120)\n go to x: (999) y: (-105)\n repeat until <[.1] > (x position)>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [15]> then\n show\n switch costume to (背景四角2 v)\n set [color v] effect to (120)\n go to x: (999) y: (-190)\n repeat until <[.1] > (x position)>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [16]> then\n show\n switch costume to (背景四角2 v)\n set [brightness v] effect to (120)\n go to x: (-999) y: (150)\n repeat until <(x position) > [.1]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [17]> then\n show\n switch costume to (背景四角2 v)\n set [brightness v] effect to (120)\n go to x: (-999) y: (65)\n repeat until <(x position) > [.1]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [18]> then\n show\n switch costume to (背景四角2 v)\n set [brightness v] effect to (120)\n go to x: (-999) y: (-20)\n repeat until <(x position) > [.1]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [19]> then\n show\n switch costume to (背景四角2 v)\n set [brightness v] effect to (120)\n go to x: (-999) y: (-105)\n repeat until <(x position) > [.1]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [20]> then\n show\n switch costume to (背景四角2 v)\n set [brightness v] effect to (120)\n go to x: (-999) y: (-190)\n repeat until <(x position) > [.1]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [まる]> then\n set size to () %\n show\n switch costume to (maru v)\n set [brightness v] effect to (20)\n go to x: (0) y: (0)\n repeat (40)\n switch costume to (無 v)\n change size by (((800) - (size)) / (7))\n switch costume to (maru v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [icon]> then\n go to [front v] layer\n set size to ((1) / ()) %\n show\n switch costume to (青い去勢 v)\n set [brightness v] effect to (0)\n go to x: (0) y: (0)\n repeat (40)\n change size by (((100) - (size)) / (7))\n point in direction ((90) + (([sin v] of ((timer) * (180)) ) * (10)))\n set y to (() + (([sin v] of ((timer) * (180)) ) * (10)))\n set x to (() + (([cos v] of ((timer) * (180)) ) * (10)))\n end\n forever\n set size to ((100) + (([sin v] of ((timer) * (180)) ) * (10))) %\n point in direction ((90) + (([sin v] of ((timer) * (180)) ) * (10)))\n set y to (() + (([sin v] of ((timer) * (180)) ) * (10)))\n set x to (() + (([cos v] of ((timer) * (180)) ) * (10)))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [ほし]> then\n set size to ((1) / ()) %\n show\n switch costume to (ほし v)\n set [brightness v] effect to (0)\n go to x: (-150) y: (-100)\n repeat (40)\n change size by (((100) - (size)) / (7))\n point in direction ((90) + (([cos v] of ((timer) * (180)) ) * (10)))\n set y to ((-100) + (([sin v] of ((timer) * (180)) ) * (10)))\n set x to ((-150) + (([cos v] of ((timer) * (180)) ) * (10)))\n end\n forever\n set size to ((100) + (([sin v] of ((timer) * (180)) ) * (10))) %\n point in direction ((90) + (([cos v] of ((timer) * (180)) ) * (10)))\n set y to ((-100) + (([sin v] of ((timer) * (180)) ) * (10)))\n set x to ((-150) + (([cos v] of ((timer) * (180)) ) * (10)))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [はーと]> then\n set size to ((1) / ()) %\n show\n switch costume to (はーと v)\n set [brightness v] effect to (0)\n go to x: (150) y: (-100)\n repeat (40)\n change size by (((100) - (size)) / (7))\n point in direction ((90) + (([cos v] of ((timer) * (180)) ) * (10)))\n set y to ((-100) + (([sin v] of ((timer) * (180)) ) * (10)))\n set x to ((150) + (([cos v] of ((timer) * (180)) ) * (10)))\n end\n forever\n set size to ((100) + (([sin v] of ((timer) * (180)) ) * (10))) %\n point in direction ((90) + (([cos v] of ((timer) * (180)) ) * (10)))\n set y to ((-100) + (([sin v] of ((timer) * (180)) ) * (10)))\n set x to ((150) + (([cos v] of ((timer) * (180)) ) * (10)))\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I start as a clone\nif <(ID) = [背景]> then\n switch costume to (無 v)\n set size to (120) %\n show\n switch costume to (10da002c-e373-4793-a1b9-fbf39463478c v)\n set [brightness v] effect to (0)\n go to x: (0) y: (0)\n repeat (40)\n point in direction ((90) + (([cos v] of ((timer) * (180)) ) * (2)))\n end\n forever\n point in direction ((90) + (([cos v] of ((timer) * (180)) ) * (2)))\n end\nend\n\nset y to ((0) + (([sin v] of ((timer) * (180)) ) * (10)))\nset x to ((0) + (([cos v] of ((timer) * (180)) ) * (10)))\n\nwhen I receive [outro v]\nset [ghost v] effect to (0)\n\nwhen I receive [outro v]\nwait (1.5) seconds\nパンゾイドっぽいの\n\nwhen I receive [outro v]\nstart sound [ヒロアカ5期OP_『僕のヒーローアカデミア』TVアニメ5期ノンクレジットオープニングムービー/OPテーマ_「No v]\nrepeat (2)\n set [id v] to [1]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [2]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [3]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [5]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [6]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [7]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [8]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [9]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [10]\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\nrepeat (2)\n set [id v] to [11]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [12]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [13]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [14]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [15]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [16]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [17]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [18]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [19]\n create clone of (_myself_ v)\n wait (0.02) seconds\n set [id v] to [20]\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\nset [id v] to [まる]\ncreate clone of (_myself_ v)\nset [id v] to [背景]\ncreate clone of (_myself_ v)\nset [id v] to [icon]\ncreate clone of (_myself_ v)\nset [id v] to [ほし]\ncreate clone of (_myself_ v)\nset [id v] to [はーと]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nbroadcast (outro v)\n\n
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⚠ You can move without clicking. ⚠\n\n\nコミュニティが好きなものに載っとるww\n\n@zennosuke love and☆!?\n@colpafu love and☆!?\n@anbe--- love and☆!?\n@-NewCodes love and☆!?\n@kaaakeee love and☆!?\n@pokosuke0825 love and☆!?\n@xX_TIG_Xx love and☆!?\n@Crystal-25 love and☆!?\n傾向 1ページやん!(;゚Д゚)\n\nEnglish (google翻訳)\n___________________________________________\nThe operation method is explained.\nTouch the heart and it will move to the left.\nWhen you touch the star, it moves to the right.\nClick the screen to jump. \n ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄\n日本語\n操作方法です。\n\nハートに触れると左に動き、星に触れると右に動きます。clickでjumpします。それでは頑張って下さい。
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Sonic ball platformer 3
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@Stage\n\nwhen flag clicked\nforever\n if <(Leavle) = [2]> then\n next backdrop\n stop all sounds\n play sound [295 - Green Hill Zone v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [1]> then\n switch backdrop to (backdrop1 v)\n stop all sounds\n play sound [Sonic movie green hill v] until done\n end\nend\n\nshow variable [leavle v]\n\nhide variable [leavle v]\n\nwhen flag clicked\nforever\n if <(Leavle) = [7]> then\n switch backdrop to (backdrop1 v)\n stop all sounds\n play sound [Sonic unleashed Alpost day v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [11]> then\n switch backdrop to (backdrop3 v)\n stop all sounds\n play sound [05 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [14]> then\n switch backdrop to (backdrop4 v)\n stop all sounds\n play sound [1-06 Star Light Zone v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [18]> then\n next backdrop\n stop all sounds\n play sound [1-04 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [22]> then\n next backdrop\n stop all sounds\n play sound [23 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [26]> then\n next backdrop\n stop all sounds\n play sound [3-20 Aquatic Base ~Level 2~ v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [30]> then\n next backdrop\n stop all sounds\n play sound [15 Honeycomb Highway v] until done\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Sprite2\n\n@Player2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (5)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-5)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1.3))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [0]\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 <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#000000)?> then\n set [yv v] to [20]\n start sound [jump v]\n end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#ff0000)?> or <(ScrollY) > [700]>> then\n set [scrollx v] to [-191]\n set [scrolly v] to [124]\nend\nif <touching color (#0006ff)?> then\n broadcast (Next Level v) and wait\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [its thumb time v]\nhide\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(Tails) = [0]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Tails) = [1]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [switch v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Knuckles) = [2]> then\n set [knuckles v] to [0]\n end\nend\n\nchange [knuckles v] by (1)\n\nwhen flag clicked\nforever\n if <(Knuckles) = [0]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Knuckles) = [1]> then\n switch costume to (costume3 v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\n\nshow\n\nwhen flag clicked\nforever\n if <(Leavle) = [1]> then\n go to [front v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [2]> then\n go to [front v] layer\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [3]> then\n go to [front v] layer\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [4]> then\n go to [front v] layer\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [5]> then\n go to [front v] layer\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [6]> then\n go to [front v] layer\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [7]> then\n go to [front v] layer\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [8]> then\n go to [front v] layer\n switch costume to (costume8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [9]> then\n go to [front v] layer\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [10]> then\n go to [front v] layer\n switch costume to (costume10 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [11]> then\n go to [front v] layer\n switch costume to (costume11 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [12]> then\n go to [front v] layer\n switch costume to (costume12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [13]> then\n go to [front v] layer\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [14]> then\n go to [front v] layer\n switch costume to (costume14 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [15]> then\n go to [front v] layer\n switch costume to (costume15 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [16]> then\n go to [front v] layer\n switch costume to (costume17 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [17]> then\n go to [front v] layer\n switch costume to (costume17 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [18]> then\n go to [front v] layer\n switch costume to (costume18 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [19]> then\n go to [front v] layer\n switch costume to (costume19 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [20]> then\n go to [front v] layer\n switch costume to (costume20 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [21]> then\n go to [front v] layer\n switch costume to (costume21 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [22]> then\n go to [front v] layer\n switch costume to (costume22 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [23]> then\n go to [front v] layer\n switch costume to (costume23 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [24]> then\n go to [front v] layer\n switch costume to (costume24 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [25]> then\n go to [front v] layer\n switch costume to (costume25 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [26]> then\n go to [front v] layer\n switch costume to (costume26 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Leavle) = [30]> then\n hide\n end\nend\n\ngo to [front v] layer\nswitch costume to (costume26 v)\n\nwhen flag clicked\nhide\n\nshow\n\n@Level2\n\nwhen flag clicked\nset [leavle v] to [1]\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nset [scrollx v] to [-191]\nset [scrolly v] to [124]\nPosition \nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\ndefine Position \nset [scrollx v] to [-191]\nset [scrolly v] to [124]\n\nwhen I receive [next level v]\nchange [leavle v] by (1)\nnext costume\nPosition \n\nwhen I receive [its thumb time v]\nhide\n\nwhen [m v] key pressed\nstop all sounds\nstop [this script v]\n\nwhen [p v] key pressed\nplay sound [ParagonX9 - Chaoz Fantasy v] until done\nstop [this script v]\n\nwhen flag clicked\nstart sound [ParagonX9 - Chaoz Fantasy v]\nstop [this script v]\n\n@Sprite4\n\nwhen flag clicked\nset [knuckles v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(Leavle) = [30]> then\n show\n switch costume to (costume1 v)\n go to [front v] layer\n end\nend\n\nwhen this sprite clicked\nbroadcast (Switch v)\nswitch costume to (costume2 v)\nchange [knuckles v] by (1)\n\n@score\n\nwhen flag clicked\nhide\nDisplay (Leavle) at (-130) (156)\nforever\n broadcast (Reload Number Display v)\nend\n\ndefine Display (variable) at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [number display clone id v] to [0]\nrepeat (10)\n change [number display clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [reload number display v]\nif <<(Number Display Clone ID) > (length of (Leavle))> or <(Number Display Clone ID) = (Points)>> then\n hide\nelse\n show\nend\ngo to x: ((X) + (((Number Display Clone ID) - (1)) * (15))) y: (Y)\nswitch costume to ((letter (Number Display Clone ID) of (Leavle)) + (1))\n\nwhen I start as a clone\nforever\n set size to (200) %\nend\n\nwhen I start as a clone\nshow\ngo to x: ((X) + (((Number Display Clone ID) - (1)) * (30))) y: (Y)\nswitch costume to ((letter (Number Display Clone ID) of []) + (score))\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Sprite5\n\n
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Arrow keys to move \n
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Olympics || A Platformer #Games #Stories #All
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@Stage\n\nwhen flag clicked\nrepeat until <(level) = [12]>\n play sound [Waddle Dee Tank - Kirby's Return To Dreamland v] until done\nend\n\nwhen flag clicked\nif <(level) = [12]> then\n stop all sounds\nend\n\n@Player\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [10]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (right v)\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\npoint in direction (90)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-2)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (2)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [16]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> then\n switch costume to (right jump v)\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> then\n switch costume to (left jump v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\n if <(y position) = [-81]> then\n switch costume to (right v)\n end\n if <(y position) = [-82]> then\n switch costume to (right v)\n end\n if <(y position) = [-83]> then\n switch costume to (right v)\n end\n if <(y position) = [-52]> then\n switch costume to (right v)\n end\n if <(y position) = [-80]> then\n switch costume to (right v)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <<touching (danger!!! v)?> or <touching (more danger!!! v)?>> then\n go to x: (-200) y: (-50)\n end\nend\n\nwhen flag clicked\nrepeat until <(level) = [12]>\n if <touching color (#80ceff)?> then\n go to x: (-200) y: (-50)\n switch costume to (right v)\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (even more danger!!! v)?> then\n go to x: (-200) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-50)\n end\nend\n\n@DANGER!!!\n\nwhen flag clicked\nswitch costume to (welcome v)\n\nwhen I receive [next level v]\nnext costume\n\n@more DANGER!!!\n\ndefine Animate Until costume: (number) Sec: (second)\nrepeat until <(costume [number v]) = (number)>\n wait (second) seconds\n next costume\nend\n\nwhen flag clicked\nhide\ngo to x: (-100) y: (-83)\nset rotation style [left-right v]\nwait until <(level) = [3]>\nshow\nrepeat until <(level) = [4]>\n switch costume to (costume19 v)\n repeat (30)\n check\n move (7) steps\n end\n check\n switch costume to (costume20 v)\n repeat (30)\n check\n move (-7) steps\n end\nend\nhide\nwait until <(level) = [8]>\nshow\nrepeat until <(level) = [9]>\n switch costume to (costume19 v)\n repeat (25)\n check2\n move (6) steps\n end\n check2\n switch costume to (costume20 v)\n repeat (25)\n check2\n move (-6) steps\n end\nend\nhide\n\nwhen flag clicked\nforever\n wait (0.7) seconds\n Animate Until costume: [10] Sec: []\nend\n\ndefine check\nif <(level) = [4]> then\n hide\nend\n\ndefine check2\nif <(level) = [9]> then\n hide\nend\n\n@even more DANGER!!!\n\ndefine check\nif <(level) = [11]> then\n hide\nend\n\nwhen flag clicked\nrepeat until <(level) = [10]>\n hide\nend\nshow\ngo to x: (221) y: (-83)\nrepeat until <(level) = [11]>\n check\n repeat (33)\n check\n move (-15) steps\n end\n check\n go to x: (219) y: (-83)\nend\nhide\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (welcome v)\n\n@Words\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait until <(level) = [12]>\nstop all sounds\ngo to [front v] layer\nshow\nforever\n play sound [Mario moosic v] until done\nend\n\n@referee\n\nwhen flag clicked\nshow\ngo to x: (-190) y: (130)\n\n@next\n\n@judge\n\nwhen flag clicked\nhide\nwait until <(level) = [11]>\nshow\nif <(level) = [12]> then\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Block count\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(level) = [12]>\n wait (1) seconds\n change [time v] by (1)\nend\nstop [this script v]\n\nwhen flag clicked\nwait until <(level) = [12]>\nset [☁ time v] to (time)\nforever\n if <key (space v) pressed?> then\n show variable [☁ time v]\n wait (5) seconds\n hide variable [☁ time v]\n end\nend\n\n
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Go see my new game! https://scratch.mit.edu/projects/564874152\n-------------------------------------------------------------------------------\nSpam green flag for best results! If the red guy pops up when you start the game just clicked the green flag again\n---------------------------------------------------------------------------------\nuse arrow keys or w.a.s.d. to move and try to reach the end of the OLYMPICS!!\n--------------------------------------------------------------------------------- there are 11 levels to me level 10 is probably the hardest but for others it's level 3 XD
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Colors || A platformer
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@Stage\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [bensound-anewbeginning v] until done\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Trail\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n change [color v] effect by (10)\nend\n\n@Player\n\nchange y by (-5)\n\nwhen I receive [next v]\ngo to x: (-235) y: (-109)\n\nwhen flag clicked\ngo to x: (-235) y: (-109)\n\nwhen flag clicked\nhide\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nforever\n if <<(x position) = [240]> or <(x position) > [240]>> then\n set x to (-235)\n set y to (-109)\n broadcast (next v)\n end\n if <touching (danger v)?> then\n go to x: (-231) y: (-109)\n end\n \n broadcast (restart v)\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <key (up arrow v) pressed?>>> or <<key (w v) pressed?> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n broadcast (Move eye v)\n else\n broadcast (Don't move eye v)\n end\nend\n\nwhen I receive [don't move eye v]\nswitch costume to (normal v)\n\nwhen I receive [move eye v]\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n if <(username) = [Animal_Luver_777]> then\n switch costume to (left2 v)\n end\n if <(username) = [D0ct0rWh0Fan]> then\n switch costume to (left2 v)\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n if <(username) = [Animal_Luver_777]> then\n switch costume to (right2 v)\n end\n if <(username) = [D0ct0rWh0Fan]> then\n switch costume to (right2 v)\n end\nend\n\nwhen flag clicked\nshow\nset [player2: yv v] to [0]\ngo to x: (-229) y: (-73)\nset [player2: xv v] to [0]\nforever\n if <touching color (#ff1d1d)?> then\n set [player2: yv v] to [0]\n go to x: (-177) y: (94)\n set [player2: xv v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player2: xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player2: xv v] by (-0.7)\n end\n set [player2: xv v] to ((Player2: xv) * (0.9))\n change x by (Player2: xv)\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 ((Player2: xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Player2: xv) > [0]> then\n set [player2: xv v] to [-5]\n else\n set [player2: xv v] to [5]\n end\n set [player2: yv v] to [9]\n else\n set [player2: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player2: yv v] by (-1)\n change y by (Player2: yv)\n if <touching (levels v)?> then\n change y by ((Player2: yv) * (-1))\n set [player2: yv v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (costume1 v)\n set [player2: yv v] to [15]\n end\n end\n change y by (1)\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (10)\nend\nhide\n\n
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Use the arrow keys or WAD to move! \n\nI know it is short, with only 7 levels, but I hope you still enjoy playing it!\n\n(Sorry if it's a bit laggy >_<)\n\nDon't forget to ❤ and ⭐!!\n\nPart 2??\n\nNew platformer!:\nhttps://scratch.mit.edu/projects/557907150/\nPart 2:\nhttps://scratch.mit.edu/projects/756549088/
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Clouds | a platformer #Games
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n play sound [Emotional Piano v] until done\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen flag clicked\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n
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#18 on TRENDDDINNNNGGGG! OMG I CANNOT THANK EVERYONE ENOUGH! (well, on games trending) \nStory: You are in the mystical land of Clouds, but when you become lost, you have to find your way back! It's supposed to be a calm platformer.\nInstructions:\narrow keys to move. \navoid lava and spikes\nif the heart and star are gray, click them because otherwise they make it lag...\nthis is still a work in progress...more levels will be added sooon!
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Desert #all #games #platformer #mancake
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@Stage\n\nwhen flag clicked\nforever\n play sound [713137_TheFatRat---Jackpot.mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nshow\nPlayer moves\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\n\ndefine Player moves\nhide variable [deaths v]\nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left costume v)\n change [x_velocity v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right costume 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 (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <key (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 change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <touching (platform v)?> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> and <touching (platform v)?>> then\n set [y_velocity v] to [15]\n switch costume to (up costume v)\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <touching (deadline v)?> then\n Respawn\n change [deaths v] by (1)\n end\n if <touching (cactus v)?> then\n Respawn\n change [deaths v] by (1)\n end\n if <(y position) = [-179]> then\n Respawn\n change [deaths v] by (1)\n end\n if <(L_eve_l) = [11]> then\n show variable [deaths v]\n end\nend\n\nwhen flag clicked\nset [time_tester v] to [0]\nforever\n wait (1) seconds\n change [time_tester v] by (1)\nend\n\n@platform\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n go to x: (-12) y: (-3)\nend\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\n@Cactus\n\nwhen flag clicked\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\nforever\n go to x: (33) y: (34)\nend\n\n@Coin\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (50)\n wait (0.2) seconds\n change [ghost v] effect by (75)\n wait (0.2) seconds\n change [ghost v] effect by (100)\n wait (0.2) seconds\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\n@Coin2\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (50)\n wait (0.2) seconds\n change [ghost v] effect by (75)\n wait (0.2) seconds\n change [ghost v] effect by (100)\n wait (0.2) seconds\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\n@Coin3\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (50)\n wait (0.2) seconds\n change [ghost v] effect by (75)\n wait (0.2) seconds\n change [ghost v] effect by (100)\n wait (0.2) seconds\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (14) y: (-12)\nforever\n go to [front v] layer\n reset timer\nend\n\ndefine FINISH\nrepeat (10)\n change y by (5)\nend\nwait (0.01) seconds\nrepeat (4)\n change y by (-14)\nend\n\n@Deadline\n\n
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2111 views! :0 Omg thank you all so much! <3! \n\nPart 1: https://scratch.mit.edu/projects/557248902\nPart 2: Making it...\nYou are lost in the desert and you have to overcome obstacles to get home. Use arrow keys to move. \nComment "I found it :D" if you found the hidden Easter egg! Like and favourite for part 2!
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EarthQuest (Mobile) ★ A Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [message1 v]\nrepeat (4)\n next backdrop\n wait (0.01) seconds\nend\n\nwhen flag clicked\nstop all sounds\n\nwhen backdrop switches to [backdrop19 v]\nwait (7) seconds\nreset timer\n\nwhen I receive [homescreen v]\nset volume to (100) %\nforever\n play sound [yt1s v] until done\nend\n\nwhen I receive [homescreen v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen [timer v] > (0)\nset volume to (0) %\n\n@earth\n\nwhen flag clicked\nhide\n\nwhen I receive [homescreen v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-215) y: (10)\nshow\nforever\n if <([x position v] of [joystick v]) > [178]> then\n change [x v] by (1)\n end\n if <([x position v] of [joystick v]) < [178]> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#23ff00)?> then\n go to [front v] layer\n switch costume to (costume1 v)\n change y by (1)\n if <touching color (#23ff00)?> then\n change y by (1)\n if <touching color (#23ff00)?> then\n change y by (1)\n if <touching color (#23ff00)?> then\n change y by (1)\n if <touching color (#23ff00)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <([y position v] of [joystick v]) > [-100]> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#23ff00)?> then\n go to [front v] layer\n switch costume to (costume1 v)\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#23ff00)?> then\n go to [front v] layer\n switch costume to (costume1 v)\n if <([y position v] of [joystick v]) > [-100]> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (10)\n end\n if <(y position) < [-160]> then\n go to x: (-215) y: (10)\n broadcast (death v)\n change [deaths v] by (1)\n end\n if <touching color (#d343ff)?> then\n go to x: (-215) y: (10)\n broadcast (death v)\n change [deaths v] by (1)\n end\n if <touching color (#33dcff)?> then\n switch costume to (costume2 v)\n if <([y position v] of [joystick v]) > [-100]> 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 if <([x position v] of [joystick v]) > [178]> then\n change [x v] by (1)\n end\n if <([x position v] of [joystick v]) < [178]> then\n change [x v] by (-1)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n change y by (JoystickY)\nend\n\nwhen [timer v] > (0)\nhide\n\n@deer\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (135) y: (-76)\nshow\nforever\n switch costume to (costume1 v)\n wait (2) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@words/butterfly\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\nclear graphic effects\nhide\n\nwhen backdrop switches to [backdrop11 v]\npoint in direction (90)\ngo to x: (23) y: (-64)\nswitch costume to (costume1 v)\nshow\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (message1 v)\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nrepeat (10)\n create clone of (_myself_ v)\nend\ngo to (random position v)\nswitch costume to (costume3 v)\nset size to (60) %\nshow\nforever\n switch costume to (costume4 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\nend\n\nwhen backdrop switches to [backdrop18 v]\ngo to (random position v)\nswitch costume to (costume3 v)\nshow\nforever\n glide (3) secs to (random position v)\n turn right (5) degrees\n turn left (5) degrees\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (1) to (500))\nswitch costume to (costume3 v)\nset size to (60) %\nshow\nforever\n glide (3) secs to (random position v)\n turn right (5) degrees\n turn left (5) degrees\nend\n\ngo to (random position v)\n\nwhen I start as a clone\nforever\n switch costume to (costume4 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\n@turbines\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop12 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen backdrop switches to [backdrop12 v]\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@people\n\nwhen flag clicked\ngo to x: (256) y: (80)\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\nwait (1) seconds\nrepeat (12)\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@ones\n\nwhen flag clicked\ngo to x: (215) y: (148)\nswitch costume to (0 v)\nhide\n\nwhen I receive [death v]\nnext costume\n\nwhen flag clicked\nforever\n if <(deaths) = [100]> then\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [homescreen v]\nshow\n\n@plant\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-141) y: (-114)\nshow\nforever\n switch costume to (costume1 v)\n wait (0.3) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\n switch costume to (costume3 v)\n wait (0.3) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@tens\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(deaths) = [10]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (0 v)\n\nwhen flag clicked\nforever\n if <(deaths) = [20]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [30]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [40]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [50]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [60]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [70]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [80]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [90]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) > [100]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(deaths) = [100]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen I receive [homescreen v]\nshow\nset [deaths v] to [0]\n\nwhen flag clicked\nforever\n if <(deaths) = [0]> then\n switch costume to (0 v)\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@homescreen\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\n@berd\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\ngo to [back v] layer\nshow\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (385) y: (69)\nshow\nforever\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n wait (0.2) seconds\nend\n\nwhen backdrop switches to [backdrop19 v]\nforever\n show\n go to x: (385) y: (69)\n glide (2) secs to x: (-195) y: (14)\n hide\n wait (10) seconds\nend\n\nwhen I receive [homescreen v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@logo\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nrepeat (9)\n wait (0.002) seconds\n next costume\nend\nwait (0.0002) seconds\nrepeat (10)\n wait (0.0002) seconds\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nbroadcast (homescreen v)\n\nwhen flag clicked\nwait (0.2) seconds\nplay sound [High Whoosh v] until done\nwait (0.4) seconds\nplay sound [High Whoosh v] until done\nwait (0) seconds\nplay sound [High Whoosh v] until done\n\nwhen [timer v] > (0)\nhide\n\n@Joystick\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (circle v)\n\nwhen I receive [homescreen v]\ngo to x: (178) y: (-112)\nset size to (50) %\nshow\nset [ghost v] effect to (50)\nset [josticky v] to [0]\nset [joystickx v] to [0]\nset [jx v] to (x position)\nset [jy v] to (y position)\ncreate clone of (_myself_ v)\nswitch costume to (joystick v)\nforever\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n repeat until <not <mouse down?>>\n go to x: (JX) y: (JY)\n point towards (mouse-pointer v)\n if <(distance to [mouse-pointer v]) > ((80) * ((size) * (0.01)))> then\n move ((80) * ((size) * (0.01))) steps\n else\n move (distance to [mouse-pointer v]) steps\n end\n set [joystickx v] to (((x position) - (JX)) / ((80) * ((size) * (0.01))))\n set [josticky v] to (((y position) - (JY)) / ((80) * ((size) * (0.01))))\n go to [front v] layer\n end\n end\n end\n go to x: (JX) y: (JY)\n set [joystickx v] to [0]\n set [josticky v] to [0]\n go to [front v] layer\nend\n\nwhen I receive [homescreen v]\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n set [ghost v] effect to (0)\n end\n end\n set [ghost v] effect to (50)\nend\n\nwhen [timer v] > (0)\nhide\n\n
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EarthQuest (Mobile) ★ A Platformer \n═══════════════════════════════════\nEarthQuest is a short, informational platformer about global warming and its effects on our planet. This is the new mobile-friendly version!\nPlease, spread awareness about climate change and take action against it!\n═══════════════════════════════════\n【 DESKTOP VERSION 】https://scratch.mit.edu/projects/497863849/\n═══════════════════════════════════\nInstructions:\n✦ Use joystick to move right and left\n✦ Get to the right side of the screen for the next level\n✦ Don't fall into the void\n✦ Avoid purple "pollution"\n✦ Beat all the levels and try not to die\n═══════════════════════════════════\n✦ Comment your death score down below!\n✦ Feel free to remix!\n✦ Leave a ♡ and a ☆
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CHOMP - A Platformer
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@Stage\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [you win! v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start/play v]\nrepeat until <(backdrop [number v]) = [2]>\n change [time v] by (0.1)\n wait (0.1) seconds\nend\nshow variable [time v]\n\n@Player\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (stage v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (stage v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (-150) y: (0)\nset size to (300) %\nhide\n\nwhen I receive [start/play v]\nforever\n set [speed x v] to ((speed x) * (0.75))\n if <touching (spiky things & lava v)?> then\nend\n\nwhen I receive [start/play v]\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(falling) < [3]>> then\n set [speed y v] to [10]\n end\nend\n\nwhen I receive [start/play v]\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\nend\n\nwhen I receive [start/play v]\nshow\n\nwhen I receive [shoot v]\npoint towards (mouse-pointer v)\nswitch costume to (costume11 v)\nrepeat (10)\n next costume\nend\nswitch costume to (costume3 v)\npoint in direction (90)\n\nwhen I receive [next stage v]\nif <(level) = [15]> then\n go to x: (-200) y: (100)\nelse\n go to x: (-200) y: (-20)\nend\n\nwhen [space v] key pressed\nset [action in play? v] to [1]\nswitch costume to (costume3 v)\nstart sound [Chomp v]\nrepeat (7)\n next costume\nend\nif <touching (watermelon v)?> then\n broadcast (chomp! v)\n broadcast (health up v)\nend\nif <touching (baddies v)?> then\n start sound [Bite v]\n broadcast (baddie hit v)\nend\nrepeat (2)\n next costume\nend\nswitch costume to (costume3 v)\nset [action in play? v] to [0]\n\nwhen I receive [start/play v]\nforever\n\ndefine Slip\n\nchange y by (-2)\nchange x by (1)\nif <touching (stage v)?> then\n change y by (2)\n change x by (-1)\nelse\n set [falling v] to [9]\nend\n\nwhen I receive [die v]\n\nif <key (s v) pressed?> then\n switch costume to (costume23 v)\nelse\n switch costume to (costume22 v)\nend\n\nwhen I receive [ko!!! v]\nset [pixelate v] effect to (0)\npoint in direction (90)\nswitch costume to (dead v)\nstop [other scripts in sprite v]\n\nwhen I receive [start/play v]\nforever\n if <touching (spiky things & lava v)?> then\n repeat (10)\n set [speed y v] to [1]\n set [speed x v] to [0]\n change [brightness v] effect by (10)\n set [speed y v] to [1]\n set [speed x v] to [0]\n end\n hide\n if <(level) = [15]> then\n go to x: (-200) y: (100)\n else\n go to x: (-200) y: (-20)\n end\n show\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\nend\n\nif <(level) = [17]> then\n go to x: (-200) y: (-100)\nend\n\nstop [all v]\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Dance Energetic v] until done\nend\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [n v] key pressed\nset volume to (100) %\n\nwhen flag clicked\n\n@stage\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\nset [noskip v] to [0]\nswitch costume to (stage1 v)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [start/play v]\nset [noskip v] to [0]\nswitch costume to (stage1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start/play v]\nforever\n set [level v] to (costume [number v])\nend\n\nwhen [s v] key pressed\nif <(noskip) = [0]> then\n wait until <key (k v) pressed?>\n wait until <key (i v) pressed?>\n wait until <key (p v) pressed?>\n broadcast (next stage v)\nend\n\nwhen I receive [start/play v]\nwait until <(level) = [26]>\nset [noskip v] to [1]\nbroadcast (You Win! v)\n\n@spiky things & lava\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen I receive [start/play v]\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n broadcast (lose HP v)\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [start/play v]\nforever\n if <<touching (player v)?> and <(costume [number v]) = [22]>> then\n broadcast (Die v)\n broadcast (lose DOUBLE hp v)\n end\n wait until <not <touching (player v)?>>\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [start/play v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@play button\n\nwhen this sprite clicked\nbroadcast (start/play v)\nhide\n\nwhen flag clicked\nshow\nset size to (500) %\ngo to x: (0) y: (-100)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (520) %\n change [color v] effect by (5)\n else\n set size to (500) %\n set [color v] effect to (0)\n end\nend\n\n@mouse - crosshair\n\nwhen I receive [start/play v]\nshow\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [start/play v]\nforever\n next costume\n wait (0.05) seconds\n go to [front v] layer\nend\n\nwhen flag clicked\nset size to (150) %\nhide\n\nwhen this sprite clicked\nif <(shoot delay) = [0]> then\n broadcast (shoot v)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@bullet\n\nwhen flag clicked\nset [shoot delay v] to [0]\nset size to (225) %\nhide\n\nwhen I receive [start/play v]\nhide\n\nwhen I receive [shoot v]\nset [shoot delay v] to [1]\ngo to (player v)\npoint towards (mouse-pointer v)\nwait (0.25) seconds\ngo to (player v)\nshow\nrepeat until <<touching (_edge_ v)?> or <<touching (baddies v)?> or <touching (stage v)?>>>\n move (10) steps\n next costume\nend\nif <touching (baddies v)?> then\n broadcast (baddie hit v)\n wait (0.1) seconds\nend\nbroadcast (Playersplat v)\nset [shoot delay v] to [0]\nhide\n\nwhen I receive [shoot v]\nwait (0.2) seconds\nplay sound [High Whoosh v] until done\n\n@Sprite1\n\n@Watermelon\n\nwhen flag clicked\nhide\n\nwhen I receive [chomp! v]\nif <(costume [number v]) = [1]> then\n start sound [Bite v]\n switch costume to (costume2 v)\nelse\n start sound [Bite v]\n hide\nend\n\nwhen I receive [start/play v]\ngo to x: (31) y: (-115)\nswitch costume to (costume1 v)\n\nwhen I receive [next stage v]\nwait (0.1) seconds\nif <(level) = [9]> then\n show\n switch costume to (costume1 v)\n go to x: (50) y: (-115)\nend\nif <(level) = [14]> then\n show\n switch costume to (costume1 v)\n go to x: (175) y: (-115)\nend\nif <(level) = [17]> then\n show\n switch costume to (costume1 v)\n go to x: (-195) y: (65)\nend\nif <(level) = [19]> then\n show\n switch costume to (costume1 v)\n go to x: (160) y: (-90)\nend\nif <(level) = [23]> then\n show\n switch costume to (costume1 v)\n go to x: (160) y: (-90)\nend\n\nwait (1) seconds\ngo to x: (pick random (-200) to (200)) y: (-115)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next stage v]\nhide\n\n@HP\n\nwhen flag clicked\nhide\ngo to x: (161) y: (161)\nswitch costume to (costume9 v)\n\nwhen I receive [lose hp v]\nnext costume\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [start/play v]\nshow\n\nwhen I receive [health up v]\nif <(costume [number v]) = [1]> then\n\nwhen I receive [start/play v]\nwait until <(costume [number v]) = [7]>\nbroadcast (KO!!! v)\nstop [other scripts in sprite v]\n\nwhen [l v] key pressed\nif <(code: love) = [0]> then\n wait until <key (o v) pressed?>\n wait until <key (v v) pressed?>\n wait until <key (e v) pressed?>\n broadcast (code: "love" v)\n set [code: love v] to [1]\nend\n\nwhen I receive [code: "love" v]\nswitch costume to (costume9 v)\n\nwhen flag clicked\nset [code: love v] to [0]\n\nwhen I receive [lose double hp v]\nwait (0) seconds\nnext costume\n\n@baddies\n\nwhen I receive [next stage v]\nwait (0.1) seconds\nif <(level) = [16]> then\n go to x: (100) y: (-61)\n switch costume to (costume23 v)\n create clone of (_myself_ v)\nend\nif <(level) = [17]> then\n go to x: (55) y: (-30)\n switch costume to (costume23 v)\n create clone of (_myself_ v)\nend\nif <(level) = [18]> then\n go to x: (-205) y: (47)\n switch costume to (costume23 v)\n broadcast (wings v)\n create clone of (_myself_ v)\nend\nif <(level) = [20]> then\n go to x: (100) y: (100)\n switch costume to (costume23 v)\n broadcast (wings v)\n create clone of (_myself_ v)\nend\nif <(level) = [21]> then\n go to x: (133) y: (-48)\n switch costume to (costume23 v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [baddiehp1 v] to [2]\nforever\n hide\nend\n\nwhen I start as a clone\nset [baddiehp1 v] to [2]\nforever\n show\nend\n\nwhen I start as a clone\nforever\n point towards (player v)\n switch costume to (costume23 v)\n repeat (10)\n next costume\n end\n broadcast (baddie shoot v)\n switch costume to (costume23 v)\n wait (2.5) seconds\nend\n\nwhen I receive [next stage v]\ndelete this clone\n\nforever\n repeat until <touching (stage v)?>\n change y by (-1)\n end\n repeat until <not <touching (stage v)?>>\n change y by (1)\n end\nend\n\nwhen I receive [baddie hit v]\nchange [baddiehp1 v] by (-0.5)\nif <<(baddiehp1) = [0]> or <(baddiehp1) < [0]>> then\n switch costume to (dead v)\n wait (0.1) seconds\n delete this clone\nelse\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\nend\n\nwhen I start as a clone\nforever\n if <(flying?) = [1]> then\n repeat (10)\n change y by (2)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-2)\n end\n end\nend\n\nwhen I receive [start/play v]\nforever\n if <(flying?) = [1]> then\n repeat (10)\n change y by (2)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-2)\n end\n end\nend\n\n@bullet2\n\nwhen flag clicked\nset size to (225) %\nhide\n\nwhen I receive [start/play v]\nhide\n\nwhen I receive [baddie shoot v]\nwait (0.1) seconds\ngo to (baddies v)\npoint towards (player v)\nshow\nrepeat until <<<touching (_edge_ v)?> or <touching (stage v)?>> or <touching (player v)?>>\n move (10) steps\n next costume\nend\nbroadcast (splat! v)\nhide\ndelete this clone\n\nwait until <(level) = [1]>\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (lose HP v)\n end\nend\n\nwhen I receive [baddie shoot v]\nwait (0.2) seconds\nplay sound [High Whoosh v] until done\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start/play v]\nset [ghost v] effect to (100)\ngo to x: (237) y: (0)\nforever\n if <touching (player v)?> then\n broadcast (next stage v)\n end\nend\n\nwhen I receive [you win! v]\nhide\n\n@player_splat\n\nwhen I receive [playersplat v]\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to (bullet v)\nshow\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nhide\n\nwhen flag clicked\nset size to (350) %\nhide\n\nwhen I receive [playersplat v]\nplay sound [Splat - Gaming Sound Effect \(HD\) v] until done\n\n@enemy_splat\n\nwhen I receive [splat! v]\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\ngo to (bullet2 v)\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nhide\n\nwhen flag clicked\nset size to (350) %\nhide\n\nwhen I receive [start/play v]\nwait until <(level) = [1]>\nhide\n\nwhen I receive [splat! v]\nplay sound [Splat - Gaming Sound Effect \(HD\) v] until done\n\n@Targets\n\nwhen I receive [start/play v]\nwait until <(level) = [11]>\ngo to x: (36) y: (105)\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nset size to (350) %\nhide\n\nwhen I start as a clone\ngo to x: (-200) y: (60)\nswitch costume to (costume1 v)\nshow\nwait until <touching (bullet v)?>\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start/play v]\nwait until <touching (bullet v)?>\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next stage v]\nhide\n\n@Sprite2\n\nwhen I receive [ko!!! v]\ngo to x: (0) y: (325)\nshow\ngo to [front v] layer\nglide (3) secs to x: (0) y: (0)\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (2)\n go to [front v] layer\nend\n\n@Sprite5\n\nwhen I receive [wings v]\nset [flying? v] to [1]\nshow\nforever\n go to (baddies v)\nend\n\nwhen flag clicked\nset size to (250) %\nset [flying? v] to [0]\nhide\n\nwhen I receive [start/play v]\nset [flying? v] to [0]\nhide\n\nwhen I receive [wings v]\nforever\n next costume\n wait (0.3) seconds\n if <(baddiehp1) = [0]> then\n hide\n end\nend\n\nwhen I receive [next stage v]\nset [flying? v] to [0]\nhide\n\n@Sprite6\n\nwhen I receive [start/play v]\nif <(username) = [lookypookyg]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n stop [all v]\nend\n\nwhen flag clicked\nhide\n\n
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✨CHOMP - A Platformer✨\n\nWelcome to my 2nd platformer ever. \nPls ❤️ & ⭐ if you enjoy it, it always makes my day :)\n\nREAD THE INSTRUCTIONS\n=========================================\n\nClick the flag twice \n\nNOTICE: It's better to have a mouse for this game, or shooting might not work as well. Without is still fine, but a bit harder. \n\nINSTRUCTIONS: \n- WASD to move \n- Mouse to aim and shoot \n- Space to chomp \n- Watermelons restore 1 heart \n- Don't touch spikes or other deadly stuff\n- "M" key to silence music, "N" to turn it on again\n- Type "Skip" on your keyboard at any time to skip a level \n- ✨HAVE FUN✨\n\n(Full screen is recommended but you don't have to) \n\nThere is also a timer, but you can ignore it. It will show at the end. My personal speedrun is 49.4 secs, let me know your times in the comments! :) \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBonus for those who've scrolled all the way down here: \n\nType the word: "love" in-game at any time, to restore yourself to max health :D \n(only works once tho!)
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Homework vs. Video Games - A Platformer #Games #Games #Games #All #Games #Games #Games #Games
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@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (homework v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n 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 play sound [bensound-perception v] until done\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\n@Homework\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) > [9]> then\n hide\n else\n show\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) > [3]> then\n hide\n else\n show\n end\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n say [Hello there young one] for (2) seconds\n wait (1) seconds\n say [so you want to know where to go huh?] for (2.5) seconds\n wait (1) seconds\n say [Ah so you're an adventurer, listen closely i would recommend sailing to the nearby island of lambore ] for (5) seconds\n say [There is an island called paiana along the way. Whatever you do not stop there] for (4) seconds\n broadcast (Animation v)\n set [level v] to [11]\n end\nend\n\nwait (1) seconds\n\n@Sprite3\n\nwhen I receive [animation v]\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (99)\nrepeat (33)\n change [ghost v] effect by (-3)\nend\nrepeat (18)\n next costume\n wait (.033) seconds\nend\nrepeat (99)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow variable [level v]\nhide\n\nwhen I receive [animation v]\nhide variable [level v]\nwait (1.3) seconds\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nshow\ngo to [front v] layer\n\n
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PART 2: https://scratch.mit.edu/projects/559803325/\n\nPART 3: https://scratch.mit.edu/projects/560771855/\n\nPART 4: https://scratch.mit.edu/projects/561037787/\nS or down arrow to crouch\n\n\nArrow keys or WASD \n\n\n\n\n\n\n
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Among Us Platformer!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(level) = [17]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Main Player\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n repeat until <touching (ground v)?>\n switch costume to (jump v)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (my friend v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n go to x: (-200) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n play sound [Footstep2 v] until done\n end\n if <(costume [number v]) = [8]> then\n play sound [Footstep2 v] until done\n end\nend\n\nwhen I receive [end v]\nswitch costume to (idle v)\ngo to x: (-200) y: (-100)\nstop [other scripts in sprite v]\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen I receive [open sesme v]\nnext costume\n\n@my friend\n\ndefine say 1 (number or text)\ndelete all of [message list v]\nset [letter counted v] to [0]\nrepeat (length of (number or text))\n add (letter ((1) + (letter counted)) of (number or text)) to [message list v]\n say (message list)\n change [letter counted v] by (1)\n wait (0.05) seconds\nend\nsay (number or text) for ((length of (number or text)) / (20)) seconds\n\nwhen flag clicked\nset [level v] to [1]\n\ndefine starting position\nset [show lazer v] to [0]\nset [fallspeed v] to [0]\ngo to x: (-220) y: (y lvl start)\nshow\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nif <(pause) = [1]> then\n wait (0.1) seconds\nend\n\nset y to (-75)\n\ndefine restart/back/next\nif <key (b v) pressed?> then\n if <not <(level) = [1]>> then\n change [level v] by (-1)\n starting position\n wait (0.2) seconds\n end\nend\nif <key (r v) pressed?> then\n starting position\n wait (0.2) seconds\n up\nend\nif <key (n v) pressed?> then\n if <not <(level) = [26]>> then\n broadcast (bext v)\n wait (0.2) seconds\n change [level v] by (1)\n end\nend\n\nwhen I receive [coolieu v]\nstarting position\n\nbroadcast (coolieu v)\n\nwhen I receive [end of end v]\n\nwhen flag clicked\ngo to x: (0) y: (-98)\nhide\n\ngo to x: (0) y: (0)\n\nif <(x position) > [220]> then\n hide\n broadcast (hide now v)\n set [good v] to [0]\n broadcast (bext v)\n wait (0.5) seconds\n go to x: (0) y: (0)\n change [level v] by (1)\nend\n\nif <touching (spikes v)?> then\n broadcast (fall apart v)\n dead start\nend\nrestart/back/next\nif <touching (trampoline v)?> then\n set [fallspeed v] to [18]\nend\nif <touching (chainsaw v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (badguy v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (stompers v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (lavaly lava v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <(level) = [16]> then\n broadcast (hide now v)\n broadcast (supercalifragilisticexpialodocious v)\n stop [this script v]\nend\n\nwait (17) seconds\n\nset [runspeed v] to [0]\n\nwhen I receive [end intro v]\n\nstarting position\n\ndefine dead start\nhide\nwait (1) seconds\nset [fallspeed v] to [0]\ngo to x: (-220) y: (-70)\nshow\nbroadcast (show v)\nup\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nset [good v] to [1]\nbroadcast (show now v)\n\nwhen I receive [up! v]\n\nhide\n\nwhen I receive [play v]\ngo to x: (0) y: (-98)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nset [good v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\nforever\n if <(good) = [1]> then\n change [fallspeed v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [runspeed v] to [-5]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [runspeed v] to [5]\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [runspeed v] to [0]\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <touching (ground v)?> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [fallspeed v] to [12]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n end\n if <(x position) > [237]> then\n change [level v] by (1)\n broadcast (lvl detect v)\n end\n if <(y position) < [-180]> then\n starting position\n end\n if <touching (trampoline v)?> then\n set [fallspeed v] to [18]\n start sound [Jump v]\n end\n if <touching (imposter v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n starting position\n end\n if <touching color (#faff00)?> then\n starting position\n start sound [Smashing-Yuri_Santana-1233262689 v]\n end\n if <touching (spikes v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n starting position\n end\n if <touching (stomper v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n starting position\n end\n if <<key (n v) pressed?> and <not <(level) = [17]>>> then\n change [level v] by (1)\n broadcast (lvl detect v)\n wait until <not <key (n v) pressed?>>\n end\n if <(level) = [17]> then\n go to x: (-200) y: (-100)\n broadcast (end v)\n say 1 [Captain! Captain! The imposters are taking the ship!]\n broadcast (caption v)\n forever\n wait (1) seconds\n go to x: (-200) y: (-100)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [lvl detect v]\nif <(level) = [1]> then\n set [y lvl start v] to [-70]\n broadcast (starter up v)\nend\nif <(level) = [2]> then\n set [y lvl start v] to [-70]\n broadcast (starter up v)\nend\nif <(level) = [3]> then\n set [y lvl start v] to [30]\n broadcast (starter up v)\nend\nif <(level) = [4]> then\n set [y lvl start v] to [30]\n broadcast (starter up v)\nend\nif <(level) = [5]> then\n broadcast (starter up v)\nend\nif <(level) = [6]> then\n broadcast (starter up v)\n set [y lvl start v] to [30]\nend\nif <(level) = [7]> then\n broadcast (starter up v)\nend\nif <(level) = [8]> then\n broadcast (starter up v)\n set [y lvl start v] to [150]\nend\nif <(level) = [9]> then\n broadcast (starter up v)\nend\nif <(level) = [10]> then\n broadcast (starter up v)\n set [y lvl start v] to [-20]\nend\nif <(level) = [11]> then\n broadcast (starter up v)\n set [y lvl start v] to [-20]\nend\nif <(level) = [12]> then\n broadcast (starter up v)\n set [y lvl start v] to [-20]\nend\nif <(level) = [13]> then\n set [y lvl start v] to [-40]\n broadcast (starter up v)\nend\nif <(level) = [14]> then\n broadcast (starter up v)\nend\nif <(level) = [15]> then\n broadcast (starter up v)\n set [y lvl start v] to [-20]\nend\n\nwhen I receive [starter up v]\nstarting position\n\nif <touching (mouse-pointer v)?> then\n\nif <<(fallspeed) > [5]> and <touching (ground v)?>> then\n start sound [Footstep2 v]\nend\n\nwhen flag clicked\nforever\n if <<touching (vent 1 v)?> or <touching (vent 2 v)?>> then\n start sound [131ce567-df76-4ae8-99f8-b700a360f681 v]\n wait until <not <<touching (vent 1 v)?> or <touching (vent 2 v)?>>>\n start sound [A Bass v]\n end\nend\n\nset [arg v] to [0]\n\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\n@assets\n\n@Text\n\nwhen flag clicked\nforever\n change y by (([cos v] of ((timer) * (100)) ) * (0.5))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n next costume\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n end\n if <(costume [number v]) = [5]> then\n broadcast (play v)\n switch costume to (costume1 v)\n hide\n end\nend\n\n@Imposter\n\nwhen I start as a clone\nset [color v] effect to (pick random (10) to (100))\nhide\nif <(level) = [1]> then\nif <(level) = [2]> then\n go to x: (150) y: (0)\n patrol\nend\nif <(level) = [3]> then\nif <(level) = [4]> then\nif <(level) = [5]> then\n go to x: (150) y: (0)\n patrol\nend\nif <(level) = [6]> then\n go to x: (150) y: (-100)\n patrol\nend\nif <(level) = [7]> then\nif <(level) = [8]> then\n go to x: (75) y: (-100)\n patrol\nend\nif <(level) = [9]> then\n go to x: (50) y: (-100)\n patrol\nend\nif <(level) = [10]> then\nif <(level) = [11]> then\n go to x: (250) y: (-100)\n patrol\nend\nif <(level) = [12]> then\n go to x: (200) y: (115)\n patrol\nend\nif <(level) = [13]> then\n go to x: (20) y: (60)\n patrol\nend\nif <(level) = [14]> then\nif <(level) = [15]> then\nif <(level) = [16]> then\n\ndefine patrol\nshow\nset rotation style [left-right v]\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\nforever\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n if <(costume [number v]) = [17]> then\n switch costume to (costume10 v)\n end\n end\n switch costume to (costume9 v)\n wait (1) seconds\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n if <(costume [number v]) = [17]> then\n switch costume to (costume10 v)\n end\n end\n switch costume to (costume9 v)\n wait (1) seconds\nend\n\nwhen I receive [play v]\nset size to (28) %\nforever\n if <(level) = [1]> then\n if <(level) = [2]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n if <(level) = [5]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [6]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [9]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [10]> then\n if <(level) = [11]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [12]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [13]> then\n create clone of (_myself_ v)\n set [level spawned v] to (level)\n wait until <not <(level spawned) = (level)>>\n end\n if <(level) = [14]> then\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <not <(level spawned) = (level)>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n play sound [Footstep2 v] until done\n end\nend\n\nif <(costume [number v]) = [8]> then\n play sound [Footstep2 v] until done\nend\n\nset [color v] effect to (50)\n\n@Trampoline\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (-49) y: (-116)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (135) y: (-105)\n end\n if <(level) = [9]> then\n show\n go to x: (-184) y: (-56)\n end\n if <(level) = [10]> then\n show\n go to x: (-9) y: (-62)\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n show\n go to x: (-166) y: (-116)\n end\n if <(level) = [13]> then\n show\n go to x: (178) y: (-117)\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n show\n go to x: (159) y: (-34)\n end\n if <(level) = [16]> then\n show\n end\n if <(level) = [17]> then\n hide\n end\nend\n\n@animations\n\nwhen flag clicked\nhide\n\nwhen I receive [oof v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (14)\n go to [front v] layer\n next costume\nend\nwait (0.4) seconds\nhide\n\n@Vent 1\n\nwhen flag clicked\nset [vents hide v] to [0]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n show\n go to x: (0) y: (-64)\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n show\n go to x: (5) y: (-90)\n end\n if <(level) = [6]> then\n show\n go to x: (-119) y: (-29)\n end\n if <(level) = [7]> then\n show\n go to x: (0) y: (-70)\n end\n if <(level) = [8]> then\n show\n go to x: (-56) y: (11)\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (7) y: (-102)\n end\n if <(level) = [12]> then\n show\n go to x: (6) y: (30)\n end\n if <(level) = [13]> then\n show\n go to x: (-127) y: (72)\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\n if <(level) = [17]> then\n hide\n end\n if <(touching player) = [0]> then\n set [vents hide v] to [0]\n end\n if <touching (my friend v)?> then\n set [vents hide v] to [1]\n end\n if <touching (my friend v)?> then\n switch costume to (costume1 v)\n repeat (4)\n next costume\n end\n wait until <not <touching (my friend v)?>>\n switch costume to (costume1 v)\n end\nend\n\n@vent hider\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n switch costume to (level)\n if <(vents hide) = [1]> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\n if <touching (main player v)?> then\n set [vents hide v] to [1]\n set [touching player v] to [1]\n else\n set [touching player v] to [0]\n end\nend\n\n@vent 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n go to x: (112) y: (-64)\n show\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n go to x: (0) y: (-29)\n show\n end\n if <(level) = [7]> then\n show\n go to x: (120) y: (-70)\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (123) y: (-103)\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n show\n go to x: (-25) y: (129)\n end\n if <(level) = [16]> then\n show\n go to x: (-25) y: (129)\n end\n if <(level) = [17]> then\n hide\n end\n if <(touching player) = [0]> then\n set [vents hide v] to [0]\n end\n if <touching (my friend v)?> then\n set [vents hide v] to [1]\n end\n if <touching (my friend v)?> then\n switch costume to (costume1 v)\n repeat (4)\n next costume\n end\n wait until <not <touching (my friend v)?>>\n switch costume to (costume1 v)\n end\nend\n\n@zapper\n\nset [show lazer v] to [0]\n\nwhen I receive [bext v]\n\nwhen flag clicked\nset [show lazer v] to [0]\nhide\nforever\n if <(level) = [1]> then\n set [show lazer v] to [0]\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n set [show lazer v] to [0]\n end\n if <(level) = [4]> then\n show\n set [show lazer v] to [1]\n go to x: (2) y: (-102)\n end\n if <(level) = [5]> then\n show\n go to x: (-124) y: (-117)\n set [show lazer v] to [1]\n end\n if <(level) = [6]> then\n hide\n set [show lazer v] to [0]\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-62) y: (-144)\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n show\n go to x: (-52) y: (-118)\n end\n if <(level) = [14]> then\n show\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\n if <(level) = [17]> then\n hide\n set [show lazer v] to [0]\n end\nend\n\n@zapper2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n hide\n set [show lazer v] to [0]\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n set [show lazer v] to [0]\n end\n if <(level) = [4]> then\n show\n go to x: (2) y: (92)\n end\n if <(level) = [5]> then\n show\n go to x: (-124) y: (171)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n if <(level) = [9]> then\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-62) y: (87)\n set [show lazer v] to [1]\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n show\n go to x: (-52) y: (-28)\n set [show lazer v] to [1]\n end\n if <(level) = [14]> then\n show\n go to x: (-52) y: (67)\n set [show lazer v] to [1]\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\n if <(level) = [17]> then\n hide\n set [show lazer v] to [0]\n end\nend\n\n@lazer\n\nwhen flag clicked\nforever\n\npen up\n\nwhen flag clicked\nforever\n point in direction (90)\n wait (0.04) seconds\n point in direction (-90)\nend\n\nbroadcast (lets go v)\n\nwhen I receive [lets go v]\nshow\n\nwhen I receive [lets hide v]\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\n\nforever\n go to [back v] layer\n go [forward v] (1) layers\n if <(costume [number v]) = [1]> then\n hide\n end\n if <(costume [number v]) = [2]> then\n hide\n end\n if <(costume [number v]) = [3]> then\n hide\n end\n if <(costume [number v]) = [4]> then\n show\n go to x: (2) y: (0)\n end\n if <(costume [number v]) = [5]> then\n if <(costume [number v]) = [6]> then\n if <(costume [number v]) = [7]> then\n if <(costume [number v]) = [8]> then\n if <(costume [number v]) = [9]> then\n if <(costume [number v]) = [10]> then\nend\n\nwhen I start as a clone\nforever\n hide\nend\n\nwhen I receive [lvl detect v]\n\nerase all\n\nif <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\nend\n\nwhen I receive [bext v]\n\nwhen flag clicked\nbroadcast (lazers v)\n\nwhen I receive [lazers v]\nforever\n if <(show lazer) = [1]> then\n set pen color to (#c9ce00)\n set pen size to (1)\n start sound [sf_desintegration v]\n repeat (30)\n erase all\n change pen size by (1)\n pen down\n go to (zapper v)\n go to (zapper2 v)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n start sound [Electric Shock Zap-SoundBible v]\n pen down\n set pen size to (15)\n set pen color to (#faff00)\n go to (zapper v)\n go to (zapper2 v)\n repeat (50)\n change [arg v] by (2)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n broadcast (lets hide v)\n erase all\n set pen size to (31)\n set pen color to (#c9ce00)\n start sound [sf_desintegration v]\n repeat (30)\n erase all\n change pen size by (-1)\n set pen color to (#c9ce00)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n go to (zapper v)\n go to (zapper2 v)\n end\n erase all\n repeat (50)\n change [arg v] by (2)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n else\n erase all\n end\nend\n\n@zapped\n\nwhen flag clicked\nhide\n\nwhen I receive [zap v]\nshow\nrepeat (25)\n next costume\n go to [front v] layer\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@Stomper\n\nhide\n\nwhen [loudness v] > (10)\n\nwhen I receive [lvl detect v]\nset y to (160)\n\nwhen flag clicked\nforever\n go to [back v] layer\n set [stomper v] to [0]\n repeat until <touching (ground v)?>\n change [stomper v] by (-1)\n change y by (stomper)\n end\n start sound [Metal Bang-SoundBible v]\n backup\n start sound [recording1 v]\n repeat until <(y position) > [170]>\n change y by (5)\n end\nend\n\ndefine backup\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (-67) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (-50) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [10]> then\n show\n go to x: (-150) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n show\n go to x: (-150) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [15]> then\n hide\n stop [this script v]\n end\n if <(level) = [16]> then\n if <(level) = [17]> then\n hide\n end\nend\n\n@decor\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Stomper2\n\nwhen flag clicked\nforever\n go to [back v] layer\n set [stomper v] to [0]\n repeat until <touching (ground v)?>\n change [stomper v] by (-1)\n change y by (stomper)\n end\n start sound [Metal Bang-SoundBible v]\n backup\n repeat until <(y position) > [170]>\n change y by (5)\n end\nend\n\ndefine backup\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (150) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n show\n go to x: (55) y: (-109)\n set [stomper lvl v] to (level)\n wait until <<(level) < (stomper lvl)> or <(level) > (stomper lvl)>>\n end\n if <(level) = [15]> then\n hide\n stop [this script v]\n end\n if <(level) = [16]> then\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@key\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [back v] layer\n if <(level) = [15]> then\n go to x: (-190) y: (128)\n show\n wait until <touching (my friend v)?>\n start sound [Connect v]\n hide\n broadcast (open sesme v)\n change [level v] by (1)\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nbroadcast (bext v)\n\nwhen flag clicked\nforever\nend\n\n@Captain\n\ndefine say 1 (number or text)\ndelete all of [message list v]\nset [letter counted v] to [0]\nrepeat (length of (number or text))\n add (letter ((1) + (letter counted)) of (number or text)) to [message list v]\n say (message list)\n change [letter counted v] by (1)\n wait (0.05) seconds\nend\nsay (number or text) for ((length of (number or text)) / (20)) seconds\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [17]> then\n go to x: (48) y: (-103)\n show\n else\n hide\n end\nend\n\nwhen I receive [caption v]\nsay 1 [We will have to escape in escape ships…with our crews.]\nsay 1 [Let's go.]\nbroadcast (Transition v)\n\n@transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\nshow\nswitch costume to (costume1 v)\nrepeat (100)\n change [ghost v] effect by (-1)\n go to [front v] layer\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to (0) %\nrepeat (100)\n go to [front v] layer\n change size by (1)\nend\nrepeat (600)\n change y by (1)\nend\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\nforever\n play sound [POL-spaceship-ambience-short v] until done\nend\n\n
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------Among Us------\nThis is a really fun, scary environment game.\nA fun storyline, exciting new obstacles. Use the vent to avoid imposters! Having fun!\nGame controls: Arrow keys, WADS, N to skip!\n=========================================\n ------Among Us------\nĐây là một trò chơi về môi trường xung quanh thực sự thú vị, đáng sợ. Một cốt truyện vui nhộn, những chướng ngại vật mới thú vị. Sử dụng lỗ thông hơi để tránh những kẻ mạo danh! Chúc các bạn vui vẻ!\nĐiều khiển: Phím mũi tên, WADS, N để bỏ qua!
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Lifeless || A Scrolling Platformer
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@Stage\n\n@Intro\n\ndefine Shake X (x) Y (y) Size (s) Repeat (#) direction: (direction) speed: (speed)\nshow\nset size to (s) %\nrepeat (#)\n change size by (((100) - (size)) / (8))\n turn right (((direction) - (direction)) / (speed)) degrees\n set [dir v] to (direction)\n go to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + (y))\n set [x v] to (x position)\n set [y v] to (y position)\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 [color v] effect to (pick random (0) to (200))\nhide\nstart sound [Slooby & God's Warrior - Believe In Love2 v]\nset [clone id v] to [0]\nrepeat (20)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nParticles\nwait (15.6) seconds\nbroadcast (End Intro v)\n\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 I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (hack v)\n set size to (10000) %\n switch costume to (name v)\n point in direction (-90)\n show\n repeat until <<(round (size)) = (round (100))> and <(round (direction)) = (round (90))>>\n switch costume to (hack v)\n change size by (((100) - (size)) / (14))\n switch costume to (name v)\n turn right (((90) - (direction)) / (14)) degrees\n end\n Shake X [0] Y [50] Size [70] Repeat [15] direction: [-90] speed: [4]\n go to [front v] layer\n Shake X [0] Y [-50] Size [70] Repeat [15] direction: [90] speed: [3]\n go to [front v] layer\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [-90] speed: [4]\n go to [front v] layer\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [4]\n go to [front v] layer\n point in direction (90)\n set [var1 v] to [1]\n repeat (20)\n go to [front v] layer\n turn right (var1) degrees\n set [dir v] to (direction)\n go to [front v] layer\n change size by (((200) - (size)) / (5))\n change [var1 v] by ((var1) / (5))\n end\n set [var1 v] to [1]\n repeat (35)\n turn right (((90) - (direction)) / (7.5)) degrees\n set [dir v] to (direction)\n change size by (((100) - (size)) / (7.5))\n end\n Shake X [50] Y [0] Size [200] Repeat [15] direction: [90] speed: [4]\n Shake X [-50] Y [0] Size [200] Repeat [15] direction: [90] speed: [4]\n point in direction (90)\n set [var1 v] to [1]\n set [move v] to [10]\n repeat (20)\n change x by (move)\n set [x v] to (x position)\n go to [front v] layer\n turn right (var1) degrees\n set [dir v] to (direction)\n go to [front v] layer\n change [var1 v] by ((var1) / (5))\n end\n repeat (11)\n turn right (((90) - (direction)) / (7.5)) degrees\n change x by (move)\n set [x v] to (x position)\n change [move v] by (-5)\n set [dir v] to (direction)\n end\n repeat until <[0] < (x position)>\n turn right (((90) - (direction)) / (5)) degrees\n change x by (move)\n set [x v] to (x position)\n change [move v] by (10)\n set [dir v] to (direction)\n end\n Shake X [0] Y [0] Size [100] Repeat [10] direction: [90] speed: [4]\n go to x: (0) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n repeat (2)\n Shake X [0] Y [0] Size [110] Repeat [15] direction: [90] speed: [4]\n end\n set [move v] to [5]\n repeat (3)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (5)\n end\n repeat (11)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (-5)\n end\n repeat (13)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (6.15)\n end\n wait until <(timer) > [14]>\n repeat until <<(round (x position)) = (round (0))> and <<(round (y position)) = (round (-300))> and <(round (direction)) = (round (120))>>>\n change x by (((0) - (x position)) / (30))\n change y by (((-240) - (y position)) / (30))\n switch costume to (name v)\n turn right (((120) - (direction)) / (30)) degrees\n change [ghost v] effect by (1.3)\n end\n delete this clone\nend\nif <(Clone ID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (circle v)\n show\n go to [back v] layer\n point in direction (-90)\n repeat until <(round (size)) = (round (3000))>\n switch costume to (hack v)\n change size by (((3000) - (size)) / (28))\n turn right (((90) - (direction)) / (25)) degrees\n switch costume to (circle v)\n end\n wait until <(timer) > [13.5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [3]> then\n wait (6.8) seconds\n go to x: (0) y: (0)\n switch costume to (circle thing v)\n set size to (100) %\n switch costume to (hack v)\n set [ghost v] effect to (100)\n show\n go to [back v] layer\n point in direction (-90)\n set [var2 v] to [1]\n repeat (20)\n change [ghost v] effect by (-10)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (hack v)\n turn right (var2) degrees\n switch costume to (circle thing v)\n change [var2 v] by ((var2) / (5))\n end\n set [var2 v] to [1]\n repeat until <(costume [name v]) = [last one]>\n turn right (((-90) - (direction)) / (8)) degrees\n change size by (((200) - (size)) / (8))\n next costume\n end\n delete this clone\nend\nif <(Clone ID) = [4]> then\n wait (4.5) seconds\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (grid1 v)\n set size to (100) %\n set [ghost v] effect to (0)\n show\n go to [back v] layer\n go [forward v] (1) layers\n wait until <(timer) > [13.5]>\n delete this clone\nend\nif <(Clone ID) = [5]> then\n Spawn Chevrons | repeat: [11]\nend\nif <(Clone ID) = [6]> then\n Spawn Chevron2 | repeat: [11]\nend\nif <(Clone ID) = [Chevron]> then\n set [pixelate v] effect to (0)\n change [color v] effect by (0)\n wait (5.1) seconds\n go to x: (0) y: (0)\n switch costume to (chevron v)\n set size to (-100) %\n set [ghost v] effect to (100)\n set [val v] to [5]\n show\n go to [back v] layer\n go [forward v] (10) layers\n repeat (10)\n change [color v] effect by (0)\n set [pixelate v] effect to (0)\n change [ghost v] effect by (-10)\n change size by (val)\n change [val v] by (((20) - (val)) / (6))\n end\n repeat until <(size) > [650]>\n switch costume to (hack v)\n change size by (val)\n change [val v] by (((20) - (val)) / (6))\n change [color v] effect by (0)\n switch costume to (chevron v)\n end\n delete this clone\nend\nif <(Clone ID) = [Chevron2]> then\n change [color v] effect by (0)\n set [pixelate v] effect to (0)\n wait (5.4) seconds\n go to x: (0) y: (0)\n switch costume to (chevron v)\n set size to (-100) %\n set [ghost v] effect to (100)\n set [val v] to [5]\n show\n go to [back v] layer\n go [forward v] (1) layers\n repeat (10)\n change [ghost v] effect by (-10)\n set [pixelate v] effect to (0)\n change size by (val)\n change [color v] effect by (0)\n change [val v] by (((20) - (val)) / (5))\n end\n repeat until <(size) > [650]>\n switch costume to (hack v)\n change size by (val)\n change [val v] by (((20) - (val)) / (5))\n change [color v] effect by (0)\n switch costume to (chevron v)\n end\n delete this clone\nend\nif <(Clone ID) = [Particle]> then\n wait until <(timer) > [5.4]>\n set [move particles v] to [3]\n wait (0) seconds\n set size to (pick random (20) to (50)) %\n show\n switch costume to (pick random (16) to (17))\n go to (random position v)\n point in direction (pick random (0) to (360))\n set [ghost v] effect to (pick random (0) to (70))\n go to [back v] layer\n repeat until <(timer) > [13]>\n go to [back v] layer\n go [forward v] (10) layers\n move (move particles) steps\n if on edge, bounce\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Spawn Chevrons | repeat: (#)\nrepeat (#)\n set [clone id v] to [Chevron]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\ndefine Spawn Chevron2 | repeat: (#)\nrepeat (#)\n set [clone id v] to [Chevron2]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nif <<(Clone ID) = [Chevron2]> or <(Clone ID) = [Chevron]>> then\n set [x v] to [0]\n set [y v] to [0]\n forever\n point in direction (dir)\n go to x: (x) y: (y)\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [6.7]>\nrepeat (20)\n change [pixelate v] effect by (5)\n change [color v] effect by (5)\nend\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [color v] effect by (-5)\nend\n\nwhen flag clicked\nwait until <(timer) > [5.4]>\nrepeat (10)\n repeat (10)\n change [move particles v] by ((4) - ((move particles) / (4)))\n end\n set [move particles v] to [4]\n wait (0.2) seconds\nend\n\ndefine Particles\nrepeat (20)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\n@Play Button\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen I receive [skin select v]\nhide\n\nwhen I receive [end intro v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (edit - play2 v)\n else\n switch costume to (edit - play v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [start v]\nhide\n\n@LEVELs\n\nwhen I receive [start v]\nshow\nswitch costume to (blank v)\nset size to (600) %\nswitch costume to (level 1 v)\nset [scrollx v] to [547]\nset [scrolly v] to [252]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen flag clicked\nhide\n\ndefine POSItion\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nwhen I receive [level up! v]\nnext costume\nPOSItion\n\nwhen I receive [game! v]\n\n broadcast (YOU WIN! v)\nend\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nwhen I receive [skip v]\nset [scrollx v] to [547]\nset [scrolly v] to [252]\nnext costume\n\nwhen flag clicked\n\n@Player\n\nwhen I receive [start v]\nswitch costume to (idle v)\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n broadcast (tick v)\nend\n\nwhen flag clicked\nhide\nhide variable [timer v]\n\ndefine TICK\nif <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n switch costume to (right v)\nend\nif <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n switch costume to (left v)\nend\nif <key (d v) pressed?> then\n change [xvel v] by (1)\nend\nif <key (a v) pressed?> then\n change [xvel v] by (-1)\nend\nchange x by (Xvel)\nset [xvel v] to ((Xvel) * (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 ((Xvel) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n set [yvel v] to [15]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yvel v] by (-1)\nchange y by (Yvel)\nif <touching color (#000000)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [yvel v] to [13]\n end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#ff0000)?> or <(ScrollY) > [700]>> then\n set [scrollx v] to [547]\n set [scrolly v] to [252]\nend\nif <touching color (#00a9ff)?> then\n broadcast (LEVEL UP! v) and wait\nend\n\nwhen I receive [tick v]\nTICK\n\npen up\npen down\n\nwhen I receive [game! v]\nwait (0.1) seconds\nswitch costume to (costume1 v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [game! v]\nshow variable [timer v]\nset [timer v] to [0]\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nif <[] > [50]> then\n\nwhen flag clicked\nforever\n if <touching color (#9966ff)?> then\n hide variable [timer v]\n end\nend\n\nbroadcast (duh v)\n\nwhen I receive [start v]\nforever\n if <touching color (#00ff60)?> then\n hide variable [timer v]\n broadcast (hideall v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [game! v]\n\nwhen [m v] key pressed\nstop all sounds\nset volume to (-100) %\n\nwhen flag clicked\nif <touching color (#9966ff)?> then\n hide variable [☁ high score v]\nend\n\nwhen I receive [game! v]\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching color (#0400ff)?> then\n set [yvel v] to [35]\n end\nend\n\nif <(Xvel) > [0]> then\n set [xvel v] to [-10]\nelse\n set [xvel v] to [10]\nend\nset [yvel v] to [15]\n\nif <(Xvel) > [0]> then\n set [xvel v] to [-10]\nelse\n set [xvel v] to [20]\nend\n\nchange [pixelate v] effect by (1)\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <not <<key (up arrow v) pressed?> and <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>>>> then\n switch costume to (idle v)\n end\nend\n\nwhen I receive [end intro v]\nwait (0.2) seconds\nset volume to (100) %\nstart sound [TheFatRat - Prelude v]\n\nforever\n if <touching color (#00ff60)?> then\n hide\n end\nend\n\nforever\n if <touching color (#00ff60)?> then\n hide\n end\nend\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [☁ high score v]\n\n@Thumbnail2\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\nhide variable [timer v]\n\n@Love fave\n\nwhen flag clicked\ngo to [front v] layer\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (15) to (20)) seconds\n switch costume to (follow! 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@RESET\n\nwhen flag clicked\nhide\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nwhen I receive [start v]\ngo to x: (136) y: (101)\nshow\n\nwhen this sprite clicked\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nwhen I receive [start v]\nstop all sounds\nplay sound [Vexento - Tevo \(Original Mix\) v] until done\n\nshow\n\nwhen I receive [game! v]\n\nwhen I receive [start v]\nshow variable [timer v]\n\nset [scrollx v] to [547]\nset [scrolly v] to [252]\n\nwhen I receive [hideall v]\nhide\n\n@SKIP\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (skip v)\n\nwhen I receive [start v]\nforever\n if <touching color (#9966ff)?> then\n hide\n end\nend\n\nwhen I receive [start v]\ngo to x: (16) y: (35)\nshow\n\nwhen I receive [start v]\nset [timer v] to [0]\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen I receive [hideall v]\nhide\n\n@Text_Time\n\nwhen flag clicked\nhide\n\nwhen I receive [game! v]\nshow\n\nwhen I receive [duh v]\nhide\n\nwhen I receive [skip v]\n\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen I receive [start v]\nshow\n\nwhen I receive [game! v]\nforever\n if <touching color (#9966ff)?> then\n hide\n end\nend\n\nwhen I receive [hideall v]\nhide\n\n@confetti\n\nwhen flag clicked\nset [clone? v] to [0]\nhide\n\nwhen I start as a clone\nset [clone? v] to [1]\ngo to [front v] layer\nshow\nswitch costume to (pick random (1) to (4))\ngo to x: (pick random (-230) to (230)) y: (-170)\nset [x vel v] to (pick random (-5) to (5))\nset [y vel v] to (pick random (6) to (10))\nrepeat until <touching (_edge_ v)?>\n change x by (X vel)\n change y by (Y vel)\n change [y vel v] by (-.25)\n set [x vel v] to ((X vel) * (.95))\nend\ndelete this clone\n\ndefine Clone\nrepeat (2)\n create clone of (_myself_ v)\nend\n\nwhen I receive [confetti v]\nif <(clone?) = [0]> then\n repeat (10)\n Clone\n end\nend\n\nwhen I receive [hideall v]\nforever\n broadcast (Confetti v)\n wait (5) seconds\nend\n\n@Others\n\nwhen I receive [start 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 others\n\ndefine setup others\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 [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 value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start 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 (value)\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <([costume # v] of [level v]) = (value)> then\n if <[100] > (offline)> then\n show\n else\n hide\n end\nelse\n hide\nend\nvalue = read from encoded\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\n
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→ Lifeless || A Scrolling Platformer ←\n-----------------------------------------------------------------\nInstructions:\n⦾ Use arrow keys to move\n⦾ BLUE = TRAMPOLINE\n⦾ RED = DANGER\n⦾ Click the skip button to skip a level (if needed)\n⦾ Click the restart button to restart a level (if needed)\n⦾ CHAT your time (if you want)\n⦾ Click the "M" key to mute the music (if you want to)\n\n⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️\n *EVERY LEVEL IS POSSIBLE*
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Platformer Engine #Games #Tutorials
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@Stage\n\nwhen I receive [game start v]\nstop all sounds\nforever\n play sound [y2mate v] until done\nend\n\n@blank\n\n@Player\n\ndefine Y collision\nif <<<touching (ground v)?> or <touching (platform v)?>> and <not <[0] < (Py)>>> then\n repeat until <not <<touching (ground v)?> or <touching (platform v)?>>>\n change y by (1)\n end\nelse\n if <<touching (ground v)?> or <touching (platform v)?>> then\n change y by ((Py) * (-1))\n set [py v] to [1]\n repeat until <not <<touching (ground v)?> or <touching (platform v)?>>>\n change y by (-1.2)\n change y by (0.2)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (5 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [game start v]\nshow\nbroadcast (Reset v)\nset [px v] to [0]\nset [py v] to [0]\nforever\n if <(Lose) = [0]> then\n if <[-20] > (Py)> then\n set [py v] to [-20]\n else\n change [py v] by (-0.4)\n if <<touching (ground v)?> or <touching (platform v)?>> then\n set [py v] to [0]\n end\n end\n change y by (Py)\n change y by (1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((x position) + (10)) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [px v] by (1.3)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((-10) + (x position))> and <mouse down?>>> then\n point in direction (-90)\n change [px v] by (-1.3)\n end\n set [px v] to ((Px) * (0.8))\n change x by (Px)\n change y by (1)\n if <<touching (ground v)?> or <touching (platform v)?>> then\n change x by ((Px) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((y position) + (10)) < (mouse y)> and <mouse down?>>> then\n change y by (1)\n set [py v] to [6]\n if <(Px) > [0]> then\n set [px v] to [-6]\n else\n set [px v] to [6]\n end\n else\n set [px v] to [0]\n end\n end\n change y by (-1)\n if <not <<touching (ground v)?> or <touching (platform v)?>>> then\n change y by (-1)\n end\n if <not <<touching (ground v)?> or <touching (platform v)?>>> then\n change y by (-1)\n end\n if <<<touching (ground v)?> or <touching (platform v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((y position) + (10)) < (mouse y)> and <mouse down?>>>> then\n set [py v] to [8]\n change y by (Py)\n end\n change y by (1)\n Y collision\n change y by (-1)\n change y by (-1)\n end\nend\n\nwhen I receive [game start v]\nswitch costume to (1 v)\nforever\n wait (5) seconds\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n switch costume to (4 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\nend\n\nwhen I receive [game start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [game start v]\nforever\n if <touching (platform v)?> then\n change x by ((([abs v] of (Plat x) ) / (Plat x)) * (2))\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-225) y: (-50)\nset rotation style [left-right v]\nset [px v] to [0]\nset [py v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [lose v] to [0]\n\nwhen I receive [game start v]\nrepeat until <(EG) = [1]>\n if <touching (spike v)?> then\n set [lose v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n end\n if <(y position) < [-60]> then\n broadcast (Reset v)\n end\n if <key (r v) pressed?> then\n broadcast (Reset v)\n end\nend\nhide\n\nwhen flag clicked\nbroadcast (Game Start v)\n\n@Ground\n\nwhen I receive [game start v]\nshow\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [5]>\n go to [front v] layer\n if <([x position v] of [player v]) = [239]> then\n next costume\n broadcast (Reset v)\n end\nend\nforever\n if <(costume [number v]) = [5]> then\n if <([x position v] of [player v]) = [239]> then\n next costume\n set [eg v] to [1]\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [eg v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\nreset timer\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer)\ngo to [front v] layer\nshow\n\n@Spike\n\nwhen I receive [game start v]\nshow\nrepeat until <(EG) = [1]>\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [game start v]\nforever\n if <(EG) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen I receive [game start v]\nhide\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Land\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [eg v] to [0]\n\nwhen I receive [game start v]\nshow\nrepeat until <(EG) = [1]>\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\nhide\n\n
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PLATFORMER ASSETS #TUTORIALS #ART #GAMES #ALL #PLATFORMER #STORIES
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@Stage\n\n@BLANK\n\n@ASSESTS\n\nwhen flag clicked\nSlide Engine by @-CloudCodes- | # of slides [20]\n\ndefine Slide Engine by @-CloudCodes- | # of slides (slides)\nhide\nset [scroll x v] to [0]\nClones (slides)\nforever\n Scroll ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> * <not <(scroll x) = (((slides) - (1)) * (480))>>) - (<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> * <not <(scroll x) = [0]>>)) (scroll x)\nend\n\nwhen I start as a clone\nforever\n show\n POSITION ((((costume [number v]) - (1)) * (480)) - (scroll x))\nend\n\ndefine POSITION (x)\ngo to x: (x) y: (0)\nif <(x) = (x position)> then\n show\nelse\n hide\nend\n\ndefine Clones (#)\nswitch costume to (slide 1 v)\nrepeat (#)\n create clone of (_myself_ v)\n next costume\nend\n\ndefine Scroll (r/l) (x)\nif <(r/l) = [0]> then\n\n@TB\n\nwhen [timer v] > ((.TIMER) + (0.01))\nset y to (100)\nrepeat (10)\n set y to ((y position) / (1.5))\nend\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nforever\n set [.timer v] to (timer)\nend\n\n@EFFECT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nhide\ngo to [back v] layer\nforever\n show\n go to [back v] layer\n erase all\n change [x v] by (-2)\n change [y v] by (1.5)\n set x to (x)\n set y to (y)\n if <(x) = [-40]> then\n set [x v] to [0]\n set [y v] to [0]\n end\n stamp\nend\n\n
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⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️NOTE⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️\n\n\nHey Guys Its @CHaSTOBEY Here with assets for Platformer Games For the tutorial series Which is coming soon!!. hope u guys like it if u like it please leave a ❤️ and a ⭐️ or maybe a follow.\n\n⭐️INSTRUCTIONS⭐️\n\n✳️ARROW OR WASD OR MOBILE CONTROLS TO MOVE THE SLIDES.\n\n✳️REMIX THIS PROJECT AND FOLLOW THE TUTORIAL WHEN THE TUTORIAL PROJECT IS OUT.\nSO STAY TUNED. IF U WANT U CAN JUST REMIX IT AND CREATE IT UR SELF TOO ( I WILL APPRECIATE IT).\n\nSCRATCH ON GUYS!\n\n@CHaSTOBEY
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A scrolling platformer -----▶ A or F
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@Stage\n\nwhen flag clicked\n\n@Fond ligne\n\nwhen I receive [setip v]\nset [x lignes v] to [0]\nset [y lignes v] to [-160]\nswitch costume to (costume1 v)\nArrière plan [30] [180]\nswitch costume to (costume2 v)\nset [x lignes v] to [0]\nrepeat (7)\n set [y lignes v] to [-180]\n repeat (3)\n Arrière plan (x lignes) (y lignes)\n change [y lignes v] by (640)\n end\n change [x lignes v] by (960)\nend\n\ndefine Arrière plan (x) (y)\ncreate clone of (_myself_ v)\nset [x lignes v] to (x)\nset [y lignes v] to (y)\nchange [nb de clone v] by (1)\n\nwhen I receive [tick v]\nPosition ((x lignes) - (SCROLL X)) ((y lignes) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nchange [☁ nb de partie v] by (1)\n\n@Crayon/flèche\n\nwhen flag clicked\nset rotation style [all around v]\nshow\ngo [forward v] (2) layers\nforever\n play sound [vivaldi-summer-the-four-seasons \(1\) v] until done\nend\n\nwhen I receive [tick v]\nif <(Checkpoint) = [0]> then\n point towards (point 1 v)\nend\nif <(Checkpoint) = [1]> then\n point towards (point 2 v)\nend\nif <(Checkpoint) = [2]> then\n point towards (point 3 v)\nend\ngo to x: (200) y: (0)\n\n@Platformes\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\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]\nswitch costume to (level 1-1 v)\nswitch backdrop to (backdrop1 v)\nClone at x: [160] y: [90]\nClone at x: [0] y: [0]\nClone at x: [80] y: [90]\nClone at x: [400] y: [-260]\nClone at x: [500] y: [170]\nClone at x: [600] y: [0]\nClone at x: [500] y: [-50]\nClone at x: [480] y: [0]\nClone at x: [300] y: [300]\nClone at x: [-200] y: [200]\nClone at x: [100] y: [170]\nClone at x: [400] y: [-200]\nClone at x: [350] y: [-300]\nClone at x: [500] y: [-100]\nClone at x: [400] y: [500]\nClone at x: [400] y: [-700]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nClone at x: [480] y: [0]\n\n@Joueur\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [niveau v] to [0]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(Checkpoint) = [1]> then\n set [x v] to [2730]\n set [y v] to [100]\nend\nif <(Checkpoint) = [2]> then\n set [x v] to [2550]\n set [y v] to [900]\nend\nif <(Checkpoint) = [3]> then\n set [x v] to [3100]\n set [y v] to [800]\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 (100) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> and <not <(Vortex) = [1]>>> then\n change [speed x v] by (-2)\n switch costume to (gauche v)\nend\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> and <not <(Vortex) = [1]>>> then\n change [speed x v] by (2)\n switch costume to (droite v)\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)>>> and <not <(Vortex) = [1]>>> 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) > [8000]> then\n set [scroll x v] to [8000]\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) < [-160]> then\n set [exit v] to [Die]\nend\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platformes 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 (platformes v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platformes 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 (platformes 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\nhide\nclear graphic effects\nchange [niveau v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nset [checkpoint v] to [0]\nset [niveau v] to [0]\ngo to x: (-12) y: (0)\ngo [forward v] (1) layers\n\ndefine Test - Die\n\nset [checkpoint v] to [2]\n\nwhen flag clicked\npoint in direction (90)\nset [vortex v] to [0]\nforever\n if <touching (vortex v)?> then\n set [vortex v] to [1]\n change [niveau v] by (1)\n broadcast (Niveau suivant v)\n wait until <not <touching (vortex v)?>>\n end\nend\n\nwhen I receive [niveau suivant v]\nwait (1) seconds\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 [x v] to [0]\nset [y v] to [0]\nset [vortex v] to [0]\nset size to (100) %\nclear graphic effects\nshow\n\nset size to (10) %\n\nwhen I receive [tick v]\nset [x général v] to (x)\nset [y général v] to (y)\n\n@BLANK\n\nwhen flag clicked\nshow\ngo [forward v] (2) layers\ngo to [front v] layer\nset [ghost v] effect to (500)\n\n@picture/minia\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\n@Point 1\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <touching (joueur v)?> then\n set [checkpoint v] to [1]\n repeat (14)\n next costume\n end\n repeat (5)\n repeat (5)\n next costume\n wait (0.05) seconds\n end\n switch costume to (15 v)\n end\n stop [this script v]\n end\nend\n\ndefine Position (x) (y)\ngo to x: ((x) + (2690)) y: ((y) + (135))\nif <<<(y position) > [170]> or <[-170] > (y position)>> or <<(x position) > [200]> or <[-280] > (x position)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\n@Point 2\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <touching (joueur v)?> then\n set [checkpoint v] to [2]\n repeat (14)\n next costume\n end\n repeat (5)\n repeat (5)\n next costume\n wait (0.05) seconds\n end\n switch costume to (15 v)\n end\n stop [this script v]\n end\nend\n\ndefine Position (x) (y)\ngo to x: ((x) + (2550)) y: ((y) + (774))\nif <<<(y position) > [170]> or <[-170] > (y position)>> or <<(x position) > [200]> or <[-240] > (x position)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\n@Point 3\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n wait until <touching (joueur v)?>\n set [checkpoint v] to [3]\n repeat (18)\n next costume\n end\n stop [this script v]\nend\n\ndefine Position (x) (y)\ngo to x: ((x) + (5048)) y: ((y) + (157))\nif <<<(y position) > [170]> or <[-170] > (y position)>> or <<(x position) > [200]> or <[-240] > (x position)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\n@Message\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to x: (0) y: (50)\nswitch costume to (10 v)\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\nwait until <[380] < (x général)>\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\nwait until <[1000] < (x général)>\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\nwait until <(Checkpoint) = [1]>\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\nwait until <[1000] < (y général)>\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\nwait until <(Checkpoint) = [2]>\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\nwait until <[3300] < (x général)>\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\nwait until <[4250] < (x général)>\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\nwait until <[4750] < (x général)>\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\nwait until <(Checkpoint) = [3]>\nnext costume\ngo to x: (0) y: (50)\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (2)\nend\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\ngo to x: (0) y: (50)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\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]\nswitch costume to (level 1-1 v)\nClone at x: [300] y: [254]\nClone at x: [1020] y: [50]\nClone at x: [325] y: [-220]\nClone at x: [900] y: [0]\nClone at x: [590] y: [500]\nClone at x: [0] y: [500]\nClone at x: [160] y: [-530]\nClone at x: [160] y: [-290]\nClone at x: [685] y: [141]\nClone at x: [400] y: [340]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nClone at x: [480] y: [0]\n\n@Miniature\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo [forward v] (4) layers\n\nwhen flag clicked\nset [time : v] to [0]\nrepeat until <(Checkpoint) = [3]>\n wait (1) seconds\n change [time : v] by (1)\nend\nbroadcast (MàJ best v)\nchange [☁ nb de parties finies v] by (1)\n\nwhen I receive [màj best v]\nif <(Time :) < (☁ Best Time)> then\n set [☁ best time v] to (Time :)\n set [☁ best player v] to (username)\n hide variable [☁ best time v]\n hide variable [☁ best player v]\n wait (1) seconds\n show variable [☁ best time v]\n show variable [☁ best player v]\nend\n\n@Texte\n\ngo [forward v] (5) layers\n\n
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Hi !\nJUMP on theTEXT in the map \nIt's my new project ! You must find the definition of the maths functions by FOLLOWING THE FLAGS ! But... Be careful with the SPIKES....\nFOLLOW ME IF YOU LIKE ! Thank you so much !\nI hope that you'll enjoy !
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Biomes|A multiplayer scrolling platformer |#games #platformer
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@Stage\n\nwhen [m v] key pressed\n\nwhen I receive [setop 2 v]\nwait (0) seconds\nrepeat until <not <(EXIT) = []>>\n if <<[-1] < (SCROLL X)> and <[2518] > (SCROLL X)>> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch backdrop to (back v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n wait until <<<[2518] < (SCROLL X)> and <[4825] > (SCROLL X)>> or <not <(EXIT) = []>>>\n end\n if <<[2518] < (SCROLL X)> and <[4825] > (SCROLL X)>> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch backdrop to (back2 v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n wait until <<[4825] < (SCROLL X)> or <not <(EXIT) = []>>>\n end\n if <[4825] < (SCROLL X)> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch backdrop to (back3 v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n \n end\nend\n\nwhen I receive [setup v]\nbroadcast (setop 2 v)\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\nforever\n play sound [Upbeat Background Music For Videos and Presentations v] until done\nend\n\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nwait (1) seconds\nhide variable [mouse x,y v]\n\nwhen flag clicked\nswitch backdrop to (start screen v)\nwait (0.5) seconds\nwait until <mouse down?>\nif <[banned players v] contains (username)?> then\n switch backdrop to (banned v)\n stop [all v]\nelse\n switch backdrop to (loading v)\n broadcast (start da stuff v)\n broadcast (Green Flag v) and wait\n broadcast (Play Game v) and wait\n switch backdrop to (back v)\nend\n\nwhen I receive [begin v]\nswitch backdrop to (back v)\n\nwhen flag clicked\nclear graphic effects\nset volume to (100) %\nwait until <key (m v) pressed?>\nset volume to (0) %\n\nwhen flag clicked\nforever\n if <[banned players v] contains (username)?> then\n switch backdrop to (banned v)\n stop [all v]\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 (level 1 1 v)\n repeat (17)\n Clone at x: [480] y: [0]\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\nwhen I receive [end v]\nstop [other scripts in sprite v]\nbroadcast (end2 v)\ndelete this clone\n\nwhen I receive [end2 v]\nforever\n hide\nend\n\ndelete this clone\n\nwhen flag clicked\nhide\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n repeat (21)\n Clone at x: [360] y: [0]\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\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\nwhen I receive [tick v]\nif <<key (h v) pressed?> and <<(username) = [_Twurtle_]> or <<(username) = [sussyayo]> or <(username) = [bendy897]>>>> then\n hide\nend\n\nwhen I receive [tick v]\nif <<key (f v) pressed?> and <(username) = [_Twurtle_]>> then\n if <key (w v) pressed?> then\n change y by (-5)\n end\n if <key (s v) pressed?> then\n change y by (5)\n end\n if <key (d v) pressed?> then\n change x by (-5)\n end\n if <key (a v) pressed?> then\n change x by (5)\n end\nend\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n repeat (17)\n Clone at x: [480] y: [0]\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\nwhen I receive [end v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [end2 v]\nforever\n hide\nend\n\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <<key (f v) pressed?> and <(username) = [_Twurtle_]>> then\n if <key (w v) pressed?> then\n change y by (-5)\n end\n if <key (s v) pressed?> then\n change y by (5)\n end\n if <key (d v) pressed?> then\n change x by (-5)\n end\n if <key (a v) pressed?> then\n change x by (5)\n end\nend\n\nwhen I receive [tick v]\nif <<key (m v) pressed?> and <(username) = [_Twurtle_]>> then\n set [scroll x v] to [5000]\nend\n\nwhen I receive [tick v]\nif <<<key (t v) pressed?> and <key (1 v) pressed?>> and <<(username) = [_Twurtle_]> or <<(username) = [bendy897]> or <<(username) = [dogsrule360]> or <(username) = [sussyayo]>>>>> then\n set [x v] to [0]\n set [y v] to [0]\nend\nif <<<key (t v) pressed?> and <key (2 v) pressed?>> and <<(username) = [_Twurtle_]> or <<(username) = [bendy897]> or <<(username) = [dogsrule360]> or <(username) = [sussyayo]>>>>> then\n set [x v] to [2000]\n set [y v] to [500]\nend\nif <<<key (t v) pressed?> and <key (3 v) pressed?>> and <<(username) = [_Twurtle_]> or <<(username) = [bendy897]> or <<(username) = [dogsrule360]> or <(username) = [sussyayo]>>>>> then\n set [x v] to [4300]\n set [y v] to [2000]\nend\nif <<<key (t v) pressed?> and <key (4 v) pressed?>> and <<(username) = [_Twurtle_]> or <<(username) = [bendy897]> or <<(username) = [dogsrule360]> or <(username) = [sussyayo]>>>>> then\n set [x v] to [5700]\n set [y v] to [500]\nend\nif <<<key (t v) pressed?> and <key (5 v) pressed?>> and <<(username) = [_Twurtle_]> or <<(username) = [bendy897]> or <<(username) = [dogsrule360]> or <(username) = [sussyayo]>>>>> then\n set [x v] to [8100]\n set [y v] to [500]\nend\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\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: [1898] y: [71]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [2120] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\n@Chat\n\nwhen I receive [play game v]\nforever\n if <(Chat) = [1]> then\n show\n go to x: (0) y: (60)\n create clone of (_myself_ v)\n repeat until <(y position) = [0]>\n change y by (-10)\n end\n wait until <(Chat) = [0]>\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [chat v] to [0]\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\nwhen I receive [tick v]\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 start as a clone\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (-60)\nrepeat until <(y position) = [1]>\n change y by (10)\nend\nwait until <(Chat) = [0]>\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\n@Talk 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 <(Chat) = [0]>\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\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\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\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\n@Loading\n\nwhen I receive [connecting v]\nshow\nrepeat (88)\n turn right (20) degrees\nend\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\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\n@20mock\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [sp-x v] to (Platforms: x)\n set [sp-y v] to (Platforms: y)\nend\ngo to [back v] layer\nbroadcast (chat can go frontt 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: [0] y: [0]\n Clone at x: [2012] y: [0]\n Clone at x: [4330] y: [390]\n Clone at x: [5710] y: [-25]\n Clone at x: [6432] y: [700]\n Clone at x: [9020] y: [165]\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)\nset [platforms: x v] to (x)\nset [platforms: y v] to (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\nset [sp-x v] to [0]\nset [sp-y v] to [0]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\nwhen I receive [tick v]\nif <<key (f v) pressed?> and <(username) = [_Twurtle_]>> then\n if <key (w v) pressed?> then\n change y by (-5)\n end\n if <key (s v) pressed?> then\n change y by (5)\n end\n if <key (d v) pressed?> then\n change x by (-5)\n end\n if <key (a v) pressed?> then\n change x by (5)\n end\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n else\n if <(chat) = [10]> then\n say (item (10) of [chat v]) for (2) seconds\n else\n if <(chat) = [11]> then\n say (item (11) of [chat v]) for (2) seconds\n else\n if <(chat) = [12]> then\n say (item (12) of [chat v]) for (2) seconds\n else\n if <(chat) = [13]> then\n say (item (13) of [chat v]) for (2) seconds\n else\n if <(chat) = [14]> then\n say (item (14) of [chat v]) for (2) seconds\n else\n if <(chat) = [15]> then\n say (item (15) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nif <not <<key (f v) pressed?> and <(username) = [_Twurtle_]>>> then\n repeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\n end\nend\n\ndefine Game On\nset [scroll x v] to (sp-x)\nset [scroll y v] to (sp-y)\nset [x v] to (sp-x)\nset [y v] to (sp-y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <<key (any v) pressed?> and <mouse down?>>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 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 []\nif <(username) = [_Twurtle_]> then\n write [_Twurtle_] to encoded\nelse\n if <(username) = [sussyayo]> then\n write [hacker] to encoded\n else\n write (username) to encoded\n end\nend\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 v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (q v) pressed?> and <(username) = [_Twurtle_]>> then\n set [chat words v] to [10]\n say (item (10) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (w v) pressed?> and <(username) = [_Twurtle_]>> then\n set [chat words v] to [11]\n say (item (11) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (e v) pressed?> and <(username) = [_Twurtle_]>> then\n set [chat words v] to [12]\n say (item (12) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (r v) pressed?> and <(username) = [_Twurtle_]>> then\n set [chat words v] to [13]\n say (item (13) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (t v) pressed?> and <(username) = [_Twurtle_]>> then\n set [chat words v] to [14]\n say (item (14) 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\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [back 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\nwhen I receive [finish v]\nset y to (-45)\nstop [other scripts in sprite v]\nswitch costume to (normal v)\nwait (1) seconds\nswitch costume to (right up v)\nwait (1) seconds\nglide (0.1) secs to x: (127) y: (180)\nbroadcast (END v) and wait\nswitch costume to (right v)\nhide\nwait (1) seconds\nswitch backdrop to (back4 v)\nwait (0.5) seconds\nshow\ngo to x: (-241) y: (180)\nglide (0.2) secs to x: (-131) y: (-6)\nbroadcast (confetti v)\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\n\nwhen I receive [tick v]\n\nwhen I receive [start da stuff v]\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Setup v) and wait\nbroadcast (Begin v)\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\nif <<key (g v) pressed?> and <<<(username) = [sussyayo]> or <(username) = [bendy897]>> or <(username) = [_Twurtle_]>>> then\n change [y v] by (10)\nend\nif <<key (b v) pressed?> and <<<(username) = [sussyayo]> or <(username) = [bendy897]>> or <(username) = [_Twurtle_]>>> then\n change [y v] by (-10)\nend\n\nwhen flag clicked\nif <(username) = [_Twurtle_]> then\n set [hacked client v] to [_Twurtle_]\nend\nif <(username) = [sussyayo]> then\n set [hacked client v] to [hacker]\nend\n\nwhen flag clicked\nforever\n if <touching (floor v)?> then\n set [exit v] to [die]\n end\nend\n\nwhen I receive [tick v]\nif <<key (c v) pressed?> and <(username) = [_Twurtle_]>> then\n show variable [mouse x,y v]\nend\n\nwhen flag clicked\nforever\n if <touching (platforms v)?> then\n wait (0.2) seconds\n if <touching (platforms v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen flag clicked\nif <(username) = [Dance_Fox]> then\n set [hacked client v] to [Dance_Fox]\nend\n\nwhen I receive [speedrun v]\nhide variable [time v]\nforever\n if <<key (s v) pressed?> and <key (p v) pressed?>> then\n set [exit v] to [die]\n set [time v] to [0]\n show variable [time v]\n wait (1) seconds\n set [x v] to [0]\n set [y v] to [0]\n wait until <not <key (any v) pressed?>>\n wait until <key (any v) pressed?>\n reset timer\n forever\n set [time v] to (timer)\n if <<key (s v) pressed?> and <key (p v) pressed?>> then\n broadcast (speedrun v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [begin v]\nbroadcast (speedrun v)\n\n@Comment thingy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [sp-x v] to (Platforms: x)\n set [sp-y v] to (Platforms: y)\nend\ngo to [back v] layer\nbroadcast (chat can go frontt 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: [295] y: [625]\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)\nset [platforms: x v] to (x)\nset [platforms: y v] to (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\nset [sp-x v] to [0]\nset [sp-y v] to [0]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nshow\nrepeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n else\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\n end\nend\nhide\n\nwhen flag clicked\nwait (0.5) seconds\nwait until <mouse down?>\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nrepeat until <mouse down?>\n set [ghost v] effect to (60)\n go to x: (262) y: (17)\n glide (1) secs to x: (-262) y: (17)\n go to x: (262) y: (-30)\n glide (1) secs to x: (-262) y: (-30)\nend\nhide\n\nwhen I receive [connecting v]\nhide\n\n@confetti\n\nwhen flag clicked\nhide\n\nwhen I receive [confetti v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (159)\nset [color v] effect to (pick random (1) to (100))\nrepeat until <touching (_edge_ v)?>\n change y by (-10)\n turn right (15) degrees\nend\ndelete this clone\n\n@20mock2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [sp-x v] to (Platforms: x)\n set [sp-y v] to (Platforms: y)\nend\ngo to [back v] layer\nbroadcast (chat can go frontt 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 (flag2 v)\n Clone at x: [8364] y: [187]\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)\nset [platforms: x v] to (x)\nset [platforms: y v] to (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\nset [sp-x v] to [0]\nset [sp-y v] to [0]\n\nwhen flag clicked\nwait until <touching (player v)?>\nbroadcast (finish v) and wait\nbroadcast (END v)\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nwait (5) seconds\nforever\n switch costume to (flag v)\nend\n\n@lag reducer\n\n@gem1\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]\nset [gems v] to [0]\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)\nend\n\nClone at x: [0] y: [0]\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <not <(gems) > [0]>>> 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\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n hide\n change [gems v] by (1)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n change [gems v] by (1)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\n@Gems 2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <not <(collected) = [1]>> then\n Position ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nend\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 (costume11 v)\n Clone at x: [6079] y: [300]\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\nwhen I receive [end v]\nstop [other scripts in sprite v]\nbroadcast (end2 v)\ndelete this clone\n\nwhen I receive [end2 v]\nforever\n hide\nend\n\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nset [collected v] to [0]\nforever\n if <touching (player v)?> then\n hide\n stop [other scripts in sprite v]\n set [collected v] to [1]\n end\nend\n\n@bounce\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <not <(collected) = [1]>> then\n Position ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nend\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 (costume1 v)\n Clone at x: [6960] y: [202]\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\nwhen I receive [end v]\nstop [other scripts in sprite v]\nbroadcast (end2 v)\ndelete this clone\n\nwhen I receive [end2 v]\nforever\n hide\nend\n\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nset [collected v] to [0]\nforever\n if <touching (player v)?> then\n repeat (23)\n set [x v] to ((SCROLL X) + (12))\n set [y v] to ((y) - (1))\n end\n end\nend\n\nwhen I receive [begin v]\nset [collected v] to [0]\nforever\n if <<<(username) = [_Twurtle_]> or <(username) = [Sussyayo]>> and <key (space v) pressed?>> then\n change [y v] by (20)\n end\nend\n\n@sound\n\nwhen flag clicked\nclear graphic effects\nforever\n play sound [Terraria Music - Alternate Day v] until done\n play sound [Terraria Music - Night v] until done\n play sound [Terraria Music - Day v] until done\n play sound [Terraria Music - Ocean v] until done\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> and <key (p v) pressed?>> then\n stop [other scripts in sprite v]\n set language to (en v)::tts\n set voice to (alto v)::tts\n speak [entering speed run mode]::tts\n stop all sounds\n forever\n play sound [Dream Speedrun Music v] until done\n end\n end\nend\n\n
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—————————————————————\nINSTRUCTIONS:\n\n• Arrow keys and WASD to move.\n•Press the talk button to chat.\n•Do not touch spikes or fire\n•Collect secret gems\n•Travel through the biomes\n---------------------------------------------------\n\nPLEASE LOVE, FAV, AND FOLLOW FOR PART 2!\n\n--------------------------------------------------
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Grassland || A Platformer (Mobile Friendly)
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@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (\[Intro\] over v)\nhide\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [28]> then\n stop [this script v]\n else\n if <<(x position) = [248]> or <(x position) = [249]>> then\n go to x: (-206) y: (-58)\n change [level v] by (1)\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-206) y: (-30)\nset [level v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [16]\n end\n change y by (1)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\n if <<(y position) = [-190]> or <(y position) = [-180]>> then\n go to x: (-206) y: (-58)\n end\n if <touching (dangers v)?> then\n go to x: (-206) y: (-58)\n end\n if <key (space v) pressed?> then\n go to x: (-206) y: (-58)\n change [level v] by (1)\n wait (0.5) seconds\n end\n if <key (r v) pressed?> then\n go to x: (-206) y: (-58)\n end\n if <touching (button v)?> then\n hide\n broadcast (Boom! v)\n end\nend\n\n@Player Trail\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (9)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [\[intro\] over v]\n\nwhen I receive [boom! v]\ngo to [back v] layer\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\n@Dangers\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [boom! v]\nhide\n\n@Thumbnail\n\nwhen I receive [\[intro\] over v]\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Blank\n\nwhen flag clicked\nbroadcast (\[Intro\] start v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset volume to (40) %\nswitch backdrop to (sky v)\nforever\n play sound [Starship v] until done\nend\n\n@Ground\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [boom! v]\nhide\n\n@Level\n\ndefine Number (costume ) Spacing (spacing)\nbroadcast (Delete Clones v)\nset [digit v] to [1]\ngo to x: (-200) y: (-150)\nrepeat (length of (costume ))\n switch costume to (letter (Digit) of (costume ))\n create clone of (_myself_ v)\n change x by ((spacing) * (size))\n change [digit v] by (1)\nend\nhide\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen I receive [\[intro\] over v]\n\nwhen I receive [boom! v]\ngo to [back v] layer\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n Number (Level) Spacing [0.11]\nend\n\n@Fake Wall\n\nwhen I receive [\[intro\] over v]\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Level) = [27]>\nshow\nforever\n if <not <touching (player v)?>> then\n show\n else\n forever\n hide\n end\n end\n if <(Level) = [28]> then\n hide\n end\nend\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] over v]\n\nwhen I receive [boom! v]\nhide\n\nwhen flag clicked\nwait (3) seconds\nwait until <(Level) = [28]>\nshow\n\n@BOOM!!!!\n\nwhen I receive [boom! v]\nswitch costume to (boom!!!! v)\ngo to [front v] layer\nshow\nwait (3) seconds\nrepeat (2)\n next costume\n wait (4) seconds\nend\nbroadcast (The End v)\nswitch costume to (thumbnail v)\n\nwhen flag clicked\nhide\n\n
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Pt 2 is out now! https://scratch.mit.edu/projects/561670758/\n\nPt 3 is out now!\nhttps://scratch.mit.edu/projects/571437101/\n\nRead Everything Please\n\nPlease ❤️+⭐️\n\nCan someone please propose this? it would make me very happy :D\nhttps://scratch.mit.edu/studios/28715018/\n\nTurboWarp: https://turbowarp.org/558436985\n\nMobile Controls :) (Harder On Moblie)\n\nPress Space To Skip\n\nPress R To Respawn \n\nArrow Keys Or W-A-S-D To Move\n\nAvoid Spikes Lava Or Water\n\nYou Can Wall Climb!\n\nThis is My First Platformer!\n\nRemember To Love Fav And Follow!\n\nCredit Time!\n\n@ARandomNub Me Of Couse :)\n\n@pizzarush for the intro\n\n@BirbsONLY I Used some of her platforming code but I added some stuff to it!\n\n@Xaf\n\nThat's it!\n\nTags!!!\n#games #fun #all #story #platformer
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Speed Run || A Platformer #games #all #trending
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@Stage\n\nwhen flag clicked\nswitch backdrop to (tb v)\n\nwhen I receive [play button activated v]\nswitch backdrop to (level 1 1 v)\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [play button activated v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen backdrop switches to [level 1 13 v]\nbroadcast (END v)\n\nwhen I receive [end v]\nshow variable [time v]\nstop [all v]\n\n@Platformer Engine\n\nwhen flag clicked\nhide\n\nwhen I receive [up v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-201) y: (0)\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (up2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [play button activated v]\nbroadcast (alright bros let's go v)\n\nwhen I receive [play button activated v]\nset size to (150) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (up v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (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 [xv v] by (1)\n switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (costume3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#fbff00)?> then\n change y by (1)\n if <touching color (#fbff00)?> then\n change y by (1)\n if <touching color (#fbff00)?> then\n change y by (1)\n if <touching color (#fbff00)?> then\n change y by (1)\n if <touching color (#fbff00)?> then\n change y by (1)\n if <touching color (#fbff00)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#fbff00)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#fbff00)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#800000)?>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (up v)\n end\n if <<touching color (#ff6f00)?> or <touching color (#878787)?>> then\n start sound [Big Boing v]\n set [yv v] to [20]\n end\n if <<(x position) > [-250]> and <(y position) < [-179]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (up v)\n end\n if <<touching color (#965600)?> or <touching color (#0077ff)?>> then\n go to x: (-201) y: (0)\n next backdrop\n end\nend\n\nwhen I receive [end v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n@Start Button\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-60)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (PLAY BUTTON ACTIVATED v)\n\nwhen I receive [play button activated v]\nhide\n\n@Restart\n\nwhen flag clicked\ngo to x: (120) y: (-145)\nset size to (65) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (70) %\n else\n set size to (65) %\n end\nend\n\nwhen I receive [play button activated v]\nshow\n\nwhen this sprite clicked\nbroadcast (up v)\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: ((([sin v] of ((timer) * (12)) ) * (15)) + (35))\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (2)))\nend\n\nwhen I receive [play button activated v]\nhide\n\n@Skip\n\nwhen flag clicked\ngo to x: (200) y: (-145)\nset size to (65) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (70) %\n else\n set size to (65) %\n end\nend\n\nwhen I receive [play button activated v]\nshow\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (up v)\n\nwhen I receive [end v]\nforever\n hide\nend\n\n
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-----------------------------Speed Run-----------------------------\n------------------------A Speed Platformer-----------------------\n\nPlease ❤️ and ⭐️ if you enjoyed!\nMore games like this will be coming out soon!\nFollow @TrentonTNT for more like this!\n\nKinda generic... sorry XD\n\n--------------------------INSTRUCTIONS------------------------\n\n> Arrow keys or WAD to move\n> Dodge Spikes\n> Jump on Trampolines\n> Get to the Flag\n> Try to get a highscore! :)\n\n---------------------------------TAGS--------------------------------\n\n#platformer #speedrun #spikes #cube #trampolines #fun #all #trending #flag #enjoy #gaming #games #1
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Tutorial: 100% Pen Scrolling Platformer
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@Stage\n\n@Slides\n\nwhen flag clicked\nerase all\nSlides Detector\nset [slides cam x v] to [0]\nset [slide v] to [1]\nset [vel v] to [4]\nset [change slide? v] to [0]\nClone Slides\nforever\n Change Slides\n Controls\n broadcast (Position Slides v)\nend\n\ndefine Clone Slides\nshow\nset [x v] to [0]\nrepeat (clones)\n create clone of (_myself_ v)\n change [x v] by (480)\nend\nhide\n\nwhen I receive [position slides v]\nswitch costume to (big v)\ngo to x: ((x) - (SLIDES CAM X)) y: (0)\nswitch costume to (((x) / (480)) + (2))\n\ndefine Controls\nif <(change slide?) = [0]> then\n set [change slide? v] to (<<key (right arrow v) pressed?> or <<key (space v) pressed?> or <mouse down?>>> - <key (left arrow v) pressed?>)\nend\nif <(SLIDES CAM X) < [0]> then\n set [slides cam x v] to [0]\n if <(change slide?) = [-1]> then\n set [change slide? v] to [0]\n end\nend\nset [max x v] to (((clones) - (1)) * (480))\nif <(SLIDES CAM X) > (max x)> then\n set [slides cam x v] to (max x)\n if <(change slide?) = [1]> then\n set [change slide? v] to [0]\n end\nend\n\ndefine Change Slides\nif <([abs v] of (change slide?) ) > [0]> then\n set [max x v] to (((SLIDE) + ((change slide?) - (1))) * (480))\n change [slides cam x v] by (((max x) - (SLIDES CAM X)) / (VEL))\n if <(round (SLIDES CAM X)) = (max x)> then\n change [slide v] by (change slide?)\n set [change slide? v] to [0]\n end\nend\n\ndefine Slides Detector\nswitch costume to (join [1] [])\nset [slide v] to (costume [name v])\nnext costume\nset [clones v] to [0]\nrepeat until <(SLIDE) = (costume [name v])>\n next costume\n change [clones v] by (1)\nend\n\nwhen flag clicked\nforever\n set [i v] to [1]\n repeat (length of [parts v])\n if <key ((i) v) pressed?> then\n set [change slide? v] to ((item (i) of [parts v]) - (SLIDE))\n end\n change [i v] by (1)\n end\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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Harry potter a platformer-2(more levels)
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@Stage\n\nwhen flag clicked\nforever\n play sound [HarryPotter-ThemeSong-1 v] until done\nend\n\n@Спрайт 1\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (50) %\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop3 v)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@grass\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n switch costume to (costume1 v)\n end\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(level) = [3]> then\n switch costume to (costume1 v)\n end\n if <(level) = [4]> then\n switch costume to (costume1 v)\n end\n if <(level) = [5]> then\n switch costume to (costume3 v)\n end\n if <(level) = [6]> then\n switch costume to (costume1 v)\n end\n if <(level) = [7]> then\n switch costume to (costume4 v)\n switch backdrop to (backdrop4 v)\n end\n if <(level) = [8]> then\n switch costume to (costume5 v)\n end\n if <(level) = [9]> then\n switch costume to (costume5 v)\n end\n if <(level) = [10]> then\n switch costume to (costume6 v)\n end\n if <(level) = [11]> then\n switch costume to (costume7 v)\n end\n if <(level) = [12]> then\n switch costume to (costume8 v)\n end\n if <(level) = [13]> then\n switch backdrop to (backdrop5 v)\n switch costume to (costume9 v)\n end\n if <(level) = [14]> then\n switch costume to (costume10 v)\n switch backdrop to (backdrop6 v)\n end\n if <(level) = [15]> then\n switch costume to (costume11 v)\n end\n if <(level) = [16]> then\n switch costume to (costume12 v)\n hide variable [level v]\n switch backdrop to (backdrop7 v)\n end\nend\n\n@harry\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@harry2\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nforever\n change x by (x)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n if <key (left 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 if <<touching (sprite4 v)?> or <touching (grass v)?>> then\n change x by ((x) * (-1))\n set [x v] to [0]\n else\n set [my variable v] to ((x) * (0.9))\n end\n change y by (y)\n if <<touching (sprite4 v)?> or <touching (grass v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <(follow me) = [0]> then\n if <key (up arrow v) pressed?> then\n set [y v] to [14]\n set [follow me v] to [1]\n end\n end\n else\n change [y v] by (-1)\n set [follow me v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if on edge, bounce\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(x position) > [209]> then\n go to x: (-202) y: (-89)\n change [level v] by (1)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-150) y: (-73)\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [level v]\n\nwhen backdrop switches to [backdrop2 v]\nhide variable [level v]\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nshow variable [level v]\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-160) y: (-74)\n\nwhen flag clicked\nforever\n if <touching (spider v)?> then\n go to x: (-168) y: (-78)\n end\nend\n\nwhen [s v] key pressed\nbroadcast (go v)\n\nwhen flag clicked\nforever\n if <touching (png-transparent-black-spider-web-illustration-spider-web-spiderweb-removebg-preview v)?> then\n go to x: (-168) y: (-78)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike v)?> then\n go to x: (-168) y: (-78)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen flag clicked\nforever\n if <touching (dementor v)?> then\n go to x: (-168) y: (-78)\n end\nend\n\n@Player Light\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\nforever\n go to (lantern v)\nend\n\nwhen flag clicked\nset size to (140) %\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n change size by (5)\n wait (0.5) seconds\n change size by (5)\n wait (0.5) seconds\n change size by (-5)\n wait (0.5) seconds\n change size by (-5)\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Lantern\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\n@Sprite2\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <(level) = [0]> then\n switch costume to (costume1 v)\n show\n go to x: (151) y: (-73)\n go to [back v] layer\n end\n if <(level) = [1]> then\n show\n go to x: (151) y: (-73)\n go to [back v] layer\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n show\n go to x: (151) y: (-73)\n go to [back v] layer\n end\n if <(level) = [4]> then\n show\n go to x: (151) y: (-73)\n go to [back v] layer\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n show\n go to x: (151) y: (-73)\n go to [back v] layer\n end\n if <(level) = [7]> then\n switch costume to (costume2 v)\n show\n go to x: (151) y: (-73)\n end\n if <(level) = [8]> then\n switch costume to (costume2 v)\n show\n go to x: (151) y: (-73)\n end\n if <(level) = [9]> then\n switch costume to (costume2 v)\n hide\n go to x: (151) y: (-73)\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <(level) = [0]> then\n switch costume to (costume1 v)\n show\n go to x: (-142) y: (-74)\n go to [back v] layer\n end\n if <(level) = [1]> then\n show\n go to x: (-142) y: (-74)\n go to [back v] layer\n end\n if <(level) = [2]> then\n show\n go to x: (-142) y: (-74)\n go to [back v] layer\n end\n if <(level) = [3]> then\n show\n go to x: (-142) y: (-74)\n go to [back v] layer\n end\n if <(level) = [4]> then\n show\n go to x: (-142) y: (-74)\n go to [back v] layer\n end\n if <(level) = [5]> then\n show\n go to x: (-142) y: (-74)\n go to [back v] layer\n end\n if <(level) = [6]> then\n show\n go to x: (-142) y: (-74)\n go to [back v] layer\n end\n if <(level) = [7]> then\n show\n switch costume to (costume2 v)\n go to x: (-142) y: (-74)\n end\n if <(level) = [8]> then\n show\n switch costume to (costume2 v)\n go to x: (-142) y: (-74)\n end\n if <(level) = [9]> then\n show\n switch costume to (costume2 v)\n go to x: (-142) y: (-74)\n end\n if <(level) = [10]> then\n show\n switch costume to (costume2 v)\n go to x: (-142) y: (-74)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@spider\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (119) y: (-123)\n show\n glide (1) secs to x: (29) y: (-125)\n glide (1) secs to x: (119) y: (-123)\n end\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(level) = [3]> then\n switch costume to (costume2 v)\n end\n if <(level) = [4]> then\n switch costume to (costume2 v)\n end\n if <(level) = [5]> then\n switch costume to (costume2 v)\n end\n if <(level) = [6]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [message1 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n if <(hide) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n@Arrow1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (spider v)?> then\n broadcast (message1 v)\n change [hide v] by (1)\n end\nend\n\nwhen flag clicked\nset [hide v] to [0]\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <key (s v) pressed?> then\n go to (harry2 v)\n show\n glide (1) secs to x: ((x position) + (140)) y: (y position)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nforever\n if <key (s v) pressed?> then\n go to (harry2 v)\n show\n glide (1) secs to x: ((x position) + (140)) y: (y position)\n hide\n end\nend\n\n@png-transparent-black-spider-web-illustration-spider-web-spiderweb-removebg-preview\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <(level) = [0]> then\n hide\n end\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n go to x: (28) y: (-75)\n show\n switch costume to (2 v)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\nend\n\n@spike\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <(level) = [0]> then\n hide\n end\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n go to x: (0) y: (-140)\n show\n switch costume to (costume1 v)\n end\n if <(level) = [4]> then\n go to x: (-42) y: (-140)\n show\n switch costume to (costume2 v)\n end\n if <(level) = [5]> then\n go to x: (-42) y: (-140)\n show\n switch costume to (costume3 v)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n go to x: (5) y: (-141)\n show\n switch costume to (costume4 v)\n end\n if <(level) = [9]> then\n go to x: (5) y: (-141)\n show\n switch costume to (costume5 v)\n end\n if <(level) = [10]> then\n go to x: (5) y: (-141)\n show\n switch costume to (costume6 v)\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n go to x: (-34) y: (-141)\n show\n switch costume to (costume7 v)\n end\n if <(level) = [13]> then\n hide\n end\nend\n\n@Player Light2\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n forever\n if <key (l v) pressed?> then\n go to [back v] layer\n go to (harry2 v)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset size to (170) %\nforever\n set size to (170) %\n wait (0.5) seconds\n set size to (180) %\n wait (0.5) seconds\n set size to (170) %\n wait (0.5) seconds\nend\n\n@dementor\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <(level) = [0]> then\n hide\n end\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n if <(p) = [1]> then\n hide\n else\n show\n end\n end\n if <(level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nset [p v] to [0]\n\nwhen flag clicked\nforever\n go to x: (183) y: (-32)\n glide (1) secs to x: (63) y: (-33)\n glide (1) secs to x: (183) y: (-32)\nend\n\n@patronus\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <key (p v) pressed?> then\n go to (harry2 v)\n show\n glide (1) secs to x: ((x position) + (140)) y: (y position)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (dementor v)?> then\n change [p v] by (1)\n end\nend\n\n@Sprite4\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nforever\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n show\n switch costume to (costume1 v)\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\nend\n\nif <(level) = [16]> then\n switch costume to (costume2 v)\n show\n ask [Password please] and wait\n if <(answer) = [mimbus mimbletonia]> then\n go to x: (112) y: (36)\n glide (1) secs to x: (91) y: (212)\n else\n go to x: (112) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n go to x: (8) y: (-93)\n glide (1) secs to x: (78) y: (-93)\n glide (1) secs to x: (8) y: (-93)\n end\nend\n\n
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S-Stupefy\nL-Lumos\nP-Expecto patronum\nThere aren't too many glitches in this game but if any are found then please report\ncomment below if u want more levels
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Explore! A Platformer #Games #All #Art #Music
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@Stage\n\nwhen flag clicked\nforever\n play sound [YouTube v] until done\nend\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nset [next level v] to [0]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-166) y: (-35)\nset [x v v] to [0]\nset [y v v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v v] by (1)\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n change [x v v] by (-1)\n switch costume to (costume3 v)\n end\n change x by (X v)\n set [x v v] to ((X v) * (0.9))\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 y by (1)\n if <touching (sprite2 v)?> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X v) > [0]> then\n set [x v v] to [-10]\n else\n set [x v v] to [10]\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 (sprite2 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 <key (up arrow v) pressed?> then\n if <touching (sprite2 v)?> then\n set [y v v] to [11]\n end\n end\n change y by (1)\n if <(x position) > [227]> then\n broadcast (NEXT LEVEL v)\n go to x: (-166) y: (-35)\n change [next level v] by (1)\n end\nend\n\nwhen I receive [message1 v]\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nforever\n if <<not <key (any v) pressed?>> or <key (up arrow v) pressed?>> then\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n switch costume to (costume4 v)\n end\n if <<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> then\n switch costume to (costume5 v)\n end\nend\n\nwhen I receive [thanks v]\nset [color v] effect to (60)\n\nwhen flag clicked\nforever\n if <<touching color (#ff6666)?> or <<touching (sprite4 v)?> or <<touching (death v)?> or <<touching (saws v)?> or <<touching (sprite6 v)?> or <touching (sprite5 v)?>>>>>> then\n set [x v v] to [0]\n set [y v v] to [0]\n go to x: (-166) y: (-35)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume6 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ngo to x: (x position) y: (y position)\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n set [y v v] to [20]\n end\nend\n\n@Moutains\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n go to [back v] layer\nend\n\nhide\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n broadcast (Thanks v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Lava\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nforever\n glide (1) secs to x: (36) y: (28)\n wait (0.5) seconds\n glide (1) secs to x: (36) y: (48)\nend\n\nchange y by (20)\n\nchange y by (-20)\n\nrepeat (10)\n\nwhen flag clicked\nforever\n if <(Next Level) = [1]> then\n hide\n end\nend\n\n@death\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (-125) y: (-66)\nforever\n if <(Next Level) = [1]> then\n hide\n show\n go to x: (-218) y: (13)\n end\n go to [back v] layer\n if <(Next Level) = [2]> then\n show\n switch costume to (costume2 v)\n end\n if <(Next Level) = [3]> then\n show\n go to x: (-218) y: (13)\n switch costume to (costume3 v)\n end\n if <(Next Level) = [4]> then\n go to x: (-218) y: (13)\n show\n switch costume to (costume4 v)\n end\n if <(Next Level) = [5]> then\n go to x: (-218) y: (13)\n show\n switch costume to (costume5 v)\n end\n if <(Next Level) = [6]> then\n go to x: (-218) y: (13)\n show\n switch costume to (costume6 v)\n end\n if <(Next Level) = [7]> then\n switch costume to (costume7 v)\n show\n go to x: (-218) y: (13)\n end\n if <(Next Level) = [8]> then\n hide\n end\nend\n\n\n\nhide\n\nwhen flag clicked\nforever\n if <(Next Level) = [9]> then\n hide\n end\nend\n\n@Clouds\n\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (20) to (35))\nswitch costume to (pick random (1) to (4))\ngo to x: (-400) y: (pick random (170) to (90))\nrepeat until <(x position) > [270]>\n change x by (3.5)\nend\nrepeat (1)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@Saws\n\nwhen flag clicked\ngo to x: (114) y: (-78)\nhide\ngo to [back v] layer\nforever\n wait (0.0.1) seconds\n turn right (15) degrees\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Next Level) = [1]> then\n show\n end\n if <(Next Level) = [2]> then\n go to x: (186) y: (-77)\n show\n end\n if <(Next Level) = [3]> then\n go to x: (-84) y: (-97)\n show\n end\n if <(Next Level) = [4]> then\n go to x: (-84) y: (-97)\n show\n go to [back v] layer\n end\n if <(Next Level) = [5]> then\n hide\n end\n if <(Next Level) = [6]> then\n show\n go to x: (-134) y: (-98)\n go to [back v] layer\n end\n if <(Next Level) = [7]> then\n show\n go to x: (227) y: (-116)\n go to [back v] layer\n end\nend\n\nchange y by (-10)\n\nwhen flag clicked\nforever\n if <(Next Level) = [9]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-130) y: (90)\nhide\nforever\n if <(Next Level) = [1]> then\n go to [front v] layer\n show\n end\n if <(Next Level) = [2]> then\n go to x: (-125) y: (23)\n point in direction (67)\n show\n end\n if <(Next Level) = [3]> then\n hide\n end\n if <(Next Level) = [4]> then\n go to x: (93) y: (91)\n point in direction (90)\n show\n end\n if <(Next Level) = [5]> then\n go to x: (-185) y: (91)\n show\n end\n if <(Next Level) = [6]> then\n go to x: (134) y: (91)\n show\n end\n if <(Next Level) = [7]> then\n hide\n end\nend\n\ngo to x: (93) y: (91)\npoint in direction (90)\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <(Next Level) = [1]> then\n go to x: (32) y: (13)\n show\n else\n hide\n end\nend\n\nchange x by (10)\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(Next Level) = [4]> then\n go to x: (100) y: (-96)\n show\n go to [back v] layer\n else\n hide\n end\nend\n\nif <(Next Level) = [4]> then\n\nshow\n\nchange x by (10)\n\nwhen flag clicked\nforever\n wait (0.0.1) seconds\n turn right (15) degrees\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <(Next Level) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (36) y: (28)\n wait (0.1) seconds\n glide (1) secs to x: (36) y: (48)\nend\n\nchange y by (-10)\n\nchange y by (20)\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <(Next Level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (36) y: (28)\n wait (0.1) seconds\n glide (1) secs to x: (36) y: (48)\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n
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************************* Instructions ***********************\nTouch the end to move to the next level...\nArrow keys to move\nDo not touch the lava Do not touch the spikes\nPls Join This Tournament to win great prizes\nhttps://scratch.mit.edu/projects/566746851/\nCaution- may glitch with the spikes and clouds\nCaution- They game may glitch\nAll levels are Possible\nDon't advertise\nLov, fav follow\n-HAVE FUN\nAvoid all dangers!\n
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minimalistic - rage platformer | #games #all
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@Stage\n\n@main sprite\n\ndefine setup\nset [clone# v] to [0]\nrepeat (3)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [lvl v] to [1]\ngo to x: (0) y: (0)\nshow\nswitch costume to (tb v)\npoint in direction (90)\nwait (1) seconds\ngo to [front v] layer\nrepeat until <(round (y position)) = [380]>\n change size by (10000000000000000000)\n change y by (((380) - (y position)) / (5))\n set size to (100) %\n set [timer v] to (timer)\nend\nhide\nforever\n set [timer v] to (timer)\nend\n\ndefine spawn\nset [x v] to [0]\nset [y v] to [0]\nif <(lvl) = [1]> then\n go to x: (-175) y: (-115)\nelse\n if <(lvl) = [2]> then\n go to x: (165) y: (-60)\n else\n if <(lvl) = [3]> then\n go to x: (-215) y: (0)\n else\n if <(lvl) = [4]> then\n go to x: (185) y: (115)\n else\n if <(lvl) = [5]> then\n go to x: (-200) y: (-90)\n else\n if <(lvl) = [6]> then\n go to x: (-190) y: (-40)\n else\n if <(lvl) = [7]> then\n go to x: (-200) y: (-90)\n end\n end\n end\n end\n end\n end\nend\n\ndefine debug\nrepeat (6)\n if <touching color (#989898)?> then\n change y by (1)\n end\nend\n\ndefine Y\nrepeat until <not <touching color (#989898)?>>\n if <(Y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X\nrepeat until <not <touching color (#989898)?>>\n if <(X) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I start as a clone\nif <(clone#) = [1]> then\n spawn\n wait (1) seconds\n show\n switch costume to (player v)\n point in direction (90)\n clear graphic effects\n set size to (100) %\n forever\n change [y v] by (-1)\n change [x v] by ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>>) * (2))\n if <(lvl) = [6]> then\n set [x v] to ((X) * (0.96))\n else\n set [x v] to ((X) * (0.9))\n end\n change x by (X)\n if <touching color (#989898)?> then\n debug\n if <touching color (#989898)?> then\n change y by (-6)\n X\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (Y)\n if <touching color (#989898)?> then\n go to [front v] layer\n Y\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> and <(Y) < [0]>> then\n set [y v] to [12]\n else\n set [y v] to [0]\n end\n end\n if <touching color (#ff5858)?> then\n if <not <<key (c v) pressed?> and <(username) = [-sky-coder-]>>> then\n start sound [O_O v]\n go to [front v] layer\n set [y v] to [10]\n set [x v] to ((X) * (0.5))\n repeat (20)\n change [ghost v] effect by (5)\n turn right (X) degrees\n change y by (Y)\n change x by (X)\n change [y v] by (-1)\n end\n point in direction (90)\n wait (0.5) seconds\n spawn\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n if <touching color (#89ff72)?> then\n change [lvl v] by (1)\n spawn\n end\n if <touching color (#ffea00)?> then\n set [y v] to [25]\n end\n end\nend\nif <(clone#) = [2]> then\n show\n forever\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to ((2) + (lvl))\n clear graphic effects\n end\nend\nif <(clone#) = [3]> then\n show\n reset timer\n set size to (80) %\n forever\n switch costume to (win v)\n point in direction ((90) + (([sin v] of ((800) * (timer)) ) * (10)))\n clear graphic effects\n if <(lvl) = [1]> then\n go to x: (-190) y: (90)\n else\n if <(lvl) = [2]> then\n go to x: (100) y: (110)\n else\n if <(lvl) = [3]> then\n go to x: (170) y: (95)\n else\n if <(lvl) = [4]> then\n go to x: (-200) y: (-80)\n else\n if <(lvl) = [5]> then\n go to x: (170) y: (95)\n else\n if <(lvl) = [6]> then\n go to x: (-174) y: (105)\n else\n if <(lvl) = [7]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nsetup\n\nwhen [timer v] > (timer)\npoint in direction (0)\ngo to x: (0) y: (0)\nswitch costume to (player v)\nset size to (200) %\nswitch costume to (tb v)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n set [bounce dir v] to (((bounce dir) * (0.8)) + (((90) - (direction)) / (5)))\n turn right (bounce dir) degrees\n set [bounce size v] to (((bounce size) * (0.8)) + (((100) - (size)) / (3)))\n change size by (bounce size)\nend\nrepeat (40)\n set [bounce dir v] to (((bounce dir) * (0.8)) + (((90) - (direction)) / (5)))\n turn right (bounce dir) degrees\n set [bounce size v] to (((bounce size) * (0.8)) + (((100) - (size)) / (5)))\n change size by (bounce size)\nend\n\nwhen flag clicked\nforever\n play sound [xD v] until done\nend\n\nturn left (15) degrees\n\n
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Minimalistic - a platformer\n-------------------------------------------------------------------------\n> feel free to advertise, if you want an alert from scratch team :)\n> I was bored, so I made this\n> total 314 blocks\n> use arrow key or touch (mobile) to move\n> contains 6 levels (I might add more) but I tried to make it so hard\n> on mobile idk if it`s possible or not\n> no skip button coz it`s gonna ruin the fun (hehe >:D)\nand YEAH!!! There`s only 1 sprite.\n-------------------------------------------------------------------------\ntags (ignore ;-;)\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games \n#all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all \n-------------------------------------------------------------------------
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0.1k platformer/0.1kプラットフォーマー
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@Stage\n\nwhen flag clicked\nstart sound [Treenan v]\n\n@たけし君\n\nwhen flag clicked\nset [ghost v] effect to (100)\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (右 v)\nset size to (70) %\nset [ghost v] effect to (0)\ngo to x: (-205) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\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 set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<[-50] < (mouse y)> and <mouse down?>>> then\n if <touching (ステージ v)?> then\n set [y v] to [13]\n end\n end\n if <touching color (#0084ff)?> then\n set [y v] to [20]\n end\n if <<touching (障害物 v)?> or <touching (_edge_ v)?>> then\n hide\n go to x: (-205) y: (0)\n show\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [200]> then\n set x to (200)\n broadcast (NEXT v)\n set [x v] to [0]\n set [y v] to [0]\n repeat until <[150] < (y position)>\n change [y v] by (1)\n change y by (((y) * (3)) / (5))\n end\n broadcast (ナイストゥみーとぅー v)\n go to x: (-200) y: (150)\n set [y v] to [0]\n repeat (28)\n change [y v] by (-1)\n change y by (((y) * (-3)) / (-5))\n end\n set [y v] to [0]\n end\nend\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n\nwhen I receive [ドゴォン v]\nnext costume\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n\nwhen I receive [ドゴォン v]\nnext costume\n\n@実験\n\nwhen flag clicked\ngo to x: (0) y: (200)\ngo to [front v] layer\nset [ghost v] effect to (30)\nhide\n\nwhen I receive [next v]\nshow\nglide (0.5) secs to x: (0) y: (0)\n\nwhen I receive [ナイストゥみーとぅー v]\nbroadcast (ドゴォン v)\nwait (0.5) seconds\nglide (0.5) secs to x: (0) y: (200)\nhide\n\n@たけし君2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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十字キーorTAPで操作
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Scared - A platformer #all #platformer #games
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@Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join [X, ] (join (mouse x) (join [ Y, ] (mouse y))))\nwait until <not <key (m v) pressed?>>\nwait until <key (m v) pressed?>\nhide variable [mouse v]\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Reset v) and wait\nbroadcast (Start v) and wait\n\nwhen I receive [reset v]\nReset\n\ndefine Reset\nset [operation v] to []\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [level # v] to [1]\nset [lock v] to [0]\nset [spawn x v] to [-210]\nset [spawn y v] to [50]\nset [bounce extra height v] to [35]\ngo to x: (SPAWN X) y: (SPAWN Y)\npoint in direction (90)\ngo to [front v] layer\nshow\n\ndefine Spawn\ngo to x: (SPAWN X) y: (SPAWN Y)\n\nwhen I receive [start v]\nforever\n repeat until <(OPERATION) > []>\n Loop\n end\n if <(OPERATION) = [dead]> then\n dead animation\n end\nend\n\ndefine Loop\nMove in x: [1.25] y: [15]\ndie check\nnext level\n\ndefine Move in x: (x) y: (y)\nextra\ngo to [front v] layer\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (x)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by ((0) - (x))\nend\nchange x by (speed x)\nif <touching (level v)?> then\n change x by ((speed x) * (-1))\n set [speed x v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(speed x) > [0]> then\n set [speed x v] to [-10]\n else\n set [speed x v] to [10]\n end\n set [speed y v] to [15]\n else\n set [speed x v] to [0]\n end\nelse\n set [speed x v] to ((speed x) * (0.8))\nend\nchange y by (speed y)\nif <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?>> then\n set [speed y v] to (y)\n set [lock v] to [1]\n end\n end\nelse\n set [lock v] to [0]\n change [speed y v] by (-1)\n if <(speed y) < [-22]> then\n set [speed y v] to [-22]\n end\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (playercrouch v)\nelse\n switch costume to (player v)\nend\nif <<touching (level v)?> and <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n switch costume to (playercrouch v)\nend\n\ndefine die check\nif <<touching (danger v)?> or <(y position) < [-180]>> then\n set [operation v] to [dead]\nend\n\ndefine dead animation\nset [speed x v] to [0]\nset [speed y v] to [0]\nstart sound [Wilhelm Scream v]\nset [operation v] to []\nrepeat (7)\n change y by (1)\n change x by (-2)\n turn left (4) degrees\nend\nrepeat (7)\n turn left (3) degrees\n change y by (-3)\n change [ghost v] effect by (20)\nend\nSpawn\npoint in direction (90)\nset [ghost v] effect to (0)\n\ndefine next level\nif <(x position) > [240]> then\n Spawn\n change [level # v] by (1)\n broadcast (next level v)\nend\n\ndefine extra\nif <touching (bounce v)?> then\n set [speed y v] to (BOUNCE EXTRA HEIGHT)\nend\n\nwhen [v v] key pressed\nSpawn\nchange [level # v] by (1)\nwait until <not <key (v v) pressed?>>\n\n@Level\n\nwhen I receive [start v]\nforever\n switch costume to (LEVEL #)\n go to x: (0) y: (0)\nend\n\n@Bounce\n\nwhen I receive [start v]\nhide variable [mouse v]\nset [locked 1 v] to [0]\nset [locked 2 v] to [0]\nforever\n levels\nend\n\ndefine nothin'\nhide\n\ndefine go to x: (x) y: (y)\nhide\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nif <touching (player v)?> then\n switch costume to (bounced v)\n wait (0.075) seconds\n switch costume to (non-bounce v)\nelse\n switch costume to (non-bounce v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n switch costume to (bounced v)\n wait (0.075) seconds\n switch costume to (non-bounce v)\n else\n switch costume to (non-bounce v)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine levels\nif <(LEVEL #) = [1]> then\n nothin'\nelse\n if <(LEVEL #) = [2]> then\n nothin'\n else\n if <(LEVEL #) = [3]> then\n nothin'\n else\n if <(LEVEL #) = [4]> then\n nothin'\n else\n if <(LEVEL #) = [5]> then\n if <(locked 1) = [0]> then\n set [locked 1 v] to [1]\n go to x: [-95] y: [-18]\n end\n else\n if <(LEVEL #) = [6]> then\n if <(locked 2) = [0]> then\n set [locked 2 v] to [1]\n go to x: [-95] y: [-18]\n go to x: [95] y: [-18]\n end\n else\n if <(LEVEL #) = [7]> then\n nothin'\n else\n end\n end\n end\n end\n end\n end\nend\n\n@Danger\n\nwhen I receive [start v]\nforever\n switch costume to (LEVEL #)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Words\n\nwhen I receive [start v]\nforever\n switch costume to (LEVEL #)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\nend\n\n@Music\n\nwhen flag clicked\nbroadcast (Music v)\nforever\n Music\nend\n\nwhen I receive [music v]\nforever\n play sound [Musickkk v] until done\nend\n\nwhen I receive [reset v]\nReset\n\ndefine Music\ngo to x: (210) y: (-151)\nchange size by (((100) - (size)) / (2))\nif <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (10)\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(volume) = [100]> then\n set volume to (0) %\n switch costume to (music off v)\n wait until <not <mouse down?>>\n stop [this script v]\n else\n set volume to (100) %\n switch costume to (music on v)\n wait until <not <mouse down?>>\n stop [this script v]\n end\n wait until <not <mouse down?>>\n else\n set [brightness v] effect to (0)\n end\nend\n\ndefine Reset\nswitch costume to (music on v)\ngo to x: (210) y: (-151)\npoint in direction (90)\nset size to (100) %\ngo to [front v] layer\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0.01)\nbroadcast (Hide all v)\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nset size to (50) %\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\nend\nforever\n play sound [Musickkk v] until done\nend\n\n
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Scared - A platformer\n\nInstructions\n-Use arrow keys or WASD!\n-Avoid jumping off cliffs!\n-Avoid lava!\n-Avoid Spikes!\n-Trampolines make you jump higher!\n-If the levels are too hard, use 'v' key to teleport you to the next level!\n-Hope you enjoy!\n\nTags\n#all\n#platformer\n#games
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Land in Space || A Scrolling Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop3 v)\n\n@Sprite2\n\n@Sprite3\n\n@Player\n\nwhen I receive [start v]\nset size to (100) %\nhide\nclear graphic effects\nswitch backdrop to (backdrop1 v)\npoint in direction (90)\nset rotation style [left-right v]\nset [scroll x v] to [308]\nset [scroll y v] to [63]\nset [x v] to [0]\nset [y v] to [0]\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n point in direction (90)\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 end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <<touching color (#ff8c8c)?> or <(Scroll Y) > [500]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n set [scroll x v] to [308]\n set [scroll y v] to [63]\n point in direction (90)\n end\n if <<touching color (#bbffab)?> or <touching color (#bf8080)?>> then\n change y by (1)\n if <<touching color (#bbffab)?> or <touching color (#bf8080)?>> then\n change y by (1)\n if <<touching color (#bbffab)?> or <touching color (#bf8080)?>> then\n change y by (1)\n if <<touching color (#bbffab)?> or <touching color (#bf8080)?>> then\n change y by (1)\n if <<touching color (#bbffab)?> or <touching color (#bf8080)?>> then\n change y by (1)\n if <<touching color (#bbffab)?> or <touching color (#bf8080)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-19]\n else\n set [x v] to [10]\n end\n set [y v] to [20]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#87d6ff)?> or <touching color (#c1ffec)?>> then\n broadcast (Next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n start sound [Connect v]\n end\n if <touching color (#bbffab)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching color (#bbffab)?> then\n set [y v] to [13]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen I receive [next level v]\nhide\nnext costume\nset [scroll x v] to [308]\nset [scroll y v] to [63]\nshow\n\nwhen I receive [start v]\nshow\nswitch costume to (size hack v)\nset size to (110) %\nswitch costume to (1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen flag clicked\nhide\n\n@Music Button\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (mute v)\n repeat (25)\n change volume by (-4)\n end\nelse\n switch costume to (unmute v)\n repeat (25)\n change volume by (4)\n end\nend\n\nwhen I receive [start v]\ngo to x: (-197) y: (-159)\nswitch costume to (unmute v)\nshow\ngo to [front v] layer\nset volume to (100) %\nforever\n play sound [Anna Yvette - Waves v] until done\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\ndefine Clone (number) of (id)\nset [clone id v] to (id)\nrepeat (number)\n create clone of (_myself_ v)\nend\n\ndefine Cam (x) (y) (size) (direction)\nset [\[intro\] x v] to (x)\nset [\[intro\] y v] to (y)\nset [\[intro\] size v] to (size)\nset [\[intro\] direction v] to (direction)\n\ndefine Green flag\nrepeat (10)\n reset timer\nend\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nswitch costume to (blank v)\nCam [0] [0] [0] [0]\n\ndefine Smooth glide (x) (y) (size) (speed)\nset [costume v] to (costume [name v])\nswitch costume to (position v)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\nif <(size) < [101]> then\n switch costume to (full size v)\nelse\n switch costume to (blank v)\nend\nchange size by (((size) - (size)) / (speed))\nswitch costume to (costume)\n\ndefine Position\npoint in direction ((\[Intro\] Direction) + (direction))\nset [costume v] to (costume [name v])\nswitch costume to (position v)\ngo to x: ((x) + (\[Intro\] X)) y: ((y) + (\[Intro\] Y))\nif <(size) < [101]> then\n switch costume to (full size v)\nelse\n switch costume to (blank v)\nend\nset size to ((\[Intro\] Size) + (size)) %\nswitch costume to (costume)\n\ndefine Line explosion (x) (y) (size) (speed) (number)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [speed v] to (speed)\nset [direction v] to [0]\nrepeat (number)\n change [direction v] by ((360) / (number))\n Clone [1] of [Line explosion]\nend\nset [direction v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [Line explosion]> then\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n go to x: (x) y: (y)\n point in direction (direction)\n move ((speed) * (3)) steps\n set size to (size) %\n switch costume to (line explosion1 v)\n show\n repeat (11)\n move (speed) steps\n next costume\n end\n end\n delete this clone\nend\n\ndefine Shockwave (x) (y) (size) (end)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [speed v] to (end)\nClone [1] of [Shockwave]\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave]> then\n if <(\[Intro\] Playing?) = [1]> then\n go to x: (x) y: (y)\n go to [front v] layer\n set size to (size) %\n set [effect v] to [12]\n switch costume to (shockwave v)\n show\n repeat (35)\n change [fisheye v] effect by (effect)\n Smooth glide (x) (y) (speed) [5]\n change [effect v] by ((effect) / (4))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Particle]?> then\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n end\n switch costume to (join [Particle] (pick random (1) to (3)))\n set size to (pick random (80) to (120)) %\n set [y v] to [0]\n show\n if <(Clone ID) = [Particle]> then\n go to x: (0) y: (0)\n else\n go to (random position v)\n end\n point in direction (pick random (-180) to (1808))\n repeat (50)\n change [ghost v] effect by (2)\n move ((size) / (7)) steps\n change size by (-2)\n change y by (y)\n change [y v] by (-0.5)\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (15)\n move ((size) / (7)) steps\n change size by (-2)\n change y by (y)\n change [y v] by (-0.5)\n end\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine Shake size (size)\nset [size v] to ((((size) - (size)) / (5)) + ((size) * (0.8)))\n\nwhen I start as a clone\nif <(Clone ID) = [Spin]> then\n go to x: (x) y: (y)\n set size to (size) %\n show\n point in direction (direction)\n switch costume to (spin v)\n repeat (17)\n Position\n next costume\n end\n delete this clone\nend\n\ndefine Spin (size)\nset [size v] to (size)\nset [x v] to [0]\nset [y v] to [50]\nset [direction v] to [90]\nClone [1] of [Spin]\nset [x v] to [0]\nset [y v] to [-50]\nset [direction v] to [90]\nClone [1] of [Spin]\nset [y v] to [0]\n\nwhen I start as a clone\nif < (Clone ID) contains [Spline]?> then\n if < (Clone ID) contains [B]?> then\n set [brightness v] effect to (100)\n end\n wait until <(timer) > [6.7]>\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n end\n repeat until <(timer) > (\[Intro\] End time)>\n set [speed v] to [0.1]\n wait (0.4) seconds\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Spline]?> then\n switch costume to (spline v)\n set [speed v] to [0.2]\n repeat until <(timer) > (\[Intro\] End time)>\n if <(timer) > [5.5]> then\n show\n end\n go to x: (([sin v] of ((Splines) * (200)) ) * (200)) y: (([cos v] of ((Splines) * (300)) ) * (75))\n change [splines v] by (speed)\n change [speed v] by (((0.02) - (speed)) / (5))\n end\n delete this clone\nend\n\ndefine Spline\nswitch costume to (full size v)\nset size to (100) %\nrepeat (20)\n Clone [1] of [Spline]\n change size by (-5)\nend\nset size to (100) %\nwait (0.8) seconds\nset size to (100) %\nrepeat (20)\n Clone [1] of [SplineB]\n change size by (-5)\nend\nset size to (100) %\nwait (0.8) seconds\n\nwhen flag clicked\nset [\[intro\] playing? v] to [0]\nhide\n\ndefine Horizontal switch\nset [size v] to [75]\nset [x v] to [0]\nset [y v] to [0]\nset [direction v] to [90]\nClone [1] of [Spin]\nwait (0.07) seconds\nSpin [75]\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n set size to (0) %\n switch costume to (particle3 v)\n set [brightness v] effect to (100)\n show\n repeat (50)\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n Smooth glide [0] [0] [5000] [10]\n else\n delete this clone\n end\n end\n Keyframe [5.5]\n set size to (100) %\n switch costume to (start circle v)\n repeat (50)\n if <(\[Intro\] Playing?) = [1]> then\n go to [front v] layer\n Smooth glide [0] [0] [3000] [10]\n else\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine Keyframe (time)\nrepeat until <(timer) > (time)>\n if <(timer) > (\[Intro\] End time)> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending1]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (-999)\n point in direction (90)\n switch costume to (ending2 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending2]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (999)\n point in direction (-90)\n switch costume to (ending2 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending3]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (-999)\n switch costume to (ending1 v)\n point in direction (90)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending4]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (999)\n point in direction (-90)\n switch costume to (ending1 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending5]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (-999)\n point in direction (90)\n switch costume to (ending4 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending6]> then\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (999)\n point in direction (-90)\n switch costume to (ending4 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending7]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (-999) y: (-999)\n point in direction (90)\n switch costume to (ending3 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\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) = [Ending8]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (position v)\n go to x: (999) y: (999)\n point in direction (-90)\n switch costume to (ending3 v)\n show\n repeat (100)\n Smooth glide [0] [0] [100] [11]\n end\n go to x: (0) y: (0)\n broadcast (Intro done v)\n set [\[intro\] end time v] to (timer)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Ending\nClone [1] of [Ending1]\nClone [1] of [Ending2]\nClone [1] of [Ending3]\nClone [1] of [Ending4]\nClone [1] of [Ending5]\nClone [1] of [Ending6]\nClone [1] of [Ending7]\nClone [1] of [Ending8]\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n switch costume to (text v)\n go to [front v] layer\n go to x: (0) y: (0)\n wait (1) seconds\n show\n set [size v] to [100]\n set [direction v] to [90]\n repeat until <(timer) > (\[Intro\] End time)>\n Position\n if <<<(timer) > [6.7]> and <(timer) < [8]>> and <(\[Intro\] End time) = [1]>> then\n go to [front v] layer\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cam]> then\n set [\[intro\] direction v] to [0]\n repeat until <(timer) > [10]>\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n set [direction v] to [1]\n repeat (15)\n if <(timer) < (\[Intro\] End time)> then\n change [direction v] by ((direction) / (3))\n turn right (direction) degrees\n set [\[intro\] direction v] to (direction)\n change [\[intro\] size v] by ((((([cos v] of (((timer) - (50)) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n else\n delete this clone\n end\n end\n repeat (10)\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n if <(\[Intro\] Playing?) = [1]> then\n Clone [1] of [Ending]\n else\n delete this clone\n end\n repeat until <(timer) > (\[Intro\] End time)>\n if <(timer) < (\[Intro\] End time)> then\n turn right ((((([cos v] of ((timer) * (300)) ) * (20)) + (0)) - (direction)) / (5)) degrees\n change [\[intro\] size v] by ((((([cos v] of ((timer) * (200)) ) * (30)) + (0)) - (\[Intro\] Size)) / (4))\n set [\[intro\] direction v] to (direction)\n else\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ending]> then\n Ending\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Ending]?> then\n go to [front v] layer\n if <(letter (7) of (Clone ID)) > [6]> then\n forever\n go to [front v] layer\n go [forward v] (100000) layers\n end\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Hex]?> then\n switch costume to (hexagon v)\n if < (Clone ID) contains [B]?> then\n switch costume to (hexagon2 v)\n end\n set [size v] to [0]\n go to x: (0) y: (0)\n show\n if <(timer) < [4]> then\n delete this clone\n end\n repeat (100)\n change [size v] by (10)\n Position\n if <(timer) > (\[Intro\] End time)> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [PCloner]> then\n wait (2) seconds\n repeat (10)\n if <(pick random (1) to (2)) = [1]> then\n Clone (pick random (20) to (30)) of [Particle]\n else\n Clone (pick random (20) to (30)) of [Particles]\n end\n hide\n wait (0.3) seconds\n end\n delete this clone\nend\n\nwhen I receive [start intro v]\nset [\[intro\] end time v] to [13.5]\nGreen flag\nstart sound [Sonder - Departure v]\nKeyframe [4]\nset [\[intro\] playing? v] to [1]\nClone [1] of [Circle]\nClone [1] of [Text]\nClone [1] of [Cam]\nClone [1] of [PCloner]\nSpline\nKeyframe [7]\nLine explosion [-140] [80] [100] [10] [10]\nLine explosion [140] [-80] [100] [10] [10]\nset [x v] to [0]\nset [y v] to [0]\nwait (1) seconds\nLine explosion [140] [80] [100] [10] [10]\nLine explosion [-140] [-80] [100] [10] [10]\nShockwave [0] [0] [0] [500]\nset [x v] to [0]\nset [y v] to [0]\nwait (2) seconds\nLine explosion [0] [0] [100] [20] [15]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [start intro v]\nwait (4) seconds\nrepeat until <(timer) > (\[Intro\] End time)>\n hide\n Clone [1] of [Hex]\n repeat (15)\n set size to (size) %\n end\n Clone [1] of [HexB]\n repeat (15)\n set size to (size) %\n end\nend\n\nwhen I receive [intro done v]\nset [\[intro\] playing? v] to [0]\nif <not < (Clone ID) contains [Ending]?>> then\n delete this clone\nend\n\nwhen flag clicked\nbroadcast (Start intro v)\n\nwhen I receive [intro done v]\nbroadcast (Start v)\n\n@Shooting stars\n\nwhen I start as a clone\nshow\nrepeat (50)\n change [ghost v] effect by (3)\n change size by (-20)\n move (0.2) steps\n go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n set size to (5) %\n go to x: (pick random (-150) to (150)) y: (150)\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n go to [back v] layer\n move (2) steps\n create clone of (_myself_ v)\n end\n hide\n wait (pick random (3) to (7)) seconds\nend\n\n@Glow\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\ngo to [back v] layer\nset size to (100) %\nforever\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\n
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Land in Space || A Scrolling Platformer\n––––––––––––––––––––––––––––––––––––––––––\nMade by: @jindalsargun\n––––––––––––––––––––––––––––––––––––––––––\nInstructions: \n➜Use arrow keys or WASD to move.\n➜Avoid spikes and don't fall inside holes.\n➜Reach the blue something to go to the next level.\n––––––––––––––––––––––––––––––––––––––––––\nUpdates:\n➜9th August 2021: shared\n––––––––––––––––––––––––––––––––––––––––––\nMusic:\n➜Waves sung by Anna Yvette\n––––––––––––––––––––––––––––––––––––––––––\n☇ 400+ followers Q and A\nhttps://scratch.mit.edu/projects/557740627/\n☇ Last platformer\nhttps://scratch.mit.edu/projects/555130559/\n––––––––––––––––––––––––––––––––––––––––––\nᴘʀᴏᴘᴏsᴇ ᴛʜɪs ᴛᴏ ʙᴇ ғᴇᴀᴛᴜʀᴇᴅ ʜᴇʀᴇ:\nhttps://scratch.mit.edu/studios/28715018/\nThank You for proposing it to get featured!\n––––––––––––––––––––––––––––––––––––––––––\nCredits:\n➜intro by @Invisity (modified by me)\n➜shooting stars by idk (pls tell me in the comments)\n➜all code by @jindalsargun (me)\n–––––––––––––––––––––––––––––––––––––––––––\nTags:\n#jindalsargun #Invisity #all #game #games #platformer #platformers #scrolling #player #spikes #fun #land #in #space #LandInSpace #waves #music #song #songs #Anna #Yvette #AnnaYvette\n–––––––––––––––––––––––––––––––––––––––––––\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBye! (. ❛ ᴗ ❛.)
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ELEPHANT PLATFORMER
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@Stage\n\nwhen [m v] key pressed\n\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLLX)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen [c v] key pressed\n\n@blank\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to [back v] layer\nshow\nforever\n turn right (15) degrees\n wait (0.1) seconds\nend\n\nwhen flag clicked\nwait (5) seconds\nhide\nbroadcast (into finish v)\n\n@Sprite4\n\nwhen flag clicked\nshow\nforever\n wait (1) seconds\n next costume\nend\n\nwhen flag clicked\nwait (5) seconds\nhide\nbroadcast (into finish v)\nstop [other scripts in sprite v]\n\n@collectables\n\ndefine clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (pick random (1) to (4))\nchange [collected max v] by (1)\n\nwhen I receive [greeen flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n clone x: [868] y: [157]\n clone x: [1072] y: [65]\n clone x: [1416] y: [-109]\n clone x: [1336] y: [203]\nend\nif <(LEVEL) = [2]> then\n clone x: [-75] y: [80]\n clone x: [110] y: [149]\n clone x: [452] y: [218]\n clone x: [808] y: [466]\nend\nif <(LEVEL) = [3]> then\n clone x: [-29] y: [39]\n clone x: [159] y: [27]\n clone x: [258] y: [109]\n clone x: [381] y: [188]\n clone x: [907] y: [504]\n clone x: [1071] y: [505]\n clone x: [1328] y: [336]\nend\nif <(LEVEL) = [4]> then\n clone x: [17] y: [-61]\n clone x: [331] y: [-29]\n clone x: [453] y: [74]\n clone x: [523] y: [154]\n clone x: [660] y: [775]\nend\nif <(LEVEL) = [5]> then\nset [x v] to [-9999999]\nif <(LEVEL) = [6]> then\n clone x: [-9] y: [-46]\n clone x: [108] y: [34]\n clone x: [-80] y: [110]\n clone x: [93] y: [208]\nend\nif <(LEVEL) = [7]> then\n clone x: [430] y: [328]\n clone x: [265] y: [259]\n clone x: [-82] y: [102]\n clone x: [-187] y: [138]\n clone x: [9] y: [43]\n clone x: [-174] y: [-5]\nend\nif <(LEVEL) = [8]> then\n clone x: [-66 ] y: [-2]\n clone x: [46] y: [61]\n clone x: [114] y: [136]\n clone x: [-187] y: [197]\n clone x: [322] y: [128]\n clone x: [384] y: [63]\n clone x: [544] y: [-60]\n clone x: [691] y: [11]\n clone x: [766] y: [64]\n clone x: [920] y: [185]\nend\nset [x v] to [-9999999]\n\ndefine POSITION X: (x) Y: (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: ((x) - (SCROLLX)) Y: ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(costume [number v]) = [1]> then\n if <key (b v) pressed?> then\n broadcast (banana v)\n change [☁ banana v] by (50)\n change [☁ gold coin v] by (1)\n change [score v] by (1)\n change [collected v] by (1)\n if <(collected) = (collected max)> then\n broadcast (OPEN PANNUDA v)\n end\n start sound [Coin v]\n delete this clone\n end\n end\n if <(costume [number v]) = [2]> then\n if <key (g v) pressed?> then\n broadcast (grass v)\n change [grass v] by (150)\n change [☁ gold coin v] by (1)\n change [score v] by (1)\n change [collected v] by (1)\n if <(collected) = (collected max)> then\n broadcast (OPEN PANNUDA v)\n end\n start sound [Coin v]\n delete this clone\n end\n end\n if <(costume [number v]) = [3]> then\n if <key (w v) pressed?> then\n broadcast (water v)\n change [water v] by (50)\n change [☁ gold coin v] by (1)\n change [score v] by (1)\n change [collected v] by (1)\n if <(collected) = (collected max)> then\n broadcast (OPEN PANNUDA v)\n end\n start sound [Coin v]\n delete this clone\n end\n end\n if <(costume [number v]) = [4]> then\n if <key (s v) pressed?> then\n broadcast (sugarcane v)\n change [sugarcane v] by (25)\n change [☁ gold coin v] by (1)\n change [score v] by (1)\n change [collected v] by (1)\n if <(collected) = (collected max)> then\n broadcast (OPEN PANNUDA v)\n end\n start sound [Coin v]\n delete this clone\n end\n end\nend\n\nset [x v] to [-9999999]\n\nset [x v] to [-9999999]\n\nclone x: [-88] y: [428]\nclone x: [89] y: [494]\nclone x: [-85] y: [553]\nclone x: [84] y: [653]\nclone x: [-82] y: [197]\nclone x: [-93] y: [732]\nclone x: [31] y: [834]\nclone x: [294] y: [824]\n\nclone x: [167] y: [439]\n\nclone x: [322] y: [128]\nclone x: [384] y: [63]\n\nwhen flag clicked\nhide\n\nif <key (w v) pressed?> then\n\nwhen I receive [ourto v]\nstop [this script v]\n\n@player\n\ndefine define change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (0.3)\nPOSITION\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n POSITION\n set [sy v] to [0]\nend\n\nwhen I receive [greeen 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 (set up v) and wait\n game on\n repeat until <(exit) > [0]>\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\nshow\nswitch backdrop to (backdrop1 v)\nset [score v] to [0]\nset [☁ energy drink v] to [0]\nset [☁ gold coin v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scrollx v] to [0]\nset [scroll y v] to [0]\nset [in air v] to [0]\nset [x v] to [0]\nset [exit v] to []\nset size to (80) %\nset [ghost v] effect to (0)\nshow\n\ndefine POSITION\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLL Y))\n\ndefine tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <([abs v] of (SX) ) > [0.9]> then\n change player x by (round (SX))\nend\nif <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(IN AIR) < [4]> then\n set [sy v] to [14]\n start sound [smb_jump-small v]\n end\nend\nif <(SY) > [-20]> then\n change [sy v] by (-2)\nend\ndefine change player y by (SY)\ntest -die\nset [scrollx v] to (x)\nif <(SCROLLX) < [0]> then\n set [scrollx 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 x by (sx)\nchange [x v] by (sx)\nPOSITION\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n POSITION\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n POSITION\n end\nend\n\ndefine game - die\nset [exit v] to []\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine test -die\nset drag mode [draggable v]\nif <touching (danger v)?> then\n set [exit v] to [die]\n stop all sounds\n start sound [g 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)\nwait (1) seconds\n\nchange player x by [-8]\n\nchange [in air v] by (1)\n\ndefine GAME FINISH\nswitch backdrop to (backdrop2 v)\nwait (1) seconds\nstop [all v]\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen I receive [greeen flag v]\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen I receive [into finish v]\nbroadcast (greeen flag v) and wait\nbroadcast (play game v) and wait\n\nwhen flag clicked\nset [☁ banana v] to [0]\nset [grass v] to [0]\nset [water v] to [0]\nset [sugarcane v] to [0]\nhide\n\nwhen [right arrow v] key pressed\npoint in direction (90)\nswitch costume to (whatsapp image 2020-10-27 at 8 v)\nrepeat (5)\n next costume\n wait (0.07) seconds\nend\nswitch costume to (whatsapp image 2020-10-27 at 8 v)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\nswitch costume to (whatsapp image 2020-10-27 at 8 v)\nrepeat (5)\n next costume\n wait (0.07) seconds\nend\nswitch costume to (whatsapp image 2020-10-27 at 8 v)\n\nwhen [b v] key pressed\nswitch costume to (costume6 v)\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (whatsapp image 2020-10-27 at 8 v)\n\nwhen I receive [grass v]\n\nwhen [w v] key pressed\nswitch costume to (unnamed \(1\) v)\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (whatsapp image 2020-10-27 at 8 v)\n\nwhen [g v] key pressed\nswitch costume to (costume12 v)\nrepeat (7)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (whatsapp image 2020-10-27 at 8 v)\n\nwhen [s v] key pressed\nswitch costume to (costume21 v)\nrepeat (7)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (whatsapp image 2020-10-27 at 8 v)\n\nset [sugarcane v] to [0]\n\nwhen I receive [ourto v]\nstop [other scripts in sprite v]\nhide\n\n@platform\n\nset instrument to (5 v)\nrest for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (65) for (0.25) beats\nrest for (0.05) beats\nplay note (60) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (65) for (0.25) beats\nrest for (0.05) beats\nplay note (60) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (65) for (0.25) beats\nrest for (0.05) beats\nplay note (60) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (66) for (0.25) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (66) for (0.25) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (61) for (0.25) beats\nrest for (0.05) beats\nset instrument to (5 v)\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (70) for (0.50) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (66) for (.25) beats\nplay note (68) for (0.50) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (66) for (.25) beats\nplay note (68) for (.50) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (66) for (.25) beats\nplay note (68) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (65) for (1.5) beats\n\nset instrument to (5 v)\nrest for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (65) for (0.25) beats\n\nwhen I receive [greeen flag v]\nhide\n\nwhen I receive [tick v]\npostion ((x) - (SCROLLX)) ((y) - (SCROLL Y))\n\nwhen I receive [set up 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 x: [360] y: [0]\n clone x: [480] y: [0]\n clone x: [500] y: [50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n clone x: [100] y: [-350]\n clone x: [250] y: [500]\n clone x: [300] y: [ 100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n clone x: [100] y: [-350]\n clone x: [250] y: [500]\n clone x: [300] y: [ 100]\n else\n if <(LEVEL) = [4]> then\n costume [LEVEL 4 1] clone x: [0] y: [0]\n costume [LEVEL 4 2] clone x: [0] y: [0]\n end\n if <(LEVEL) = [5]> then\n broadcast (OURTO v)\n stop [other scripts in sprite v]\n end\n end\n end\nend\n\nswitch costume to (level 9 1 v)\nclone x: [0] y: [360]\nclone x: [360] y: [360]\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen [c v] key pressed\nhide variable [mouse v]\nplay note (77) for (0.25) beats\n\nclone x: [ 0] y: [325]\nclone x: [0] y: [250]\nclone x: [100] y: [250]\n\nhide variable [collected v]\n\nswitch costume to (level 5 1 v)\n\nclone x: [0] y: [350]\n\nwhen I receive [set up v]\n\nwhen flag clicked\nhide\n\nclone x: [360] y: [0]\nclone x: [480] y: [0]\nclone x: [500] y: [50]\n\ndefine costume (costume) clone x: (x) y: (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nplay note (60) for (0.25) beats\nplay note (70) for (0.25) beats\nplay note (64) for (0.25) beats\n\nplay note (75) for (0.25) beats\n\nrest for (0.05) beats\nplay note (60) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (65) for (0.25) beats\nrest for (0.05) beats\nplay note (60) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (65) for (0.25) beats\nrest for (0.05) beats\nplay note (60) for (0.25) beats\nplay note (60) for (0.25) beats\nplay note (65) for (0.25) beats\nplay note (66) for (0.25) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (66) for (0.25) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (61) for (0.25) beats\nplay note (61) for (0.25) beats\nrest for (0.05) beats\nset instrument to (5 v)\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (70) for (0.50) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (66) for (.25) beats\nplay note (68) for (0.50) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (66) for (.25) beats\nplay note (68) for (.50) beats\nrest for (0.05) beats\nplay note (66) for (0.25) beats\nplay note (66) for (.25) beats\nplay note (68) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (65) for (1.5) beats\n\nwhen I receive [ourto v]\nset [☁ total v] to ((WATER) + (((sugarcane) + (GRASS)) + (☁ banana)))\n\nwhen I receive [ourto v]\n\nwhen flag clicked\nset volume to (200) %\nset tempo to (60)\nset instrument to (1 v)\nrepeat (2)\n play note (72) for (0.25) beats\n play note (74) for (0.25) beats\n play note (75) for (0.25) beats\n rest for (0.25) beats\n play note (74) for (0.25) beats\n play note (77) for (0.25) beats\n play note (75) for (0.25) beats\n rest for (0.25) beats\n play note (75) for (0.25) beats\n play note (74) for (0.25) beats\n play note (75) for (0.25) beats\n play note (77) for (0.25) beats\n play note (75) for (0.25) beats\n play note (74) for (0.25) beats\n play note (75) for (0.25) beats\nend\nplay note (79) for (0.25) beats\nplay note (79) for (0.25) beats\nrest for (0.25) beats\nplay note (75) for (0.25) beats\nplay note (75) for (0.25) beats\nrest for (0.25) beats\nplay note (79) for (0.25) beats\nplay note (80) for (0.25) beats\nplay note (77) for (0.25) beats\nrest for (0.25) beats\nplay note (79) for (0.25) beats\nplay note (79) for (0.25) beats\nrest for (0.25) beats\nplay note (75) for (0.25) beats\nplay note (75) for (0.25) beats\nrest for (0.25) beats\nplay note (79) for (0.25) beats\nplay note (80) for (0.25) beats\nplay note (77) for (0.25) beats\n\nwhen I receive [play game v]\nset [pan left/right v] effect to (100)\nset volume to (100) %\nchange [pan left/right v] effect by (10)\nforever\n play sound [Nee Paartha Vizhigal _ Anirudh v] until done\nend\n\nwhen I receive [ourto v]\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 \(8\) v)\nend\nif <(LEVEL) = [2]> then\n switch costume to (images v)\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume1 v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (download \(7\) v)\nend\n\nwhen I receive [tick v]\nshow\ngo to [back v] layer\ngo to x: ((((SCROLL X) * (-0.5)) mod (480)) - (240)) y: ((SCROLL Y) * (-0.5))\n\nwhen flag clicked\nhide\n\nwhen I receive [greeen flag v]\ngo to [back v] layer\n\nwhen I receive [ourto v]\nstop [other scripts in sprite v]\n\nwhen I receive [ourto v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@EXIT\n\nwhen I receive [tick v]\npostion ((x) - (SCROLLX)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [WIN]\nend\n\nwhen I receive [greeen flag v]\nhide\n\nwhen I receive [set up v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (close v)\nif <(LEVEL) = [1]> then\n clone x: [1616] y: [305]\nelse\n if <(LEVEL) = [2]> then\n clone x: [989] y: [480]\n else\n if <(LEVEL) = [3]> then\n clone x: [1636] y: [500]\n else\n if <(LEVEL) = [4]> then\n clone x: [1720] y: [450]\n else\n if <(LEVEL) = [5]> then\n clone x: [235] y: [481]\n else\n if <(LEVEL) = [6]> then\n clone x: [225] y: [226]\n else\n if <(LEVEL) = [7]> then\n clone x: [625] y: [419]\n else\n if <(LEVEL) = [8]> then\n clone x: [1417] y: [-76]\n else\n set [x v] to [-999999]\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [x v] to [-999999]\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open pannuda v]\nswitch costume to (open v)\n\nset [x v] to [-999999]\n\nset [x v] to [-999999]\n\nwhen flag clicked\nset [☁ timer v] to [0]\nforever\n set [☁ timer v] to (timer)\nend\n\nset [☁ timer v] to [0]\nreset timer\n\nset [x v] to [-999999]\n\nset [x v] to [-999999]\n\nset [x v] to [-999999]\n\nwhen flag clicked\nhide\n\nbroadcast (change v)\n\nwhen I receive [ourto v]\nstop [this script v]\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (90)\nset size to (100) %\nforever\n wait (0.5) seconds\n turn left (15) degrees\nend\n\nwhen I receive [ourto v]\nstop [other scripts in sprite v]\nhide\n\n@danger\n\nwhen I receive [greeen flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\npostion ((x) - (SCROLLX)) ((y) - (SCROLL Y))\n\nwhen I receive [set up 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 x: [360] y: [0]\n clone x: [480] y: [0]\n clone x: [500] y: [50]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n clone x: [100] y: [-350]\n clone x: [250] y: [500]\n clone x: [300] y: [ 100]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n clone x: [100] y: [100]\n clone x: [400] y: [-200]\n clone x: [300] y: [100]\n end\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n clone x: [0] y: [350]\nend\nif <(LEVEL) = [6]> then\n repeat (10)\n switch costume to (level 6 1 v)\n end\nend\nif <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n clone x: [360] y: [300]\nend\nif <(LEVEL) = [8]> then\n switch costume to (level 8 1 v)\n clone x: [360] y: [0]\n clone x: [360] y: [0]\n clone x: [360] y: [0]\nend\nif <(LEVEL) = [9]> then\n switch costume to (level 9 v)\nend\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch costume to (level 3 1 v)\n\nwhen I receive [tick v]\npostion ((x) - (SCROLLX)) ((y) - (SCROLL Y))\n\nglide (1) secs to x: () y: (0)\n\nclone x: [0] y: [350]\n\nrepeat (10)\n switch costume to (level 6 1 v)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\nend\n\ndefine set clone x: (number or text) y: (number or text)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [ourto v]\nstop [this script v]\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\nif <(LEVEL) = [1]> then\nif <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (ff v)\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume3 v)\n broadcast (ff v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume4 v)\n broadcast (ff v)\nend\n\nwhen I receive [ff v]\nshow\nset [ghost v] effect to (20)\ngo to x: (0) y: ((-30) - (([sin v] of (s) ) * (20)))\npoint in direction ((([cos v] of (s) ) * (5)) + (90))\nchange [s v] by (5)\n\nwhen I receive [ourto v]\nhide\nhide variable [☁ banana v]\nhide variable [grass v]\nhide variable [water v]\nhide variable [sugarcane v]\n\n@Sprite9\n\nwhen I receive [play game v]\nshow variable [grass v]\ngo to [front v] layer\nshow\ngo to x: (7) y: (164)\n\nwhen flag clicked\nhide variable [grass v]\nhide\n\nwhen I receive [ourto v]\nhide\nhide variable [☁ banana v]\nhide variable [grass v]\nhide variable [water v]\nhide variable [sugarcane v]\n\n@Sprite10\n\nwhen I receive [play game v]\nshow variable [☁ banana v]\ngo to [front v] layer\nshow\ngo to x: (-79) y: (112)\n\nwhen flag clicked\nhide variable [☁ banana v]\nhide\n\nwhen I receive [ourto v]\nhide\nhide variable [☁ banana v]\nhide variable [grass v]\nhide variable [water v]\nhide variable [sugarcane v]\n\n@Sprite11\n\nwhen I receive [play game v]\nshow variable [water v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide variable [water v]\nhide\n\nwhen I receive [ourto v]\n\nwhen I receive [ourto v]\nhide\nhide variable [☁ banana v]\nhide variable [grass v]\nhide variable [water v]\nhide variable [sugarcane v]\n\n@Sprite12\n\nwhen I receive [ourto v]\nhide\nhide variable [☁ banana v]\nhide variable [grass v]\nhide variable [water v]\nhide variable [sugarcane v]\n\nwhen I receive [play game v]\nshow variable [sugarcane v]\ngo to x: (123) y: (144)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide variable [sugarcane v]\nhide\n\nwhen I receive [ourto v]\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [ourto v]\ngo to x: (-98) y: (97)\ngo to [back v] layer\nshow\n\n@WhatsApp Image 2021-09-30 at 10\n\nwhen flag clicked\nhide variable [☁ total v]\nhide\n\nwhen I receive [ourto v]\nset [☁ total v] to (((☁ banana) + (WATER)) + ((sugarcane) + (GRASS)))\nswitch backdrop to (backdrop3 v)\nshow variable [☁ total v]\nshow\nforever\n repeat (10)\n next costume\n wait (0.3) seconds\n end\nend\n\nset [☁ total v] to [0]\n\nwhen I receive [ourto v]\nforever\n play sound [IMPOSSIBLE REMIX - Unity TheFatRat \(1\) v] until done\nend\n\n
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Kind notice\n""'""''"'"'"'''""''\n1@ As the portal doors of a level can open to elephant only if it had consumed all the food and water of that level{so that i had made it to turn any side to collect back the diet or liquid leftovers[Remember Its a huge animal of tons weight so that it needs minimum 330lb TO maximum 375 lb of food and up to 56 gal of water daily for energy, if we dont eat proper food we too dont have energy to walk or to do daily chores right !]\n2@ Please be cautious that the elephant should not go down to water though it can swim in water its a small drawback that you have to start back from the same level[instaed of life gone i had set this"START FROM THE FIRST OF THAT LEVEL ...its not a glitch friends!] with out challenges like this a game wont shine friends!\nIF YOU FIND LAGGY NO WORRIES USE THIS LINK \n___________________________________________\n https://turbowarp.org/559045010\n___________________________________________\n INSTRUCTIONS:-\n-----------------------------------------------------------------------\n UP ARROW MAKES THE ELEPHANT JUMP [special power in our game for ABU] \n USE THE RIGHT ARROW OR LEFT ARROW TO MOVE RIGHT OR LEFT . \n USE THE 'W' KEY TO DRINK WATER .\n USE THE 'S' KEY TO FEED SUGARCANE.\n USE THE 'B' KEY TO FEED BANANA.\n USE THE 'G' KEY TO FEED GRASS,\n FEED ALL THE FOOD {COLLECTABLES} AND LET IT GULP ALL THE BOWLS OF WATER IN EACH LEVEL THEN ONLY THE PORTAL WILL OPEN FOR '" ABU "" THE ELEPHANT FOR NEXT LEVEL ENTRY.\n DO NOT TOUCH THE DANGERS LIKE SPIKES ,MUD , CACTUS..\n IN CASE IF THE ELEPHANT STUCKS YOU CAN DRAG THE ELEPHANT TO SAVE IT .) D\n___________________________________________ \n SWEET INTRODUCTION -------------------------------------- \nHE IS SMART AND GORGEOUS ABU.\nHE CAN BE YOUR SWEET PET IF YOU PAMPER AND FEED HIM HIS DAILY DIET AND WATER NEED! \n HOPE YOU ARE READY TO FACE THIS CUTE CHALLENGE OF THE DAY/ GAME! COME ON FRIEND JUST HURRY UP! \n------------------------------------------------------------------ WOW FACTS ABOUT ELEPHANT !! ------------------------------------------------- \n SCIENTIFIC NAME : LOXODONTA SCIENTIFIC FAMILY NAME: ELEPHANTIDAE \nWEIGHT : 6500 lbs to 12000 lbs\nheight : 7ft to 12 ft \nTop speed 25 mph \nLife span 55 to 70 or 90 years \nDiet : herbivore \nMain prey : GRASS , FRUITS,ROOTS,,SMALL PLANTS, BUSHES,TWIGS,TREE BARKS \nHOURS OF EATING : 18 TO 22 HOURS PER DAY. FAVOURITE FOOD GRASS \nDAILY DIET CHART : 330 TO 375 lb DAILY LIQUID CHART : 42 gal to 55 gal of water TRUMPETING AUDIBITLY : UP TO 5 MILES \nWATER SMELLING CAPACITY: UP TO 12 MILES AWAY \nSUPER SPECIALITY :\n-----------------------------\nHIGHLY INTELLIGENT MAMMAL \nLEGENDARY MEMORY HOLDER \nSELF AWARNESS ANIMAL{ONE OF THE RARE SPECIES WHICH RECOGNISE THEMSELVES IN MIRROR}\nPACHYDERMOS(THICK SKINNED) SUPER STRONG{ IT CARRIES 7 TONS OF WEIGHT} \nHERD (LIVE AS FAMILY) \nTHEY SLEEP IN STANDING POSE. . \nENVIRONMENT ENGINEERS . FOREST ECO SYSTEM MAINTAINERS . THEY DIG WATER HOLES WITH TUSKS IN RAIN SCARCITY WHICH HELPS OTHER ANIMALS. THEY LAY PATH FOR OTHER ANIMALS BY WALKING WITH THIS GIGANTIC FEET . \nFAMILY FELLOWS LIVE AS HERD .\nHERD LEAD BY FEMALE ELEPHANT . REMEMBERS THE FOOD SPOT, ROUTE, HUMANS {WHOM THEY ENCOUNTER IN LIFE AS TAMERS ,OWNERS] FOR YEARS} . GREAT SWIMMERS.\nBIGGEST LAND LIVING MAMMAL.\nGREAT BIODIVERSITY MAINTAINER \n-----------------------------------------------------\nYOU CANT STOP YOURSELF FROM FALLING IN LOVE WOTH THIS GORGEOUS SPECIES, BECAUSE i DO ...ha ha \nPLEASR HIT LOVE AND STAR BUTTONS AND DO FOLLOW ME TO ENCOURAGE ME TO GIVE MORE ENJOYABLE PROJECTS
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Adventure - A Scrolling Platformer! #All #Games #Art #Music #Animation
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@Stage\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <(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\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)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(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)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (.9)\nPosition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine 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) %\nif <(Checkpoint) = [1]> then\n set [x v] to [1470]\n set [y v] to [65]\nend\nif <(Checkpoint) = [2]> then\n set [x v] to [3300]\n set [y v] to [330]\n set [scroll y v] to [350]\nend\nif <(Checkpoint) = [3]> then\n set [x v] to [6340]\n set [y v] to [65]\nend\nif <(Checkpoint) = [4]> then\n set [x v] to [9188]\n set [y v] to [730]\n set [scroll y v] to [700]\nend\n\ndefine Test - Die\nif <<<touching (danger v)?> or <touching (saws v)?>> or <touching (water v)?>> then\n set [exit v] to [die]\n broadcast (DEATH CHECK v)\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\nstop [other scripts in sprite v]\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [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 broadcast (Chat Close 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 broadcast (Chat Close 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 broadcast (Chat Close 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 (4) of [chat v])\n broadcast (Chat Close 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 broadcast (Chat Close 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 broadcast (Chat Close v)\n wait (3) 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 broadcast (Chat Close 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 broadcast (Chat Close 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 broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (0 v) pressed?> then\n set [chat words v] to [10]\n say (item (10) of [chat v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (p v) pressed?> then\n set [chat words v] to [11]\n say (item (11) of [chat v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (r v) pressed?> and <(username) = [akiosan]>> then\n set [chat words v] to [12]\n say (item (12) of [chat v])\n broadcast (Chat Close v)\n wait (3) 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\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\nwhen I receive [setup v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nif <(Checkpoint) = [1]> then\n set [x v] to [1470]\n set [y v] to [65]\nend\nset [exit v] to []\n\nwhen I receive [spring v]\nset [sy v] to [30]\n\nwhen I receive [personal chat v]\nadd (answer) to [chat v]\nsay (item (length of [chat v]) of [chat v])\nwait (3) seconds\nsay []\nset [chat words v] to [0]\nset [personal chat v] to [0]\n\nwhen flag clicked\nhide variable [☁ points v]\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [value v] to (☁ P3)\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\n broadcast (plz ban v)\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 else\n if <(chat) = [10]> then\n say (item (10) of [chat v]) for (2) seconds\n else\n if <(chat) = [11]> then\n say (item (11) of [chat v]) for (2) seconds\n else\n if <(chat) = [12]> then\n say (item (12) of [chat v]) for (3) seconds\n else\n if <(chat) = (Others Chat)> then\n say (item (Others Chat) of [chat v]) for (3) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen flag clicked\nset [others chat v] to [12]\n\nwhen I receive [personal chat v]\nchange [others chat v] by (1)\n\nhide\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: [-1]\n Clone at x: [480] y: [0]\n Clone at x: [1100] y: [350]\n Clone at x: [0] y: [-300]\n Clone at x: [480] y: [300]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [-345]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [0]\n Clone at x: [1200] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [-10]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Moving Platforms\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(Direction) = [h]> then\n Position (((Moving Platforms2: Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((timer) * (speed)) ) * (distance))) ((Moving Platforms2: Moving Platforms: y) - (SCROLL Y))\nelse\n Position ((Moving Platforms2: Moving Platforms: x) - (SCROLL X)) (((Moving Platforms2: Moving Platforms: y) - (SCROLL Y)) + (([cos v] of ((timer) * (speed)) ) * (distance)))\nend\n\ndefine Clone at x: (x) y: (y) Distance (distance) Speed (speed) Direction (direction)\npoint in direction (90)\nset [direction v] to (direction)\nset [distance v] to (distance)\nset [speed v] to (speed)\nset [moving platforms2: moving platforms: x v] to (x)\nset [moving platforms2: moving platforms: y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nswitch costume to (platform v)\nset [moving platforms2: moving platforms: x v] to [0]\nset [moving platforms2: moving platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [2000] y: [10] Distance [200] Speed [70] Direction [h]\n Clone at x: [5630] y: [20] Distance [120] Speed [100] Direction [h]\n Clone at x: [6500] y: [20] Distance [100] Speed [100] Direction [v]\n Clone at x: [6800] y: [120] Distance [120] Speed [100] Direction [h]\n Clone at x: [8750] y: [510] Distance [120] Speed [100] Direction [h]\n Clone at x: [10800] y: [630] Distance [120] Speed [100] Direction [h]\nend\nset [moving platforms2: moving platforms: x v] to [-500]\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\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [1750] y: [250]\n Clone at x: [600] y: [0]\n Clone at x: [650] y: [-290]\n Clone at x: [700] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [1000] y: [0]\n Clone at x: [2300] y: [200]\n Clone at x: [1350] y: [520]\n Clone at x: [500] y: [0]\n Clone at x: [1300] y: [-130]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (12) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\n Clone at x: [1250] y: [-50]\n Clone at x: [2540] y: [260]\n Clone at x: [4300] y: [8]\n Clone at x: [4570] y: [70]\n Clone at x: [5250] y: [-40]\n Clone at x: [7300] y: [165]\n Clone at x: [7500] y: [165]\n Clone at x: [7700] y: [165]\n Clone at x: [7900] y: [165]\n Clone at x: [9370] y: [800]\n Clone at x: [11216] y: [530]\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)\nshow\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: [-7] y: [63]\n Clone at x: [955] y: [63]\n Clone at x: [3150] y: [450]\n Clone at x: [4500] y: [150]\n Clone at x: [6100] y: [70]\n Clone at x: [7400] y: [200]\n Clone at x: [9450] y: [705]\n Clone at x: [10804] y: [807]\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\nwhen flag clicked\nset [collected v] to [0]\n\nwhen I receive [begin v]\nshow variable [collected v]\n\nwhen I receive [setup v]\nif <<(Checkpoint) = [1]> and <not <(OldCollected) = [1]>>> then\n set [coinscheck1 v] to (COLLECTED)\n set [oldcollected v] to [1]\nelse\n if <<(Checkpoint) = [2]> and <not <(OldCollected) = [2]>>> then\n set [coinscheck2 v] to (COLLECTED)\n set [oldcollected v] to [2]\n else\n if <<(Checkpoint) = [3]> and <not <(OldCollected) = [3]>>> then\n set [coinscheck3 v] to (COLLECTED)\n set [oldcollected v] to [3]\n else\n if <<(Checkpoint) = [4]> and <not <(OldCollected) = [4]>>> then\n set [coinscheck4 v] to (COLLECTED)\n set [oldcollected v] to [4]\n else\n set [collected v] to [0]\n end\n end\n end\nend\n\nwhen I receive [setup v]\nif <<(Checkpoint) = [1]> and <(OldCollected) = [1]>> then\n set [collected v] to (CoinsCheck1)\nelse\n if <<(Checkpoint) = [2]> and <(OldCollected) = [2]>> then\n set [collected v] to (CoinsCheck2)\n else\n if <<(Checkpoint) = [3]> and <(OldCollected) = [3]>> then\n set [collected v] to (CoinsCheck3)\n else\n if <<(Checkpoint) = [4]> and <(OldCollected) = [4]>> then\n set [collected v] to (Coinscheck4)\n else\n end\n end\n end\nend\n\nwhen flag clicked\nset [oldcollected v] to [0]\n\nwhen I receive [buy glow 1 v]\nif <<(Checkpoint) = [1]> and <(OldCollected) = [1]>> then\n set [coinscheck1 v] to (COLLECTED)\nelse\n if <<(Checkpoint) = [2]> and <(OldCollected) = [2]>> then\n set [coinscheck2 v] to (COLLECTED)\n else\n if <<(Checkpoint) = [3]> and <(OldCollected) = [3]>> then\n set [coinscheck3 v] to (COLLECTED)\n else\n if <<(Checkpoint) = [4]> and <(OldCollected) = [4]>> then\n set [coinscheck4 v] to (COLLECTED)\n end\n end\n end\nend\n\nwhen I receive [buy glow 3 v]\nif <<(Checkpoint) = [1]> and <(OldCollected) = [1]>> then\n set [coinscheck1 v] to (COLLECTED)\nelse\n if <<(Checkpoint) = [2]> and <(OldCollected) = [2]>> then\n set [coinscheck2 v] to (COLLECTED)\n else\n if <<(Checkpoint) = [3]> and <(OldCollected) = [3]>> then\n set [coinscheck3 v] to (COLLECTED)\n else\n if <<(Checkpoint) = [4]> and <(OldCollected) = [4]>> then\n set [coinscheck4 v] to (COLLECTED)\n end\n end\n end\nend\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\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\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n go [backward v] (6) layers\n Clone at x: [1470] y: [65]\n Clone at x: [3300] y: [280]\n Clone at x: [6340] y: [60]\n Clone at x: [9188] y: [696]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen I receive [reset v]\n\n@Spring\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (SPRING v) and wait\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 [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (costume6 v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [400] y: [115]\n Clone at x: [8450] y: [335]\n Clone at x: [9300] y: [690]\n Clone at x: [11720] y: [560]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen I receive [spring v]\nstart sound [Big Boing v]\nswitch costume to (costume6 v)\nrepeat (9)\n next costume\n wait (.01) seconds\nend\nswitch costume to (costume6 v)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (5) to (10)) 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 else\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\ngo to [front v] layer\nset [collected v] to [0]\nhide variable [collected v]\nhide variable [achievements v]\nhide variable [mouse x,y v]\n\nwhen flag clicked\nforever\n \nend\n\n@Ending\n\nwhen flag clicked\nhide\n\nwhen I receive [theend v]\nforever\n show\n hide variable [achievements v]\n hide variable [collected v]\n forever\n go to [front v] layer\n change [ghost v] effect by (-2)\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\n\n@Moving Sun\n\nwhen flag clicked\nshow\ngo to x: (217) y: (160)\ngo to [back v] layer\nshow\ngo to x: (217) y: (160)\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\n@Exit\n\nset [exit v] to [win]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: Exit: x) - (SCROLL X)) ((Exit: Exit: y) - (SCROLL Y))\nif <<<touching (player v)?> and <(costume [number v]) = [1]>> and <(CHECKachieve 9) = [0]>> then\n set [checkachieve 9 v] to [1]\n broadcast (TheEND v)\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [exit: exit: x v] to [0]\nset [exit: exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\n Clone at x: [12157] y: [580]\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: exit: x v] to (x)\nset [exit: exit: y v] to (y)\n\nshow\n\n@Love+Fav Detector\n\nwhen I start as a clone\nif <(costume [name v]) = [DetectNothing]> then\n show\n set [ghost v] effect to (0)\n set size to (1) %\n go to [front v] layer\n forever\n go to x: (-200) y: (-140)\n go to [front v] layer\n if <(TouchingL) = [1]> then\n switch costume to (detectlove v)\n change size by (((30) - (size)) / (3))\n go to [front v] layer\n set [loved__ v] to [1]\n else\n if <(TouchingF) = [1]> then\n switch costume to (detectfavorite v)\n change size by (((30) - (size)) / (3))\n go to [front v] layer\n set [faved___ v] to [1]\n else\n switch costume to (detectnothing v)\n set size to (1) %\n go to [front v] layer\n end\n end\n end\nelse\n if <(costume [name v]) = [TouchingL]> then\n show\n forever\n set [ghost v] effect to (0)\n switch costume to (detectnothing v)\n set size to (Infinity) %\n go to x: (-230) y: (-220)\n switch costume to (touchingl v)\n set size to (65) %\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [touchingl v] to [1]\n else\n set [touchingl v] to [0]\n end\n end\n else\n if <(costume [name v]) = [TouchingF]> then\n show\n forever\n set [ghost v] effect to (0)\n switch costume to (detectnothing v)\n set size to (Infinity) %\n go to x: (-154) y: (-220)\n switch costume to (touchingf v)\n set size to (65) %\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [touchingf v] to [1]\n else\n set [touchingf v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (detectnothing v)\ncreate clone of (_myself_ v)\nswitch costume to (touchingl v)\ncreate clone of (_myself_ v)\nswitch costume to (touchingf v)\ncreate clone of (_myself_ v)\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nwait (0.2) seconds\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n go to [front v] layer\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n go to [front v] layer\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen [timer v] > (Checktimer)\nhide\n\n
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Follow : @-Asolo-\n\nHi Guys, Please like, fave, comment and follow me!!\nMade Big UPDTAES!! \nSpam the Green Flag!!\nArrow Keys to move!\nGet to checkpoints!!\nIt's a Long Platformer! :)\nEnjoy!!!! :D\n\nScratch on!
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Among Us Platformer 2 | #games #all
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@Stage\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Show Yourself - Among Us Song v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching color (#615e5e)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#615e5e)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<(y position) < [-170]> or <touching color (#000000)?>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen backdrop switches to [2021_08_09_12z_kleki v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\nwhen [r v] key pressed\nbroadcast (respawn v)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (30) 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\n else\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n
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Arrow keys, WASD, or mobile controls to move. R to restart level.\n\nYou are Yellow, a Crewpostor who escaped from an Impostor spaceship in an escape pod and crashed on a mysterious planet. You leave your Crewmate friend behind in the escape pod and explore this new planet. What will you find?\n\nFollow for part 3
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【全機種対応】☁Hello! Platformer v.1.1【オンラインスクロールプラットフォーマー3】 copy
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@Stage\n\nwhen flag clicked\nforever\n if <(P) = [1]> then\n set [1チャット v] to (チャット)\n end\n if <(P) = [2]> then\n set [2チャット v] to (チャット)\n end\n if <(P) = [3]> then\n set [3チャット v] to (チャット)\n end\n if <(P) = [4]> then\n set [4チャット v] to (チャット)\n end\n if <(P) = [5]> then\n set [5チャット v] to (チャット)\n end\n if <(P) = [6]> then\n set [6チャット v] to (チャット)\n end\n if <(P) = [7]> then\n set [7チャット v] to (チャット)\n end\n if <(P) = [8]> then\n set [8チャット v] to (チャット)\n end\n if <(P) = [9]> then\n set [9チャット v] to (チャット)\n end\n if <(P) = [10]> then\n set [10チャット v] to (チャット)\n end\nend\n\nwhen I receive [pikurin v]\nforever\n play sound [ほんわかぷっぷー v] until done\nend\n\nwhen I receive [pikurin v]\nforever\n if <[18] < (current [hour v])> then\n switch backdrop to (夜 v)\n else\n if <[15] < (current [hour v])> then\n switch backdrop to (夕方 v)\n else\n if <[10] < (current [hour v])> then\n switch backdrop to (昼 v)\n else\n if <[5] < (current [hour v])> then\n switch backdrop to (朝 v)\n else\n switch backdrop to (夜 v)\n end\n end\n end\n end\nend\n\nwhen I receive [pikurin v]\nforever\n delete all of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n if <(日本語) = [0]> then\n insert [\(a\)Hi!] at (1) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(b\)Hello!] at (2) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(c\)Bye!] at (3) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(d\)How do go here?] at (4) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(e\)It may fail, but look!] at (5) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(f\)Can not!] at (6) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(g\)Yeah!!] at (7) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(h\)Come!] at (8) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(i\)I'll go over there!] at (9) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(j\)OK!] at (10) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(k\)Help me!] at (11) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(l\)I can't do it now!] at (12) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(m\)Follow me!] at (13) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(n\)I was wrong!] at (14) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(o\) \(Lol\)] at (15) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(p\)Where are you?] at (16) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(q\)Please wait!] at (17) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n end\n if <(日本語) = [1]> then\n insert [\(a\)こん!] at (1) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(b\)こんにちは!] at (2) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(c\)落ちます。さようなら!] at (3) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(d\)ここ、どうやって行くの?] at (4) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(e\)失敗するかもしれないけど、見てて!] at (5) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(f\)できないよ~] at (6) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(g\)やったー!] at (7) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(h\)こっちに来て!] at (8) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(i\)そっちに行くよ!] at (9) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(j\)了解!] at (10) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(k\)助けてくれ!!] at (11) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(l\)ゴメン、無理だ!] at (12) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(m\)ついてきて!] at (13) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(n\)間違えた!] at (14) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(o\)(笑\)] at (15) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(p\)どこにいるの~?] at (16) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n insert [\(q\)待って~!!] at (17) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v] \n end\nend\n\nhide list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n\nwhen flag clicked\nforever\n change [sin v] by (3)\n if <[359] < (sin)> then\n set [sin v] to [0]\n end\nend\n\nwhen I receive [pikurin v]\nforever\n if <key (t v) pressed?> then\n hide list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n if <key (a v) pressed?> then\n set [チャット v] to [1]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (b v) pressed?> then\n set [チャット v] to [2]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (c v) pressed?> then\n set [チャット v] to [3]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (d v) pressed?> then\n set [チャット v] to [4]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (e v) pressed?> then\n set [チャット v] to [5]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (f v) pressed?> then\n set [チャット v] to [6]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (g v) pressed?> then\n set [チャット v] to [7]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (h v) pressed?> then\n set [チャット v] to [8]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (i v) pressed?> then\n set [チャット v] to [9]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (j v) pressed?> then\n set [チャット v] to [10]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (k v) pressed?> then\n set [チャット v] to [11]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (l v) pressed?> then\n set [チャット v] to [12]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (m v) pressed?> then\n set [チャット v] to [13]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (n v) pressed?> then\n set [チャット v] to [14]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (o v) pressed?> then\n set [チャット v] to [15]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (p v) pressed?> then\n set [チャット v] to [16]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n if <key (q v) pressed?> then\n set [チャット v] to [17]\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n wait (3) seconds\n set [チャット v] to [0]\n end\n else\n show list [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]\n end\nend\n\nwhen [space v] key pressed\nchange [キャラコスチューム v] by (1)\nif <(キャラコスチューム) = [10]> then\n set [キャラコスチューム v] to [0]\nend\n\nwhen flag clicked\nswitch backdrop to (オープニング v)\n\nwhen I receive [オンラインスタート! v]\nset [チャット v] to [0]\nwait (1) seconds\nset [チャット v] to [0]\n\n@最初の画面\n\nwhen I start as a clone\nforever\n show\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [7]> or <(costume [number v]) = [5]>>> then\n go to x: (-100) y: (0)\n end\n if <<(costume [number v]) = [2]> or <<(costume [number v]) = [8]> or <(costume [number v]) = [6]>>> then\n go to x: (100) y: (0)\n end\n if <not <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (13)\n repeat (10)\n change size by (2.5)\n end\n repeat (10)\n change size by (-2.5)\n end\n else\n clear graphic effects\n set size to (100) %\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [1]> then\n set [日本語 v] to [1]\n start sound [決定、ボタン押下2 v]\n end\n if <(costume [number v]) = [2]> then\n set [日本語 v] to [0]\n start sound [決定、ボタン押下2 v]\n end\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [5]>> then\n set [オンライン v] to [1]\n start sound [決定、ボタン押下 v]\n end\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [6]>> then\n set [オンライン v] to [0]\n start sound [決定、ボタン押下 v]\n end\n end\n if <(costume [number v]) = [3]> then\n go to [back v] layer\n go to x: (0) y: (0)\n end\n if <(costume [number v]) = [4]> then\n set [brightness v] effect to (13)\n point in direction (80)\n repeat (20)\n turn right (0.1) degrees\n end\n repeat (20)\n turn left (0.1) degrees\n end\n end\nend\n\nwhen I receive [じゅんびok! v]\nwait (0.1) seconds\ngo to x: (0) y: (0)\nswitch costume to (コスチューム v)\ncreate clone of (_myself_ v)\nif <(日本語) = [1]> then\n switch costume to (コスチューム5 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム6 v)\n create clone of (_myself_ v)\nend\nif <(日本語) = [0]> then\n switch costume to (コスチューム7 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム8 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n wait until <not <(日本語) = []>>\n wait until <not <mouse down?>>\n broadcast (じゅんびok! v)\n delete this clone\nend\n\nwhen I start as a clone\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n wait until <not <(オンライン) = []>>\n if <(オンライン) = [0]> then\n set [p v] to [1]\n broadcast (スタート v)\n broadcast (1P v)\n broadcast (この指とまれ~ v)\n end\n if <(オンライン) = [1]> then\n broadcast (スタート v)\n broadcast (オンラインスタート! v)\n end\n delete this clone\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nif <[0] < (☁ 1)> then\n if <[0] < (☁ 2)> then\n if <[0] < (☁ 3)> then\n if <[0] < (☁ 4)> then\n if <[0] < (☁ 5)> then\n if <[0] < (☁ 6)> then\n if <[0] < (☁ 7)> then\n if <[0] < (☁ 8)> then\n if <[0] < (☁ 9)> then\n if <[0] < (☁ 10)> then\n broadcast (満員 v)\n stop [all v]\n else\n set [p v] to [10]\n set [☁ 10 v] to [1]\n broadcast (10P v)\n end\n else\n set [p v] to [9]\n set [☁ 9 v] to [1]\n broadcast (9P v)\n end\n else\n set [p v] to [8]\n set [☁ 8 v] to [1]\n broadcast (8P v)\n end\n else\n set [p v] to [7]\n set [☁ 7 v] to [1]\n broadcast (7P v)\n end\n else\n set [p v] to [6]\n set [☁ 6 v] to [1]\n broadcast (6P v)\n end\n else\n set [p v] to [5]\n set [☁ 5 v] to [1]\n broadcast (5P v)\n end\n else\n set [p v] to [4]\n set [☁ 4 v] to [1]\n broadcast (4P v)\n end\n else\n set [p v] to [3]\n set [☁ 3 v] to [1]\n broadcast (3P v)\n end\n else\n set [p v] to [2]\n set [☁ 2 v] to [1]\n broadcast (2P v)\n end\nelse\n set [p v] to [1]\n set [☁ 1 v] to [1]\n broadcast (1P v)\nend\nstop [this script v]\n\nset [☁ 1 v] to [0]\nset [☁ 2 v] to [0]\nset [☁ 3 v] to [0]\nset [☁ 4 v] to [0]\nset [☁ 5 v] to [0]\nset [☁ 6 v] to [0]\nset [☁ 7 v] to [0]\nset [☁ 8 v] to [0]\nset [☁ 9 v] to [0]\nset [☁ 10 v] to [0]\n\nwhen [timer v] > (0)\nif <(P) = [1]> then\n set [☁ 1 v] to [0]\nend\nif <(P) = [2]> then\n set [☁ 2 v] to [0]\nend\nif <(P) = [3]> then\n set [☁ 3 v] to [0]\nend\nif <(P) = [4]> then\n set [☁ 4 v] to [0]\nend\nif <(P) = [5]> then\n set [☁ 5 v] to [0]\nend\nif <(P) = [6]> then\n set [☁ 6 v] to [0]\nend\nif <(P) = [7]> then\n set [☁ 7 v] to [0]\nend\nif <(P) = [8]> then\n set [☁ 8 v] to [0]\nend\nif <(P) = [9]> then\n set [☁ 9 v] to [0]\nend\nif <(P) = [10]> then\n set [☁ 10 v] to [0]\nend\nset [p v] to [0]\n\nwhen flag clicked\nif <(P) = [1]> then\n set [☁ 1 v] to [0]\nend\nif <(P) = [2]> then\n set [☁ 2 v] to [0]\nend\nif <(P) = [3]> then\n set [☁ 3 v] to [0]\nend\nif <(P) = [4]> then\n set [☁ 4 v] to [0]\nend\nif <(P) = [5]> then\n set [☁ 5 v] to [0]\nend\nif <(P) = [6]> then\n set [☁ 6 v] to [0]\nend\nif <(P) = [7]> then\n set [☁ 7 v] to [0]\nend\nif <(P) = [8]> then\n set [☁ 8 v] to [0]\nend\nif <(P) = [9]> then\n set [☁ 9 v] to [0]\nend\nif <(P) = [10]> then\n set [☁ 10 v] to [0]\nend\nset [p v] to [0]\n\nbroadcast (2P v)\n\nwhen I receive [pikurin v]\nhide\npoint in direction (90)\nset [日本語 v] to []\nset [オンライン v] to []\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <<<<[0] < (☁ 1)> and <[0] < (☁ 2)>> and <<[0] < (☁ 3)> and <[0] < (☁ 4)>>> and <<<<[0] < (☁ 5)> and <[0] < (☁ 6)>> and <<[0] < (☁ 7)> and <[0] < (☁ 8)>>> and <<[0] < (☁ 9)> and <[0] < (☁ 10)>>>> then\n set [満員である v] to [1]\n else\n set [満員である v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [5]>> then\n if <(満員である) = [1]> then\n set [brightness v] effect to (-50)\n else\n clear graphic effects\n end\n end\nend\n\n@キャラクター選択(代理)\n\nwhen I receive [pikurin v]\nwait (0.01) seconds\nset [キャラコスチューム v] to [10]\n\nshow\nforever\n go to x: (0) y: (-68)\n switch costume to (キャラコスチューム)\n if <not <(日本語) = []>> then\n set size to (80) %\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nshow\ngo to x: (1600) y: (1000)\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\nset [チェックポイント v] to [0]\ngo to [front v] layer\nset drag mode [not draggable v]\nswitch costume to (当たればアウト v)\ncreate clone of (_myself_ v)\nswitch costume to (飾り v)\ncreate clone of (_myself_ v)\nswitch costume to (ステージ2 v)\ncreate clone of (_myself_ v)\nswitch costume to (緑 v)\ncreate clone of (_myself_ v)\nforever\n if <(リスポーン中) = [0]> then\n switch costume to (ステージ v)\n if then\n change y by (-1)\n if then\n change y by (-1)\n if then\n change y by (-1)\n if then\n change y by (-1)\n if then\n change y by (-1)\n if then\n change y by (-1)\n if then\n change y by (-1)\n if then\n change x by ((Xv) * (-1))\n change y by (6)\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-3]\n start sound [ポイ v]\n create clone of (ジャンプのエフェクト v)\n else\n set [xv v] to [3]\n start sound [ポイ v]\n create clone of (ジャンプのエフェクト v)\n end\n set [yv v] to [-12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [xv v] to ((Xv) * (0.9))\n if <(水に触れた) = [true]> then\n change [yv v] by (2)\n else\n change [yv v] by (1)\n end\n change y by (Yv)\n if <<touching (当たり判定 v)?> or <(隠しステージに触れた) = [1]>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change x by (Xv)\n set [x v] to (round (x position))\n set [y v] to (round (y position))\n if <<[1300] < (y position)> and <(リスポーン中) = [0]>> then\n broadcast (いてッ! v)\n end\n if <<<[-120] < (x position)> and <(x position) < [0]>> and <<[1070] < (y position)> and <(y position) < [1150]>>> then\n set [チェックポイント v] to [1]\n end\n if <<<[-1500] < (x position)> and <(x position) < [-1430]>> and <<[400] < (y position)> and <(y position) < [500]>>> then\n set [チェックポイント v] to [2]\n end\n if <<<[655] < (x position)> and <(x position) < [1070]>> and <<[40] < (y position)> and <(y position) < [130]>>> then\n set [チェックポイント v] to [3]\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [飾り]> then\n go to [back v] layer\n forever\n go to x: (X) y: (Y)\n end\nend\nif <(costume [name v]) = [当たればアウト]> then\n go [backward v] (2) layers\n forever\n go to x: (X) y: (Y)\n if <<touching (1p v)?> and <(P) = [1]>> then\n broadcast (いてッ! v)\n end\n if <<touching (2p v)?> and <(P) = [2]>> then\n broadcast (いてッ! v)\n end\n if <<touching (3p v)?> and <(P) = [3]>> then\n broadcast (いてッ! v)\n end\n if <<touching (4p v)?> and <(P) = [4]>> then\n broadcast (いてッ! v)\n end\n if <<touching (5p v)?> and <(P) = [5]>> then\n broadcast (いてッ! v)\n end\n if <<touching (6p v)?> and <(P) = [6]>> then\n broadcast (いてッ! v)\n end\n if <<touching (7p v)?> and <(P) = [7]>> then\n broadcast (いてッ! v)\n end\n if <<touching (8p v)?> and <(P) = [8]>> then\n broadcast (いてッ! v)\n end\n if <<touching (9p v)?> and <(P) = [9]>> then\n broadcast (いてッ! v)\n end\n if <<touching (10p v)?> and <(P) = [10]>> then\n broadcast (いてッ! v)\n end\n end\nend\nif <(costume [name v]) = [ステージ2]> then\n show\n forever\n go to x: (X) y: (Y)\n if <touching (当たり判定 v)?> then\n set [隠しステージに触れた v] to [1]\n else\n set [隠しステージに触れた v] to [0]\n end\n end\nend\nif <(costume [name v]) = [緑]> then\n show\n forever\n go to x: (X) y: (Y)\n set [触れた v] to [0]\n if <<(P) = [1]> and <touching (1p v)?>> then\n set [触れた v] to [1]\n end\n if <<(P) = [2]> and <touching (2p v)?>> then\n set [触れた v] to [2]\n end\n if <<(P) = [3]> and <touching (3p v)?>> then\n set [触れた v] to [3]\n end\n if <<(P) = [4]> and <touching (4p v)?>> then\n set [触れた v] to [4]\n end\n if <<(P) = [5]> and <touching (5p v)?>> then\n set [触れた v] to [5]\n end\n if <<(P) = [6]> and <touching (6p v)?>> then\n set [触れた v] to [6]\n end\n if <<(P) = [7]> and <touching (7p v)?>> then\n set [触れた v] to [7]\n end\n if <<(P) = [8]> and <touching (8p v)?>> then\n set [触れた v] to [8]\n end\n if <<(P) = [9]> and <touching (9p v)?>> then\n set [触れた v] to [9]\n end\n if <<(P) = [10]> and <touching (10p v)?>> then\n set [触れた v] to [10]\n end\n end\nend\n\nwhen I receive [いてッ! v]\nset [リスポーン中 v] to [1]\nstart sound [シュシッ v]\nif <(チェックポイント) = [0]> then\n glide (0.5) secs to x: (1605) y: (1100)\nend\nif <(チェックポイント) = [1]> then\n glide (0.5) secs to x: (-80) y: (1110)\nend\nif <(チェックポイント) = [2]> then\n glide (0.5) secs to x: (-1450) y: (450)\nend\nif <(チェックポイント) = [3]> then\n glide (0.5) secs to x: (1400) y: (0)\nend\nset [リスポーン中 v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen I receive [いてッ! v]\nrepeat (50)\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\nend\n\ngo to x: (-1460) y: (1110)\n\nset [xv v] to [-300]\n\nset [yv v] to [-100]\n\nwhen I receive [ワープa v]\nset [リスポーン中 v] to [1]\nstart sound [テレポート v]\nglide (2) secs to x: (-1675) y: (1050)\nset [リスポーン中 v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen I receive [ワープb v]\nset [リスポーン中 v] to [1]\nstart sound [テレポート v]\nglide (2) secs to x: (-960) y: (660)\nset [リスポーン中 v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\n\n@オブジェクト\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [ポイント v] to [0]\nset [x座標とy座標 v] to [0]\nwait (0.2) seconds\nbroadcast (アニメーションのクローン削除 v)\n位置を x座標 [1440] y座標 [1110] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [1405] y座標 [1110] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [1370] y座標 [1110] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [1335] y座標 [1110] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [1440] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [1405] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [1370] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [1335] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [735] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [700] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [665] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [630] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [595] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [560] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [525] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [490] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [455] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [420] y座標 [1070] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-805] y座標 [600] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-770] y座標 [600] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-735] y座標 [600] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-700] y座標 [600] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-665] y座標 [600] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-630] y座標 [600] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-500] y座標 [580] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-380] y座標 [665] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-380] y座標 [630] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-380] y座標 [595] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-380] y座標 [560] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-380] y座標 [525] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-380] y座標 [490] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-380] y座標 [455] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-685] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-650] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-615] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-580] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-545] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-510] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-475] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-440] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-405] y座標 [330] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-1380] y座標 [80] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-1380] y座標 [40] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-1380] y座標 [0] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-1380] y座標 [-40] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-1340] y座標 [80] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-1340] y座標 [40] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-1340] y座標 [0] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-1340] y座標 [-40] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-670] y座標 [0] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-670] y座標 [-40] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-670] y座標 [-80] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-670] y座標 [-120] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-670] y座標 [-160] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-670] y座標 [-200] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-30] y座標 [35] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-30] y座標 [-5] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-30] y座標 [-45] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-30] y座標 [-85] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [-30] y座標 [-125] コスチュームの種類を [コイン] にしてクローンを作成する\n位置を x座標 [195] y座標 [1100] コスチュームの種類を [動く針] にしてクローンを作成する\n位置を x座標 [-95] y座標 [1070] コスチュームの種類を [ダイヤ] にしてクローンを作成する\n位置を x座標 [-150] y座標 [450] コスチュームの種類を [ダイヤ] にしてクローンを作成する\n位置を x座標 [-1620] y座標 [600] コスチュームの種類を [ダイヤ] にしてクローンを作成する\n位置を x座標 [-200] y座標 [1010] コスチュームの種類を [出てくる針] にしてクローンを作成する\n位置を x座標 [-1020] y座標 [660] コスチュームの種類を [バネ] にしてクローンを作成する\n位置を x座標 [-670] y座標 [85] コスチュームの種類を [バネ] にしてクローンを作成する\n位置を x座標 [-1160] y座標 [620] コスチュームの種類を [ワープホールA] にしてクローンを作成する\n位置を x座標 [-1460] y座標 [1110] コスチュームの種類を [ワープホールB] にしてクローンを作成する\n位置を x座標 [-1620] y座標 [700] コスチュームの種類を [レーザー] にしてクローンを作成する\n位置を x座標 [-1130] y座標 [70] コスチュームの種類を [レーザー] にしてクローンを作成する\n位置を x座標 [185] y座標 [100] コスチュームの種類を [レーザー] にしてクローンを作成する\nwait (0.5) seconds\n位置を x座標 [410] y座標 [170] コスチュームの種類を [レーザー] にしてクローンを作成する\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [コイン]> then\n set size to (40) %\n switch costume to (コイン v)\n repeat (5)\n 次のコスチュームにする\n wait (pick random (0) to (0.01)) seconds\n end\n switch costume to (コイン6 v)\n repeat (5)\n 前のコスチュームにする\n wait (pick random (0) to (0.01)) seconds\n end\n end\n if <(costume [name v]) = [動く針]> then\n set size to (175) %\n turn right (5) degrees\n end\n if <(costume [name v]) = [ダイヤ]> then\n set size to (110) %\n go to x: (((X) - ((join (join (letter (1) of (x座標とy座標)) (letter (2) of (x座標とy座標))) (join (letter (3) of (x座標とy座標)) (letter (4) of (x座標とy座標)))) - (3000))) + ((Xv) / (2))) y: (((Y) - (((join (join (letter (5) of (x座標とy座標)) (letter (6) of (x座標とy座標))) (join (letter (7) of (x座標とy座標)) (letter (8) of (x座標とy座標)))) - (3000)) + ((0) - ((Yv) * (0.8))))) + (([sin v] of (sin) ) * (10)))\n end\n if <(costume [name v]) = [出てくる針]> then\n set size to (70) %\n switch costume to (出てくる針 v)\n repeat (4)\n 次のコスチュームにする\n wait (0) seconds\n end\n wait (3) seconds\n repeat (4)\n 前のコスチュームにする\n wait (0) seconds\n end\n wait (3) seconds\n switch costume to (出てくる針 v)\n end\n if <(costume [name v]) = [バネ]> then\n set size to (100) %\n end\n if <(costume [name v]) = [レーザー]> then\n go to [front v] layer\n set size to (200) %\n set rotation style [all around v]\n turn right (2) degrees\n end\n if <(costume [name v]) = [ワープホールA]> then\n set size to (175) %\n think [ワープホール]\n set [whirl v] effect to (pick random (-750) to (750))\n wait (0.2) seconds\n end\n if <(costume [name v]) = [ワープホールB]> then\n set size to (175) %\n think [ワープホール]\n set [whirl v] effect to (pick random (-750) to (750))\n wait (0.2) seconds\n end\nend\n\ndefine 位置を x座標 (x座標) y座標 (y座標) コスチュームの種類を (コスチュームの種類) にしてクローンを作成する\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (コスチュームの種類)\nset [x座標とy座標 v] to (join ((x座標) + (3000)) ((y座標) + (3000)))\ncreate clone of (_myself_ v)\n\nwhen I receive [アニメーションのクローン削除 v]\ndelete this clone\n\ndefine 次のコスチュームにする\nswitch costume to ((costume [number v]) + (1))\n\ndefine 前のコスチュームにする\nswitch costume to ((costume [number v]) - (1))\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [ダイヤ]>> then\n go to x: (((X) - ((join (join (letter (1) of (x座標とy座標)) (letter (2) of (x座標とy座標))) (join (letter (3) of (x座標とy座標)) (letter (4) of (x座標とy座標)))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (join (letter (5) of (x座標とy座標)) (letter (6) of (x座標とy座標))) (join (letter (7) of (x座標とy座標)) (letter (8) of (x座標とy座標)))) - (3000)) + ((0) - ((Yv) * (0.8)))))\n end\nend\n\nwhen I start as a clone\nforever\n if <<<[235] < (x position)> or <(x position) < [-235]>> or <<[180] < (y position)> or <(y position) < [-180]>>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nforever\n if <(リスポーン中) = [0]> then\n if <<<<(costume [name v]) = [コイン]> or <(costume [name v]) = [コイン2]>> or <<(costume [name v]) = [コイン3]> or <(costume [name v]) = [コイン4]>>> or <<(costume [name v]) = [コイン5]> or <(costume [name v]) = [コイン6]>>> then\n if <touching (当たり判定 v)?> then\n start sound [コイン v]\n change [ポイント v] by (1)\n delete this clone\n end\n end\n if <(costume [name v]) = [動く針]> then\n if <touching (当たり判定 v)?> then\n broadcast (いてッ! v) and wait\n end\n end\n if <(costume [name v]) = [ダイヤ]> then\n if <touching (当たり判定 v)?> then\n start sound [ゲット v]\n change [ポイント v] by (15)\n delete this clone\n end\n end\n if <<<(costume [name v]) = [出てくる針]> or <(costume [name v]) = [出てくる針2]>> or <<<(costume [name v]) = [出てくる針3]> or <(costume [name v]) = [出てくる針4]>> or <(costume [name v]) = [出てくる針5]>>> then\n if <touching (当たり判定 v)?> then\n broadcast (いてッ! v) and wait\n end\n end\n if <(costume [name v]) = [バネ]> then\n if <touching (当たり判定 v)?> then\n switch costume to (バネ v)\n repeat (2)\n wait (0) seconds\n 次のコスチュームにする\n end\n switch costume to (バネ3 v)\n start sound [ボーイーン v]\n set [yv v] to [-25]\n repeat (2)\n wait (0) seconds\n 前のコスチュームにする\n end\n switch costume to (バネ v)\n end\n end\n if <(costume [name v]) = [レーザー]> then\n if <touching (当たり判定 v)?> then\n set [brightness v] effect to (100)\n broadcast (いてッ! v) and wait\n set [brightness v] effect to (0)\n end\n end\n if <(costume [name v]) = [ワープホールA]> then\n if <touching (当たり判定 v)?> then\n broadcast (ワープA v) and wait\n end\n end\n if <(costume [name v]) = [ワープホールB]> then\n if <touching (当たり判定 v)?> then\n broadcast (ワープB v) and wait\n end\n end\n end\nend\n\nstart sound [ボーイーン v]\n\nif <(costume [name v]) = [レーザー]> then\n delete this clone\nend\n\nwhen [space v] key pressed\n\nwait (0.5) seconds\n位置を x座標 [2420] y座標 [-995] コスチュームの種類を [レーザー] にしてクローンを作成する\n\n@太陽/月\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [太陽/月の大きさ v] to [0]\nforever\n change [太陽/月の大きさ v] by (10)\n set size to ((100) + (([sin v] of (太陽/月の大きさ) ) * (5))) %\nend\n\nwhen I receive [スタート v]\nshow\nforever\n go to [back v] layer\n go to x: ((240) * (([x position v] of [ステージ v]) / (1650))) y: ((((((180) * (([y position v] of [ステージ v]) / (1225))) / (2)) + (90)) / (2)) + (45))\n switch costume to (backdrop [name v])\nend\n\n@ジャンプのエフェクト\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to (100) %\ngo to (当たり判定 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\nend\nhide\ndelete this clone\n\n@1P\n\nwhen I receive [1p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [1]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [1p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n if <(1チャット) = [0]> then\n say (1)\n end\n if <[0] < (1チャット)> then\n say (join (join (1) [:]) (item (1チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [0]>> then\n if <(1チャット) = [0]> then\n say (1)\n end\n if <[0] < (1チャット)> then\n say (join (join (1) [:]) (item (1チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nset [p v] to [2]\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [1]>> then\n set [☁ 1 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 1)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 1)) (join (letter (2) of (☁ 1)) (join (letter (3) of (☁ 1)) (letter (4) of (☁ 1))))) - (3000))) + ((Xv) / (2))) y: (((Y) - ((join (letter (5) of (☁ 1)) (join (letter (6) of (☁ 1)) (join (letter (7) of (☁ 1)) (letter (8) of (☁ 1))))) - (3000))) + ((Yv) * (0.9)))\n point in direction ((join (letter (9) of (☁ 1)) (join (letter (10) of (☁ 1)) (letter (11) of (☁ 1)))) - (200))\n switch costume to ((join (letter (12) of (☁ 1)) (letter (13) of (☁ 1))) - (10))\n set [1チャット v] to ((join (letter (14) of (☁ 1)) (letter (15) of (☁ 1))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\nsay [こんにちは!]\n\nwhen flag clicked\nhide\n\n@2P\n\nwhen I receive [2p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [2]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [2p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n if <(2チャット) = [0]> then\n say (2)\n end\n if <[0] < (2チャット)> then\n say (join (2) (item (2チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [2]>> then\n if <(2チャット) = [0]> then\n say (2)\n end\n if <[0] < (2チャット)> then\n say (join (2) (item (2チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [2]>> then\n set [☁ 2 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 2)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 2)) (join (letter (2) of (☁ 2)) (join (letter (3) of (☁ 2)) (letter (4) of (☁ 2))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 2)) (join (letter (6) of (☁ 2)) (join (letter (7) of (☁ 2)) (letter (8) of (☁ 2))))) - (3000)) + ((0) - ((Yv) * (0.7)))))\n point in direction ((join (letter (9) of (☁ 2)) (join (letter (10) of (☁ 2)) (letter (11) of (☁ 2)))) - (200))\n switch costume to ((join (letter (12) of (☁ 2)) (letter (13) of (☁ 2))) - (10))\n set [2チャット v] to ((join (letter (14) of (☁ 2)) (letter (15) of (☁ 2))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@3P\n\nwhen I receive [3p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [3]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [3p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n if <(3チャット) = [0]> then\n say (3)\n end\n if <[0] < (3チャット)> then\n say (join (3) (item (3チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [3]>> then\n if <(3チャット) = [0]> then\n say (3)\n end\n if <[0] < (3チャット)> then\n say (join (3) (item (3チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [3]>> then\n set [☁ 3 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 3)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 3)) (join (letter (2) of (☁ 3)) (join (letter (3) of (☁ 3)) (letter (4) of (☁ 3))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 3)) (join (letter (6) of (☁ 3)) (join (letter (7) of (☁ 3)) (letter (8) of (☁ 3))))) - (3000)) + ((0) - ((Yv) * (0.7)))))\n point in direction ((join (letter (9) of (☁ 3)) (join (letter (10) of (☁ 3)) (letter (11) of (☁ 3)))) - (200))\n switch costume to ((join (letter (12) of (☁ 3)) (letter (13) of (☁ 3))) - (10))\n set [3チャット v] to ((join (letter (14) of (☁ 3)) (letter (15) of (☁ 3))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@4P\n\nwhen I receive [4p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [4]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [4p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n end\n if <(4チャット) = [0]> then\n say (4)\n end\n if <[0] < (4チャット)> then\n say (join (4) (item (4チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [4]>> then\n if <(4チャット) = [0]> then\n say (4)\n end\n if <[0] < (4チャット)> then\n say (join (4) (item (4チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [4]>> then\n set [☁ 4 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 4)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 4)) (join (letter (2) of (☁ 4)) (join (letter (3) of (☁ 4)) (letter (4) of (☁ 4))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 4)) (join (letter (6) of (☁ 4)) (join (letter (7) of (☁ 4)) (letter (8) of (☁ 4))))) - (3000)) + ((0) - ((Yv) * (0.7)))))\n point in direction ((join (letter (9) of (☁ 4)) (join (letter (10) of (☁ 4)) (letter (11) of (☁ 4)))) - (200))\n switch costume to ((join (letter (12) of (☁ 4)) (letter (13) of (☁ 4))) - (10))\n set [4チャット v] to ((join (letter (14) of (☁ 4)) (letter (15) of (☁ 4))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\n@5P\n\nwhen I receive [5p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [5]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [5p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n end\n if <(5チャット) = [0]> then\n say (5)\n end\n if <[0] < (5チャット)> then\n say (join (5) (item (5チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [5]>> then\n if <(5チャット) = [0]> then\n say (5)\n end\n if <[0] < (5チャット)> then\n say (join (5) (item (5チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [5]>> then\n set [☁ 5 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 5)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 5)) (join (letter (2) of (☁ 5)) (join (letter (3) of (☁ 5)) (letter (4) of (☁ 5))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 5)) (join (letter (6) of (☁ 5)) (join (letter (7) of (☁ 5)) (letter (8) of (☁ 5))))) - (3000)) + ((0) - ((Yv) - (0.7)))))\n point in direction ((join (letter (9) of (☁ 5)) (join (letter (10) of (☁ 5)) (letter (11) of (☁ 5)))) - (200))\n switch costume to ((join (letter (12) of (☁ 5)) (letter (13) of (☁ 5))) - (10))\n set [5チャット v] to ((join (letter (14) of (☁ 5)) (letter (15) of (☁ 5))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\n@6P\n\nwhen I receive [6p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [6]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [2p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n end\n if <(6チャット) = [0]> then\n say (6)\n end\n if <[0] < (6チャット)> then\n say (join (6) (item (6チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [6]>> then\n if <(6チャット) = [0]> then\n say (6)\n end\n if <[0] < (6チャット)> then\n say (join (6) (item (6チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [6]>> then\n set [☁ 6 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 6)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 6)) (join (letter (2) of (☁ 6)) (join (letter (3) of (☁ 6)) (letter (4) of (☁ 6))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 6)) (join (letter (6) of (☁ 6)) (join (letter (7) of (☁ 6)) (letter (8) of (☁ 6))))) - (3000)) + ((0) - ((Yv) * (0.7)))))\n point in direction ((join (letter (9) of (☁ 6)) (join (letter (10) of (☁ 6)) (letter (11) of (☁ 6)))) - (200))\n switch costume to ((join (letter (12) of (☁ 6)) (letter (13) of (☁ 6))) - (10))\n set [6チャット v] to ((join (letter (14) of (☁ 6)) (letter (15) of (☁ 6))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\n@7P\n\nwhen I receive [7p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [7]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [7p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n end\n if <(8チャット) = [0]> then\n say (7)\n end\n if <[0] < (7チャット)> then\n say (join (7) (item (7チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <(オンライン) = [1]> then\n if <(7チャット) = [0]> then\n say (7)\n end\n if <[0] < (7チャット)> then\n say (join (7) (item (7チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [7]>> then\n set [☁ 7 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 7)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 7)) (join (letter (2) of (☁ 7)) (join (letter (3) of (☁ 7)) (letter (4) of (☁ 7))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 7)) (join (letter (6) of (☁ 7)) (join (letter (7) of (☁ 7)) (letter (8) of (☁ 7))))) - (3000)) + ((0) - ((Yv) * (0.7)))))\n point in direction ((join (letter (9) of (☁ 7)) (join (letter (10) of (☁ 7)) (letter (11) of (☁ 7)))) - (200))\n switch costume to ((join (letter (12) of (☁ 7)) (letter (13) of (☁ 7))) - (10))\n set [7チャット v] to ((join (letter (14) of (☁ 7)) (letter (15) of (☁ 7))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\n@8P\n\nwhen I receive [8p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [8]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [8p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n end\n if <(8チャット) = [0]> then\n say (8)\n end\n if <[0] < (8チャット)> then\n say (join (8) (item (8チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [8]>> then\n if <(8チャット) = [0]> then\n say (8)\n end\n if <[0] < (8チャット)> then\n say (join (8) (item (8チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [8]>> then\n set [☁ 8 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 8)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 8)) (join (letter (2) of (☁ 8)) (join (letter (3) of (☁ 8)) (letter (4) of (☁ 8))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 8)) (join (letter (6) of (☁ 9)) (join (letter (7) of (☁ 8)) (letter (8) of (☁ 8))))) - (3000)) + ((0) - ((Yv) * (0.7)))))\n point in direction ((join (letter (9) of (☁ 8)) (join (letter (10) of (☁ 8)) (letter (11) of (☁ 8)))) - (200))\n switch costume to ((join (letter (12) of (☁ 8)) (letter (13) of (☁ 8))) - (10))\n set [8チャット v] to ((join (letter (14) of (☁ 8)) (letter (15) of (☁ 8))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\n@9P\n\nwhen I receive [9p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [9]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [9p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n end\n if <(9チャット) = [0]> then\n say (9)\n end\n if <[0] < (9チャット)> then\n say (join (9) (item (9チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [9]>> then\n if <(9チャット) = [0]> then\n say (9)\n end\n if <[0] < (9チャット)> then\n say (join (9) (item (9チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [9]>> then\n set [☁ 9 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 9)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 9)) (join (letter (2) of (☁ 9)) (join (letter (3) of (☁ 9)) (letter (4) of (☁ 9))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 9)) (join (letter (6) of (☁ 9)) (join (letter (7) of (☁ 9)) (letter (8) of (☁ 9))))) - (3000)) + ((0) - ((Yv) * (0.7)))))\n point in direction ((join (letter (9) of (☁ 9)) (join (letter (10) of (☁ 9)) (letter (11) of (☁ 9)))) - (200))\n switch costume to ((join (letter (12) of (☁ 9)) (letter (13) of (☁ 9))) - (10))\n set [9チャット v] to ((join (letter (14) of (☁ 9)) (letter (15) of (☁ 9))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\n@10P\n\nwhen I receive [10p v]\nset [リスポーン中 v] to [0]\nforever\n switch costume to (キャラコスチューム)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n set size to (70) %\n set rotation style [left-right v]\n go to x: (0) y: (0)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(触れた) = [10]> or <(水に触れた) = [true]>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [-15]\n if <(水に触れた) = [false]> then\n create clone of (ジャンプのエフェクト v)\n start sound [ニュッ v]\n end\n end\n end\n end\nend\n\nwhen I receive [10p v]\nwait (1) seconds\nforever\n if <touching color (#57ffc9)?> then\n if <(日本語) = [0]> then\n think [checkpoint]\n end\n if <(日本語) = [1]> then\n think [チェックポイント]\n end\n else\n if <touching color (#5e64ff)?> then\n think [\(*^▽^*\)]\n else\n think []\n end\n if <(10チャット) = [0]> then\n say (10)\n end\n if <[0] < (10チャット)> then\n say (join (10) (item (10チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(P) = [10]>> then\n if <(10チャット) = [0]> then\n say (10)\n end\n if <[0] < (10チャット)> then\n say (join (10) (item (10チャット) of [#チャット:chat\(*^▽^*\)\(*^▽^*\) v]))\n end\n end\nend\n\nwhen I receive [オンラインスタート! v]\nwait (0.01) seconds\nforever\n if <<(オンライン) = [1]> and <(P) = [10]>> then\n set [☁ 10 v] to (join (join ((3000) + (X)) (join ((3000) + (Y)) (join ((200) + (direction)) (join ((10) + (costume [number v])) ((10) + (チャット)))))) (join (タイマー) (数値化)))\n else\n if <<(オンライン) = [1]> and <[0] < (☁ 10)>> then\n show\n go to x: (((X) - ((join (letter (1) of (☁ 10)) (join (letter (2) of (☁ 10)) (join (letter (3) of (☁ 10)) (letter (4) of (☁ 10))))) - (3000))) + ((Xv) / (2))) y: ((Y) - (((join (letter (5) of (☁ 10)) (join (letter (6) of (☁ 10)) (join (letter (7) of (☁ 10)) (letter (8) of (☁ 10))))) - (3000)) + ((0) - ((Yv) * (0.7)))))\n point in direction ((join (letter (9) of (☁ 10)) (join (letter (10) of (☁ 10)) (letter (11) of (☁ 10)))) - (200))\n switch costume to ((join (letter (12) of (☁ 10)) (letter (13) of (☁ 10))) - (10))\n set [10チャット v] to ((join (letter (14) of (☁ 10)) (letter (15) of (☁ 10))) - (10))\n else\n if <(オンライン) = [1]> then\n hide\n end\n end\n end\nend\n\n@チェックポイント等\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(日本語) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(日本語) = [0]> then\n switch costume to (コスチューム2 v)\n end\n go to x: (X) y: (Y)\n if <(リスポーン中) = [1]> then\n hide\n end\n if <(リスポーン中) = [0]> then\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@当たり判定\n\nwhen flag clicked\nforever\n show\n set size to (100) %\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n if <(キャラコスチューム) = [9]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nforever\n set [水に触れた v] to <touching (水 v)?>\nend\n\nwhen flag clicked\nset [水に触れた v] to [false]\nforever\n wait until <(水に触れた) = [true]>\n start sound [水に飛び込む v]\n wait until <not <(水に触れた) = [true]>>\n start sound [水から出る v]\nend\n\n@空の雲\n\nwhen I receive [スタート v]\nhide\nforever\n switch costume to (pick random (1) to (3))\n set [ghost v] effect to (pick random (10) to (30))\n wait (pick random (2) to (0.7)) seconds\n create clone of (_myself_ v)\n go to x: (276) y: (pick random (100) to (150))\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nglide (pick random (3) to (10)) secs to x: (-276) y: (y position)\nhide\ndelete this clone\n\n@タイマー\n\ndefine 確かめる\nタイマー記憶\nwait (4) seconds\nif <(letter (1) of (タイマー記憶)) = (letter (16) of (☁ 1))> then\n set [☁ 1 v] to [0]\nend\nif <(letter (2) of (タイマー記憶)) = (letter (16) of (☁ 2))> then\n set [☁ 2 v] to [0]\nend\nif <(letter (3) of (タイマー記憶)) = (letter (16) of (☁ 3))> then\n set [☁ 3 v] to [0]\nend\nif <(letter (4) of (タイマー記憶)) = (letter (16) of (☁ 4))> then\n set [☁ 4 v] to [0]\nend\nif <(letter (5) of (タイマー記憶)) = (letter (16) of (☁ 5))> then\n set [☁ 5 v] to [0]\nend\nif <(letter (6) of (タイマー記憶)) = (letter (16) of (☁ 6))> then\n set [☁ 6 v] to [0]\nend\nif <(letter (7) of (タイマー記憶)) = (letter (16) of (☁ 7))> then\n set [☁ 7 v] to [0]\nend\nif <(letter (8) of (タイマー記憶)) = (letter (16) of (☁ 8))> then\n set [☁ 8 v] to [0]\nend\nif <(letter (9) of (タイマー記憶)) = (letter (16) of (☁ 9))> then\n set [☁ 9 v] to [0]\nend\nif <(letter (10) of (タイマー記憶)) = (letter (16) of (☁ 10))> then\n set [☁ 10 v] to [0]\nend\n\nwhen flag clicked\nforever\n 確かめる\nend\n\nset [タイマー記憶 v] to (join (letter (16) of (☁ 1)) (join (letter (16) of (☁ 2)) (join (letter (16) of (☁ 3)) (join (letter (16) of (☁ 4)) (join (letter (16) of (☁ 5)) (join (letter (16) of (☁ 6)) (join (letter (16) of (☁ 7)) (join (letter (16) of (☁ 8)) (join (letter (16) of (☁ 9)) (letter (16) of (☁ 10)))))))))))\n\nwhen I receive [オンラインスタート! v]\nforever\n set [タイマー v] to (([floor v] of ((timer) * (3)) ) mod (10))\nend\n\ndefine タイマー記憶\ndelete all of [data v]\nif <(letter (16) of (☁ 1)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 1)) to [data v]\nend\nif <(letter (16) of (☁ 2)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 2)) to [data v]\nend\nif <(letter (16) of (☁ 3)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 3)) to [data v]\nend\nif <(letter (16) of (☁ 4)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 4)) to [data v]\nend\nif <(letter (16) of (☁ 5)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 5)) to [data v]\nend\nif <(letter (16) of (☁ 6)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 6)) to [data v]\nend\nif <(letter (16) of (☁ 7)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 7)) to [data v]\nend\nif <(letter (16) of (☁ 8)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 8)) to [data v]\nend\nif <(letter (16) of (☁ 9)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 9)) to [data v]\nend\nif <(letter (16) of (☁ 10)) = []> then\n add [?] to [data v]\nelse\n add (letter (16) of (☁ 10)) to [data v]\nend\nset [タイマー記憶 v] to (data)\n\n@ユーザー名変換\n\nwhen flag clicked\ndelete all of [材料 v]\nset [材料 v] to [abcdefghijklmnopqrstuvwxyz0123456789-_]\nset [a v] to [0]\nset [i v] to [0]\nset [数値化 v] to []\nrepeat (length of (材料))\n change [a v] by (1)\n add (letter (a) of (材料)) to [材料 v]\nend\nrepeat (length of (username))\n change [i v] by (1)\n set [数値化 v] to (join (数値化) ((item # of (letter (i) of (username)) in [材料 v]) + (10)))\nend\n\nwhen flag clicked\n\nwhen I receive [スタート v]\n\nwhen I receive [1 v]\nset [o v] to [16]\nset [1 v] to []\nrepeat ((length of (☁ 1)) - (16))\n change [o v] by (2)\n set [1 v] to (join (1) (item ((join (letter ((o) - (1)) of (☁ 1)) (letter (o) of (☁ 1))) - (10)) of [材料 v]))\nend\n\nwhen I receive [2 v]\nset [o v] to [16]\nset [2 v] to []\nrepeat ((length of (☁ 2)) - (16))\n change [o v] by (2)\n set [2 v] to (join (2) (item ((join (letter ((o) - (1)) of (☁ 2)) (letter (o) of (☁ 2))) - (10)) of [材料 v]))\nend\n\nwhen I receive [3 v]\nset [o v] to [16]\nset [3 v] to []\nrepeat ((length of (☁ 3)) - (16))\n change [o v] by (2)\n set [3 v] to (join (3) (item ((join (letter ((o) - (1)) of (☁ 3)) (letter (o) of (☁ 3))) - (10)) of [材料 v]))\nend\n\nwhen I receive [4 v]\nset [o v] to [16]\nset [4 v] to []\nrepeat ((length of (☁ 4)) - (16))\n change [o v] by (2)\n set [4 v] to (join (4) (item ((join (letter ((o) - (1)) of (☁ 4)) (letter (o) of (☁ 4))) - (10)) of [材料 v]))\nend\n\nwhen I receive [5 v]\nset [o v] to [16]\nset [5 v] to []\nrepeat ((length of (☁ 5)) - (16))\n change [o v] by (2)\n set [5 v] to (join (5) (item ((join (letter ((o) - (1)) of (☁ 5)) (letter (o) of (☁ 5))) - (10)) of [材料 v]))\nend\n\nwhen I receive [6 v]\nset [o v] to [16]\nset [6 v] to []\nrepeat ((length of (☁ 6)) - (16))\n change [o v] by (2)\n set [6 v] to (join (6) (item ((join (letter ((o) - (1)) of (☁ 6)) (letter (o) of (☁ 6))) - (10)) of [材料 v]))\nend\n\nwhen I receive [7 v]\nset [o v] to [16]\nset [7 v] to []\nrepeat ((length of (☁ 7)) - (16))\n change [o v] by (2)\n set [7 v] to (join (7) (item ((join (letter ((o) - (1)) of (☁ 7)) (letter (o) of (☁ 7))) - (10)) of [材料 v]))\nend\n\nwhen I receive [8 v]\nset [o v] to [16]\nset [8 v] to []\nrepeat ((length of (☁ 8)) - (16))\n change [o v] by (2)\n set [8 v] to (join (8) (item ((join (letter ((o) - (1)) of (☁ 8)) (letter (o) of (☁ 8))) - (10)) of [材料 v]))\nend\n\nwhen I receive [9 v]\nset [o v] to [16]\nset [9 v] to []\nrepeat ((length of (☁ 9)) - (16))\n change [o v] by (2)\n set [9 v] to (join (9) (item ((join (letter ((o) - (1)) of (☁ 9)) (letter (o) of (☁ 9))) - (10)) of [材料 v]))\nend\n\nwhen I receive [10 v]\nset [o v] to [16]\nset [10 v] to []\nrepeat ((length of (☁ 10)) - (16))\n change [o v] by (2)\n set [10 v] to (join (10) (item ((join (letter ((o) - (1)) of (☁ 10)) (letter (o) of (☁ 10))) - (10)) of [材料 v]))\nend\n\nwhen flag clicked\nforever\n broadcast (1 v) and wait\n broadcast (2 v) and wait\n broadcast (3 v) and wait\n broadcast (4 v) and wait\n broadcast (5 v) and wait\n broadcast (6 v) and wait\n broadcast (7 v) and wait\n broadcast (8 v) and wait\n broadcast (9 v) and wait\n broadcast (10 v) and wait\n wait (5) seconds\nend\n\n@メンテナンス\n\nwhen flag clicked\nhide\nforever\n\nif <not < (メンテナンス中ホワイトリスト) contains (username)?>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n stop [all v]\nend\n\n@水\n\nwhen I receive [スタート v]\nbroadcast (水のクローン削除 v)\n位置を x座標 [830] y座標 [1110] コスチュームの種類を [水] にしてクローンを作成する\n位置を x座標 [685] y座標 [1110] コスチュームの種類を [水] にしてクローンを作成する\n位置を x座標 [540] y座標 [1110] コスチュームの種類を [水] にしてクローンを作成する\n位置を x座標 [395] y座標 [1110] コスチュームの種類を [水] にしてクローンを作成する\n位置を x座標 [250] y座標 [1110] コスチュームの種類を [水] にしてクローンを作成する\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [水]> then\n switch costume to (空白 v)\n set size to (70) %\n switch costume to (水 v)\n set [ghost v] effect to (30)\n go to x: (((X) - ((join (join (letter (1) of (x座標とy座標)) (letter (2) of (x座標とy座標))) (join (letter (3) of (x座標とy座標)) (letter (4) of (x座標とy座標)))) - (3000))) + ((Xv) / (2))) y: (((Y) - (((join (join (letter (5) of (x座標とy座標)) (letter (6) of (x座標とy座標))) (join (letter (7) of (x座標とy座標)) (letter (8) of (x座標とy座標)))) - (3000)) + ((0) - ((Yv) * (0.8))))) + (([sin v] of (sin) ) * (30)))\n end\nend\n\ndefine 位置を x座標 (x座標) y座標 (y座標) コスチュームの種類を (コスチュームの種類) にしてクローンを作成する\nswitch costume to (コスチュームの種類)\nset [x座標とy座標 v] to (join ((x座標) + (3000)) ((y座標) + (3000)))\ncreate clone of (_myself_ v)\n\nwhen I receive [水のクローン削除 v]\ndelete this clone\n\ndefine 次のコスチュームにする\nswitch costume to ((costume [number v]) + (1))\n\ndefine 前のコスチュームにする\nswitch costume to ((costume [number v]) - (1))\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <<<[295] < (x position)> or <(x position) < [-295]>> or <<[260] < (y position)> or <(y position) < [-260]>>> then\n hide\n else\n show\n say []\n end\nend\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Pentro byAZITUKETAMAGO\n\nwhen flag clicked\nerase all\n\ndefine wait (timer)\nwait until <(timer) < (timer)>\n\ndefine 省略 (ナンバー)\nif <[1] = (ナンバー)> then\n go to x: (0) y: (0)\n switch costume to (pen1 v)\n set size to (演算1) %\n switch costume to (pだけ v)\n clear graphic effects\n 色(コス)\n stamp\n change [演算1 v] by (((100) - (演算1)) / (5))\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\nelse\n if <[2] = (ナンバー)> then\n go to x: (0) y: (0)\n switch costume to (pen1 v)\n set size to (演算1) %\n switch costume to (pだけ v)\n clear graphic effects\n 色(コス)\n stamp\n change [演算1 v] by (((演算1) - (75)) / (1.35))\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n else\n if <[3] = (ナンバー)> then\n switch costume to (pen1 v)\n set size to (演算1) %\n switch costume to (アイコン\(白枠\) v)\n clear graphic effects\n 色(コス)\n set [brightness v] effect to (演算3)\n if <(演算3) < [-4]> then\n change [演算3 v] by (5)\n end\n point in direction (演算4)\n set [演算4 v] to (direction)\n change [演算4 v] by (((90) - (演算4)) / (5))\n go to x: (0) y: (0)\n if <[3] < (timer)> then\n change x by (([sin v] of ((((size) - (100)) + (((timer) * (10)) mod (360))) * (10)) ) * (2))\n change y by (([cos v] of ((((size) - (100)) + (((timer) * (10)) mod (360))) * (10)) ) * (2))\n else\n go to x: (0) y: (0)\n end\n stamp\n end\n end\nend\n\ndefine ペン設定\nswitch costume to (pen1 v)\nset size to ((1) / (0)) %\nswitch costume to (pen2 v)\n\ndefine あみあみ\nset pen size to (5)\nset pen color to (#bc0000)\nset pen (color v) to (色)\nset [1 v] to [170]\nrepeat (18)\n pen up\n go to x: ((240) + (([sin v] of ((timer) * (200)) ) * (5))) y: ((1) + (([cos v] of ((timer) * (200)) ) * (5)))\n pen down\n go to x: ((-240) + (([sin v] of ((timer) * (200)) ) * (5))) y: ((1) + (([cos v] of ((timer) * (200)) ) * (5)))\n change [1 v] by (-20)\nend\nset [1 v] to [-230]\nrepeat (24)\n pen up\n go to x: ((1) + (([sin v] of ((timer) * (200)) ) * (5))) y: ((180) + (([cos v] of ((timer) * (200)) ) * (5)))\n pen down\n go to x: ((1) + (([sin v] of ((timer) * (200)) ) * (5))) y: ((-180) + (([cos v] of ((timer) * (200)) ) * (5)))\n change [1 v] by (20)\nend\npen up\n\ndefine 色(コス)\nchange [color v] effect by ((色) * (2))\n\ndefine #16 リセット\nreplace item (1) of [#6 サイズ v] with [0]\nset [#6 保存 v] to [0]\n\ndefine #16 設定\ndelete all of [#6 サイズ v]\nset [i v] to [0]\nrepeat (9)\n change [i v] by (1)\n add [0] to [#6 サイズ v]\nend\n\ndefine #16 演算\nchange [#6 保存 v] by (((100) - (item (1) of [#6 サイズ v])) / (7))\nreplace item (1) of [#6 サイズ v] with (#6 保存)\nreplace item (2) of [#6 サイズ v] with ((#6 保存) + (100))\nreplace item (3) of [#6 サイズ v] with ((#6 保存) + (200))\nreplace item (4) of [#6 サイズ v] with ((#6 保存) + (300))\nreplace item (5) of [#6 サイズ v] with ((#6 保存) + (400))\nreplace item (6) of [#6 サイズ v] with ((#6 保存) + (500))\nreplace item (7) of [#6 サイズ v] with ((#6 保存) + (600))\nreplace item (8) of [#6 サイズ v] with ((#6 保存) + (700))\nreplace item (9) of [#6 サイズ v] with ((#6 保存) + (800))\n\ndefine #16 描写 (x) (y) (タイマー) (あ) (か) (わ)\nset [#6 四角1 v] to (あ)\n色(PEN) [20] ←太さ\npen up\nset [i v] to [1]\nrepeat (9)\n repeat (2)\n go to x: (((([sin v] of (#6 四角1) ) * (item (i) of [#6 サイズ v])) + (x)) * (か)) y: (((([cos v] of (#6 四角1) ) * (item (i) of [#6 サイズ v])) + (y)) * (わ))\n pen down\n change [#6 四角1 v] by (90)\n end\n change [#6 四角1 v] by (-180)\n pen up\n change [i v] by (1)\nend\n\ndefine 四角 (sizu) (x) (y) (タイマー)\nif <(timer) < (タイマー)> then\n\ndefine #10描写 (くるくるの枚数) (くるくるの大きさ) (x) (y) (曲がる角度) (タイマー)\nif <(timer) < (タイマー)> then\n\ndefine 色(PEN) (ペンの太さ) ←太さ\nset pen color to (#ff0000)\nset pen (color v) to (色)\nset pen size to (ペンの太さ)\n\ndefine #8 初期設定\ndelete all of [#8 v]\nx座標 [180] Y座標 [140] 個数 [8] 最初向き [0] 色 [90] 目長さ [50] 今長今太 元太さ [20] 目標半径 [80] 今半径\nx座標 [-180] Y座標 [-140] 個数 [8] 最初向き [0] 色 [90] 目長さ [50] 今長今太 元太さ [20] 目標半径 [80] 今半径\nx座標 [-180] Y座標 [140] 個数 [8] 最初向き [0] 色 [90] 目長さ [50] 今長今太 元太さ [20] 目標半径 [80] 今半径\nx座標 [180] Y座標 [-140] 個数 [8] 最初向き [0] 色 [90] 目長さ [50] 今長今太 元太さ [20] 目標半径 [80] 今半径\nx座標 [180] Y座標 [0] 個数 [8] 最初向き [0] 色 [90] 目長さ [50] 今長今太 元太さ [20] 目標半径 [60] 今半径\nx座標 [-180] Y座標 [0] 個数 [8] 最初向き [0] 色 [90] 目長さ [50] 今長今太 元太さ [20] 目標半径 [60] 今半径\nx座標 [0] Y座標 [140] 個数 [8] 最初向き [0] 色 [90] 目長さ [50] 今長今太 元太さ [20] 目標半径 [60] 今半径\nx座標 [0] Y座標 [-140] 個数 [8] 最初向き [0] 色 [90] 目長さ [50] 今長今太 元太さ [20] 目標半径 [60] 今半径\nx座標 [125] Y座標 [-75] 個数 [4] 最初向き [45] 色 [90] 目長さ [50] 今長今太 元太さ [30] 目標半径 [40] 今半径\nx座標 [-125] Y座標 [75] 個数 [4] 最初向き [45] 色 [90] 目長さ [50] 今長今太 元太さ [30] 目標半径 [40] 今半径\nx座標 [-125] Y座標 [-75] 個数 [4] 最初向き [45] 色 [90] 目長さ [50] 今長今太 元太さ [30] 目標半径 [40] 今半径\nx座標 [125] Y座標 [75] 個数 [4] 最初向き [45] 色 [90] 目長さ [50] 今長今太 元太さ [30] 目標半径 [40] 今半径\n\ndefine #8 置き換え (ナンバー) (段数) (置き換え数値)\nreplace item ((((ナンバー) * (11)) - (10)) + (段数)) of [#8 v] with (置き換え数値)\n\ndefine x座標 (x) Y座標 (y) 個数 (個) 最初向き (向) 色 (色) 目長さ (目長) 今長今太 元太さ (元太) 目標半径 (目半) 今半径\nadd (x) to [#8 v]\nadd (y) to [#8 v]\nadd (個) to [#8 v]\nadd (向) to [#8 v]\nadd (色) to [#8 v]\nadd (目長) to [#8 v]\nadd [0] to [#8 v]\nadd [50] to [#8 v]\nadd (元太) to [#8 v]\nadd (目半) to [#8 v]\nadd [0] to [#8 v]\n\ndefine #8 描写 (識別ナンバー) (長さ変更) (タイマー)\nif <(timer) < (タイマー)> then\npen up\n\ndefine エフェクト(アイコン後ろ)\n#17 識別ナンバー [1] [3.8]\n#8 描写 [1] [] [2]\n#8 描写 [2] [] [2]\n#8 描写 [3] [] [2.7]\n#8 描写 [4] [] [2.7]\n#8 描写 [5] [] [3.3]\n#8 描写 [6] [] [3.3]\n#8 描写 [7] [] [3.3]\n#8 描写 [8] [] [3.3]\n#8 描写 [9] [] [4.9]\n#8 描写 [10] [] [4.9]\n#8 描写 [11] [] [5.5]\n#8 描写 [12] [] [5.5]\n#8 置き換え [9] [3] (((timer) * (-100)) mod (360))\n#8 置き換え [10] [3] (((timer) * (100)) mod (360))\n#8 置き換え [11] [3] (((timer) * (-100)) mod (360))\n#8 置き換え [12] [3] (((timer) * (100)) mod (360))\nまる [1] [2.7]\nまる [2] [2.7]\nまる [3] [3.3]\nまる [4] [3.3]\nまる [5] [3.3]\nまる [6] [3.3]\nまる [7] [3.8]\nまる [8] [3.8]\nまる [9] [4.4]\nまる [10] [4.4]\nまる [13] [4.9]\nまる [14] [4.9]\nまる [11] [5.5]\nまる [12] [5.5]\n1/4 [1] [3.8]\n1/4 [3] [3.8]\n1/4 [2] [4.4]\n1/4 [4] [4.4]\n\ndefine #4リスト X (x) Y (y) 最大サイズ (最大) 色 (色)\nadd (x) to [#5 v]\nadd (y) to [#5 v]\nadd [0] to [#5 v]\nadd (最大) to [#5 v]\nadd (色) to [#5 v]\n\ndefine まる (識別ナンバー) (タイマー)\nif <(timer) < (タイマー)> then\npen up\n\ndefine ショックウェーブ初期設定\ndelete all of [#5 v]\n#4リスト X [180] Y [140] 最大サイズ [100] 色 [50]\n#4リスト X [-180] Y [-140] 最大サイズ [100] 色 [60]\n#4リスト X [-180] Y [140] 最大サイズ [100] 色 [50]\n#4リスト X [180] Y [-140] 最大サイズ [100] 色 [60]\n#4リスト X [180] Y [140] 最大サイズ [100] 色 [50]\n#4リスト X [-180] Y [-140] 最大サイズ [100] 色 [60]\n#4リスト X [240] Y [-180] 最大サイズ [100] 色 [50]\n#4リスト X [-240] Y [180] 最大サイズ [100] 色 [60]\n#4リスト X [240] Y [180] 最大サイズ [100] 色 [50]\n#4リスト X [-240] Y [-180] 最大サイズ [100] 色 [60]\n#4リスト X [125] Y [-75] 最大サイズ [100] 色 [50]\n#4リスト X [-125] Y [75] 最大サイズ [100] 色 [60]\n#4リスト X [-125] Y [-75] 最大サイズ [100] 色 [50]\n#4リスト X [125] Y [75] 最大サイズ [100] 色 [60]\n\ndefine #17-0\ndelete all of [#17 v]\nadd [-260] to [#17 v]\nadd [-260] to [#17 v]\n\ndefine #17 識別ナンバー (ナンバー) (タイマー)\nif <(timer) < (タイマー)> then\n\ndefine #5リスト X (x) Y (y) 最大サイズ (最大) 色 (色) (向き)\nadd (x) to [1/4 v]\nadd (y) to [1/4 v]\nadd [0] to [1/4 v]\nadd (最大) to [1/4 v]\nadd (色) to [1/4 v]\nadd ((向き) * (90)) to [1/4 v]\n\ndefine 1/4 (識別ナンバー) (タイマー)\nif <(timer) < (タイマー)> then\n\ndefine #5 0\ndelete all of [1/4 v]\n#5リスト X [0] Y [0] 最大サイズ [120] 色 [0] [0]\n#5リスト X [0] Y [0] 最大サイズ [120] 色 [0] [1]\n#5リスト X [0] Y [0] 最大サイズ [120] 色 [0] [2]\n#5リスト X [0] Y [0] 最大サイズ [120] 色 [0] [3]\n\ndefine #9 描写 (サイズ) (タイマー)\nif <(timer) < (タイマー)> then\n\ndefine 降ろす上げる\npen down\npen up\n\nwhen flag clicked\nwait (1) seconds\nwait [2]\nrepeat until <[500] < (timer)>\n #16 リセット\n wait (0.55) seconds\n set [演算1 v] to [150]\n set [演算4 v] to (pick random (70) to (110))\nend\n\nwhen flag clicked\n#5 0\n#8 初期設定\nショックウェーブ初期設定\n#17-0\nset [色 v] to [95]\nhide\nstart sound [music2 v]\npoint in direction (100)\nreset timer\nerase all\n#16 設定\nwait [0.5]\nset [演算1 v] to [1000]\nset [演算2 v] to [0]\nrepeat until <[1] < (timer)>\n erase all\n ペン設定\n change [演算2 v] by (((600) - (演算2)) / (7))\n go to x: (0) y: (0)\n set pen color to (#ffffff)\n set pen size to (演算2)\n 降ろす上げる\n 省略 [1]\nend\nrepeat until <[1.5] < (timer)>\n erase all\n ペン設定\n change [演算2 v] by (((0) - (演算2)) / (5))\n go to x: (0) y: (0)\n set pen color to (#ffffff)\n set pen size to (演算2)\n 降ろす上げる\n 省略 [1]\nend\nset [演算2 v] to [25]\nset [演算1 v] to [100]\nset [1 v] to [100]\nrepeat until <[2] < (timer)>\n erase all\n ペン設定\n change [演算2 v] by ((演算2) / (2))\n change [1 v] by (-6.7)\n go to x: (0) y: (0)\n set pen color to (#bc001b)\n set pen (color v) to (色)\n set pen (brightness v) to (1)\n set pen size to (演算2)\n 降ろす上げる\n 省略 [2]\nend\nset [演算1 v] to [1000]\nset [演算3 v] to [-100]\nset [#9 サイズ v] to [120]\nrepeat until <[8] < (timer)>\n erase all\n ペン設定\n change [演算2 v] by (((600) - (演算2)) / (5))\n change [演算1 v] by (((100) - (演算1)) / (5))\n go to x: (0) y: (0)\n point in direction (90)\n set pen color to (#bc001b)\n set pen (color v) to (色)\n set pen size to (演算2)\n 降ろす上げる\n #16 演算\n #16 描写 [-250] [180] [] [90] [-1] [1]\n #16 描写 [-250] [-180] [] [0] [1] [1]\n #16 描写 [250] [180] [] [180] [-1] [1]\n #16 描写 [250] [-180] [] [270] [1] [1]\n あみあみ\n #10描写 [3] [2] (([sin v] of ((timer) * (100)) ) * (5)) (([cos v] of ((timer) * (100)) ) * (5)) [1] []\n 四角 (((timer) * (100)) mod (100)) [0] [0] [0]\n エフェクト(アイコン後ろ)\n 省略 [3]\n ペン設定\n #9 描写 (#9 サイズ) [6]\nend\nbroadcast (intro end v)\nset [#9 サイズ v] to [600]\nrepeat (50)\n go to x: (0) y: (0)\n erase all\n set pen color to (#000000)\n set pen size to (#9 サイズ)\n 降ろす上げる\n change [#9 サイズ v] by (((0) - (#9 サイズ)) / (8))\nend\nerase all\nbroadcast (PIKURIN v)\n\n
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【宣伝】アニメ「日本ストーリー」映画公開中!!\nhttps://scratch.mit.edu/projects/565639801/\n フォローもしてね!!\n9/17 傾向1位ありがとう!全機種ジャンプ対応にしました!\nこれは試作品なので、バグなどがあったら教えてください!\n======================================\n10人まで遊べます。\n\nNew scratcherはオンライン機能が使えません!\n\n矢印キーまたはWASDキーで移動\nTキーでチャットを表示、キーを押して送信\nスペースキーでコスチューム変更\nチビのやつがありますが、試作品なのでまだバグがありますw\n満員の時は、オンラインの選択のボタンが押せません。\n\n=======================================\nMove: ←→↑↓\nChat: T key(PC only)\nCostume: space key\n10 players.\n\n=======================================\nServer1:\nhere!!\n\nServer2:\nhttps://scratch.mit.edu/projects/571853458/\n\nServer3:\nhttps://turbowarp.org/559413188/fullscreen?interpolate&stuck&hqpen&clones=Infinity\n\nServer4:\nhttps://turbowarp.org/571853458/fullscreen?interpolate&stuck&hqpen&clones=Infinity
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Basketball A platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (wetland v)\n\nwhen I receive [başla v]\nswitch backdrop to (dekor 1 v)\n\n@oyuncu\n\ndefine Reset\nset [ghost v] effect to (0)\ngo to x: (-217) y: (72)\nset [↓yv v] to [0]\nset [değişkenim v] to [0]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [reset v]\nReset\n\nwhen flag clicked\nforever\n turn right (değişkenim) degrees\nend\n\nwhen I receive [başla v]\nswitch backdrop to (dekor 2 v)\nshow\nset rotation style [all around v]\ngo to x: (-217) y: (72)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\npoint in direction (90)\nset [değişkenim v] to [0]\nset [↓yv v] to [0]\nset [✺level v] to [1]\nReset\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [değişkenim v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [değişkenim v] by (-1)\n end\n set [değişkenim v] to ((değişkenim) * (0.85))\n change x by (değişkenim)\n if <<touching color (#aa7a37)?> or <touching color (#92ff55)?>> then\n change y by (1)\n if <<touching color (#aa7a37)?> or <touching color (#92ff55)?>> then\n change y by (1)\n if <<touching color (#aa7a37)?> or <touching color (#92ff55)?>> then\n change y by (1)\n if <<touching color (#aa7a37)?> or <touching color (#92ff55)?>> then\n change y by (1)\n if <<touching color (#aa7a37)?> or <touching color (#92ff55)?>> then\n change y by (1)\n if <<touching color (#aa7a37)?> or <touching color (#92ff55)?>> then\n change x by ((değişkenim) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(değişkenim) > [0]> then\n set [değişkenim v] to [-5]\n else\n set [değişkenim v] to [5]\n end\n set [↓yv v] to [10]\n else\n set [değişkenim v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [↓yv v] by (-0.5)\n change y by (↓Yv)\n if <<touching color (#aa7a37)?> or <touching color (#92ff55)?>> then\n change y by ((↓Yv) * (-1))\n set [↓yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#aa7a37)?> or <touching color (#92ff55)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [↓yv v] to [10]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (efekt v)?>> then\n repeat (10)\n wait (0.0001) seconds\n change [ghost v] effect by (10)\n end\n Reset\n broadcast (-1 v)\n wait (0.1) seconds\n end\n if <(x position) > [240]> then\n broadcast (next level v)\n next backdrop\n change [✺level v] by (1)\n Reset\n end\n if <(y position) < [-170]> then\n Reset\n end\nend\n\nshow\nwait (5) seconds\n\nwhen flag clicked\nforever\n if <touching (kukla 4 v)?> then\n broadcast (başardın! v)\n end\nend\n\nwhen I receive [diğer bölüm v]\ngo to x: (-217) y: (72)\n\nwhen I receive [başardın! v]\n\nwhen flag clicked\nforever\n switch costume to (kostüm)\nend\n\nwhen I receive [hikaye2 v]\nhide\n\nwhen I receive [hikaye2 v]\nhide\n\nwhen I receive [2. bölümm v]\nshow\nReset\n\n@Kukla 2\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (kostüm 4 v)\n\nwhen flag clicked\nhide\nforever\n if <(costume [number v]) = [7]> then\n broadcast (gel king gel v)\n end\nend\n\nwhen I receive [başla v]\nshow\n\nwhen flag clicked\nforever\n play sound [Little-Prankster v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostüm 4 v)\n\nwhen I receive [diğer bölüm v]\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hikaye2 v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(costume [number v]) = [10]> then\n broadcast (gel sahip gel v)\n end\nend\n\nwhen I receive [2. bölümm v]\nshow\n\n@Kukla 1\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\nhide\nrepeat (10)\n go to [front v] layer\nend\n\nwhen [e v] key pressed\nif <(durum) = [hikaye]> then\n if <(costume [number v]) = [7]> then\n hide\n broadcast (başla v)\n set [durum v] to [oyun]\n else\n repeat (10)\n change [brightness v] effect by (10)\n wait (0.00000001) seconds\n change [ghost v] effect by (10)\n end\n next costume\n broadcast (go v)\n end\nend\n\nwhen [e v] key pressed\n\nwhen I receive [go v]\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\n\nchange [ghost v] effect by (10)\n\nwhen I receive [play! v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nset [durum v] to [hikaye]\n\n@Kukla 3\n\nwhen flag clicked\nhide\n\nwhen I receive [kaybettin v]\nif <not <(win) = [evet]>> then\n show\n go to [front v] layer\n stop [all v]\nend\n\n@Kukla 4\n\nwhen flag clicked\nswitch costume to (4 v)\nhide\nset [win v] to [0]\n\nwhen I receive [gel king gel v]\nshow\ngo to [front v] layer\nforever\n if <touching (oyuncu v)?> then\n broadcast (hikaye2 v)\n forever\n hide\n set [durum v] to [hikaye2]\n hide\n end\n end\n stop [this script v]\nend\n\nset [win v] to [evet]\n\nforever\n\nwhen I receive [hikaye2 v]\nforever\n switch costume to (kostüm 1 v)\n hide\nend\n\n@Kukla 5\n\nwhen flag clicked\nhide\n\nwhen I receive [başardın! v]\nshow\ngo to [front v] layer\n\nstop [all v]\n\n@Kukla 7\n\nrepeat (10)\n turn right (0.5) degrees\nend\nwait () seconds\nrepeat (10)\n turn left (0.5) degrees\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\ngo to x: (11) y: (19)\n\nwhen this sprite clicked\nbroadcast (PLAY! v)\nhide\n\nwhen flag clicked\nshow\ngo to x: (-222) y: (12)\nrepeat (10)\n change x by (22)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n turn left (0.5) degrees\n end\n wait () seconds\n repeat (10)\n turn right (0.5) degrees\n end\n wait () seconds\n else\n point in direction (90)\n end\nend\n\n@Kukla 8\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwait (0.1) seconds\n\nmove (15) steps\n\nwhen flag clicked\ngo to x: (-208) y: (-147)\nforever\n change x by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n go to x: (-208) y: (-147)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [başla v]\nhide\n\n@soccer ball\n\nwhen flag clicked\nshow\ngo to [front v] layer\nclear graphic effects\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\n@Efekt\n\nwhen I start as a clone\nswitch costume to (soccer ball v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nchange y by (150)\nset x to (pick random (-180) to (180))\nforever\n forever\n change y by (-3)\n if <(y position) < [-110]> 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 [başla v]\nset [ghost v] effect to (100)\nshow\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen flag clicked\nhide\nchange y by (700)\nswitch costume to (kostüm 1 v)\n\nwhen I receive [hikaye2 v]\nhide\n\nwhen I receive [2. bölümm v]\nshow\n\n@-150\n\nwhen flag clicked\nhide\nswitch costume to (5 v)\n\nwhen I receive [başla v]\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [başardın! v]\nhide\n\nwhen I receive [kaybettin v]\nhide\n\nwhen I receive [-1 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [0]> then\n broadcast (kaybettin v)\n end\nend\n\nwhen I receive [hikaye2 v]\nhide\n\nwhen I receive [hikaye2 v]\nhide\n\nwhen I receive [2. bölümm v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nset size to (200) %\nswitch costume to (1 v)\n\nwhen this sprite clicked\nset size to (200) %\nrepeat (5)\n change size by (-10)\nend\nnext costume\nrepeat (5)\n change size by (10)\nend\n\nwhen flag clicked\nforever\n set [kostüm v] to (costume [name v])\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [play! v]\nhide\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (60)\nforever\n repeat (40)\n set y to ((y position) - (0.3))\n end\n repeat (40)\n set y to ((y position) + (0.3))\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nwait (4) seconds\n\nwhen flag clicked\nshow\nswitch costume to (dangerous v)\nText Effect\nbroadcast (Now v)\n\nwhen flag clicked\nforever\n change size by (((100) - (size)) / (5))\nend\n\ndefine Text Effect\nshow\ngo to x: (250) y: (75)\nstart sound [DUM DUM DUM v]\nGlide [0] [75] [10]\nstart sound [DUM DUM DUM v]\nset size to (125) %\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <<(x position) > [0]> and <(x position) < [1]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n end\n end\nend\n\ndefine Glide (x) (y) (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\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [now v]\nforever\n if <([costume # v] of [music v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [exit v]\nwait (0.3) seconds\nText Effect\n\nwhen I receive [now v]\nforever\n play sound [157014_ParagonX9___Infiltration.mp3 v] until done\nend\n\nwhen I receive [play v]\nwait (1) seconds\nhide\n\nwhen I receive [settings v]\nwait (1) seconds\nhide\n\n@spikes\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (kostüm 4 v)\n\nwhen flag clicked\nhide\nforever\n if <(costume [number v]) = [7]> then\n broadcast (gel king gel v)\n end\nend\n\nwhen I receive [başla v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n play sound [Little-Prankster v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostüm 4 v)\n\nwhen I receive [diğer bölüm v]\nnext costume\n\nwhen I receive [hikaye2 v]\nhide\n\nwhen I receive [2. bölümm v]\nshow\n\n@Kukla 9\n\nwhen flag clicked\nhide\n\nwhen I receive [başla v]\nshow\n\n@Kukla 10\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\nhide\nrepeat (10)\n go to [front v] layer\nend\n\nwhen [e v] key pressed\nif <(durum) = [hikaye2]> then\n if <(costume [number v]) = [7]> then\n hide\n broadcast (2. bölümm v)\n set [durum v] to [oyun]\n else\n repeat (10)\n change [brightness v] effect by (10)\n wait (0.00000001) seconds\n change [ghost v] effect by (10)\n end\n next costume\n wait (1) seconds\n broadcast (go v)\n end\nend\n\nwhen [e v] key pressed\n\nwhen I receive [go v]\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\n\nchange [ghost v] effect by (10)\n\nwhen I receive [hikaye2 v]\nwait (1) seconds\nshow\ngo to [front v] layer\n\nwhen flag clicked\nset [durum v] to [hikaye]\n\nforever\n\n@Kukla 11\n\nwhen flag clicked\nhide\nhide variable [süre v]\n\nwhen I receive [2. bölümm v]\nshow\nshow variable [süre v]\nset [süre v] to [120]\nforever\n wait (1) seconds\n change [süre v] by (-1)\n if <(süre) = [0]> then\n broadcast (kaybettin v)\n end\nend\n\n@Kukla 12\n\nwhen flag clicked\nhide\n\nwhen I receive [gel sahip gel v]\nshow\nforever\n if <touching (oyuncu v)?> then\n broadcast (başardın! v)\n hide\n stop [this script v]\n end\nend\n\n
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Evettttttttttttttttttttttttttttttttt yeni oyun karşınızda hemde tam 610+ blok ile!\nAna menüde basketball a tıklayarak karakterini değiştir!\ntakip etmeyi unutma!\n150 kalp 150 yıldız 200 takip tennis a platformer\n
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Platformer
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@Stage\n\n@Block\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-100) y: (0)\nset [yv v] to [0]\nforever\n Move\nend\n\ndefine Replace\nchange y by (1)\nrepeat until <not <touching (level v)?>>\n change y by (1)\nend\nchange y by (-1)\n\ndefine Move\nif <touching (level v)?> then\n set [yv v] to [0]\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\nelse\n change [yv v] by (-1)\nend\nchange y by (yv)\nif <<(yv) > [0]> and <touching color (#000000)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nif <touching (level v)?> then\n Replace\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n move (7) steps\n if <touching color (#000000)?> then\n move (-7) steps\n end\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n move (7) steps\n if <touching color (#000000)?> then\n move (-7) steps\n end\nend\n\n@Level\n\n@Cat\n\nwhen flag clicked\nforever\n go to (block v)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n next costume\n wait (0.3) seconds\n else\n switch costume to (disfraz1 v)\n end\nend\n\n
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Spring - A scrolling Platformer #scrolling platformers
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@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-memories v] until done\nend\n\nwhen [space v] key pressed\nset [position v] to (join (join [Position X:] ((SCROLL X) + (mouse x))) (join [. Position Y:] ((SCROLL Y) + (mouse y))))\n\nwhen flag clicked\n\nif <(username) = [hamzai20]> then\n show variable [position v]\nelse\n hide variable [position v]\nend\n\nwhen I receive [end v]\nset [☁ scores v] to (timer)\n\n@Player\n\nwhen [s v] key pressed\nif <(ST) = [0]> then\n forever\n change [scroll x v] by (1)\n set [mode v] to [speedrun]\n X [8]\n end\nelse\n set [mode v] to [play]\nend\n\nwhen flag clicked\nset [mode v] to [play]\nset [st v] to [0]\nwait (1) seconds\nset [st v] to [1]\n\nwhen flag clicked\nbroadcast (Play game v)\n\ndefine Restart\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [air time v] to [0]\nset [game state v] to [playing]\nset [y velocity v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [play game v]\nset [level v] to [1]\nRestart\nforever\n repeat until <not <(GAME STATE) = [playing]>>\n Update\n Position\n end\n if <(GAME STATE) = [die]> then\n Death\n else\n if <(GAME STATE) = [next level]> then\n Next level\n end\n if <<<touching color (#ff7070)?> or <touching color (#ff9999)?>> or <touching color (#ffffff)?>> then\n Next level\n end\n end\nend\n\ndefine Update\nswitch costume to (player_0 v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n X [-8]\n switch costume to (player_left v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n X [8]\n switch costume to (player_2 v)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Air time) < [4]> then\n set [y velocity v] to [17]\n switch costume to (player_3 v)\n go to (random position v)\n end\nend\nchange [y velocity v] by (-2)\nY (Y velocity)\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (4)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (4)))\nif <(y) < [-180]> then\n set [game state v] to [die]\nend\nif <<touching (enemies v)?> or <touching (saws v)?>> then\n set [game state v] to [die]\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\nif <<touching (bouncy v)?> or <touching (bounce orb v)?>> then\n set [y velocity v] to [23]\n start sound [Mario_Jump_-_Gaming_Sound_Effect v]\nend\nif <(SCROLL X) > [6994]> then\n wait (1) seconds\n broadcast (end v)\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 Death\nstop [other scripts in sprite v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nbroadcast (Play game v)\n\ndefine Next level\ngo to [front v] layer\nset rotation style [all around v]\nrepeat (50)\n point towards (portal v)\n turn right (50) degrees\n move ((distance to [portal v]) / (4)) steps\nend\nwait (1) seconds\nchange [level v] by (1)\nRestart\nset [game state v] to [playing]\n\nwhen [0 v] key pressed\nif <(username) = [hamzai20]> then\n if <(EDITOR) < [1]> then\n set [editor v] to [1]\n handle - God Mode\n else\n set [editor v] to [0]\n end\nend\n\ndefine handle - God Mode\nstop [other scripts in sprite v]\nX (SCROLL X)\nif <key (left arrow v) pressed?> then\n X [-8]\n switch costume to (player_left v)\nend\nif <key (right arrow v) pressed?> then\n X [8]\n switch costume to (player_2 v)\nend\nchange [x v] by ((6) * (0.8))\nchange [y v] by ((6) * (0.8))\nset [x v] to ((0.7) * (x))\nset [y v] to ((0.7) * (y))\nchange [scroll x v] by (x)\nchange [scroll y v] by (y)\n\n@Ground\n\nwhen I start as a clone\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen flag clicked\nrepeat (1)\n delete this clone\nend\nswitch costume to (level 1 - 1 v)\nPart [0] [0]\nPart [480] [0]\nPart [960] [0]\nPart [1440] [0]\nPart [2100] [0]\nPart [2900] [0]\nPart [3260] [55]\nPart [3900] [-120]\nPart [4245] [-110]\nPart [4980] [-150]\nPart [5225] [-99]\nPart [6000] [-91]\nPart [6410] [83]\nPart [7070] [160]\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 Part (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Enemies\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 start as a clone\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen flag clicked\nrepeat (1)\n delete this clone\nend\nswitch costume to (level 1 - 1 v)\nPart [480] [0]\nPart [1550] [-60]\nPart [2100] [15]\nPart [2249] [-66]\nPart [3369] [-120]\nPart [3551] [-67]\nPart [4870] [-148]\n\ndefine Part (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Decor\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 start as a clone\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nhide\nswitch costume to (level 1 - 1 v)\ncreate clone of (_myself_ v)\nset [x v] to [480]\nset [y v] to [0]\nswitch costume to (level 1 - 2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 1 - 3 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nset [y v] to [0]\nswitch costume to (level 1 - 4 v)\ncreate clone of (_myself_ v)\nchange [x v] by (570)\nset [y v] to [0]\nswitch costume to (level 1 - 5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (750)\nset [y v] to [35]\nswitch costume to (level 1 - 6 v)\ncreate clone of (_myself_ v)\n\n@Bouncy\n\nwhen I start as a clone\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen flag clicked\nrepeat (1)\n delete this clone\nend\nswitch costume to (level 1 - 4 v)\nPart [2825] [83]\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 Part (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Themed TilesBouncy2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) * (0.02)) y: ((mouse y) * (0.02))\nend\n\ngo to x: (0) y: (0)\n\n@Bounce Orb\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n delete this clone\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Part (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [play game v]\nrepeat (1)\n delete this clone\nend\nswitch costume to (level 1 - 1 v)\nPart [1824] [31]\n\nwhen I receive [play game v]\nrepeat (1)\n delete this clone\nend\nswitch costume to (level 1 - 1 v)\nPart [1824] [31]\nPart [2707] [37]\nPart [3382] [-9]\nPart [4687] [-53]\nPart [4786] [-53]\nPart [4917] [-53]\n\n@Saws\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 start as a clone\nset rotation style [all around v]\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n turn right (10) degrees\nend\n\nwhen flag clicked\nhide\nrepeat (1)\n delete this clone\nend\nswitch costume to (level 1 - 5 v)\nPart [214] [-70]\nPart [840] [-45]\nPart [1374] [-80]\nPart [2435] [-25]\nPart [3107] [-25]\n\nPart [3568] [-67]\n\ndefine Part (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Blossom\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nclear graphic effects\ngo to [front v] layer\nset size to (pick random (90) to (250)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nset [my wariable v] to (pick random (1) to (10000))\nrepeat (400)\n change y by (([abs v] of ([cos v] of (my wariable) ) ) * (-2))\n change [ghost v] effect by (0.25)\n point in direction ((90) + (([sin v] of ((my wariable) * (0.1)) ) * (90)))\n change x by ([sin v] of (my wariable) )\n change [my wariable v] by ((size) / (65))\nend\ndelete this clone\n\nwhen I receive [game start v]\n\nhide\n\nwhen flag clicked\nshow\nset size to (0) %\nset [ghost v] effect to (99)\nforever\n show\nend\n\nwhen flag clicked\nforever\n wait (pick random (0.5) to (2)) seconds\n create clone of (_myself_ v)\nend\n\n@More Decor\n\nwhen I start as a clone\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen flag clicked\nrepeat (1)\n delete this clone\nend\nswitch costume to (level 1 - 7 v)\nPart [3191] [-16]\nPart [3607] [-71]\nPart [3862] [-17]\nPart [5380] [-44]\nPart [5970] [17]\nPart [7053] [278]\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 Part (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@timer\n\nwhen flag clicked\nhide\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 receive [game start v]\n\nwhen I start as a clone\nset size to (50) %\ngo to [front v] layer\nshow\nclear graphic effects\nset y to (-157)\npoint in direction (90)\nforever\n if <not <(-idClone) = [man]>> then\n if <((length of (timer)) + (1)) > (-idClone)> then\n show\n switch costume to (letter (-idClone) of (timer))\n set x to (((-240) + ((-idClone) * (20))) - (<<< (timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (timer) ))>> and <not <(letter (-idClone) of (timer)) = [.]>>> * (8)))\n set y to ((145) + (((size) / (4)) - (12.5)))\n if << (timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (timer) ))>> then\n set size to (40) %\n change x by (((-idClone) - ((length of ([floor v] of (timer) )) + (1))) * (-3))\n else\n set size to (50) %\n end\n else\n hide\n end\n end\n go to [front v] layer\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\ngo to [front v] layer\ngo [backward v] ((length of (timer)) + (5)) layers\nset x to (((length of ([floor v] of (timer) )) + (1)) * (30))\n\nwhen flag clicked\nset [-idclone v] to [0]\nset [time v] to [0]\nhide variable [time v]\ngen clones\n\nshow\nset size to (65) %\nforever\n go to [front v] layer\n go [backward v] ((length of (timer)) + (1)) layers\n set x to ((-240) + (((length of ([floor v] of (timer) )) + (1)) * (30)))\nend\n\nwhen flag clicked\nswitch costume to (---- v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nset [time v] to [0]\nshow variable [time v]\n\nwhen flag clicked\nforever\n change [time v] by (0.1)\n wait (0.05) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\ngo to [front v] layer\ngo to [front v] layer\nrepeat (33)\n change [ghost v] effect by (-3)\nend\n\nwhen I receive [end v]\nbroadcast (End Credits v)\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [end credits v]\nshow\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@TB\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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★ Spring - a scrolling platformer ★\nOne of my first ever scrolling platformers.\n\n★ Instructions ★\n\n> Use the arrow or WASD keys to move around\n> Avoid spikes, water and falling into the void\n> See what score you can get!\n\nThis game is very short, it's meant to be like that.\nRather, the purpose of it is to try to get to the end in the fastest time possible!\n\n\n\n\nI might add mobile support =)\n----------------------------------------------------------------------\n\nIf you enjoyed, please leave a heart and star (or a follow) - if in normal mode you get <32 seconds then you get a follow, if in speedrun mode you get <60 seconds, you get a follow and 1 love and heart.\n\n----------------------------------------------------------------------\n\nThis is a one level game but the whole purpose is for speedrunning and getting the quickest time - so have fun!\n\n\n\n\n
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Moon || A Platformer
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@Stage\n\n@Player \n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (95) %\nswitch costume to (player v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\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?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\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 create clone of (_myself_ v)\n end\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 create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n 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) * (-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 <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\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 change y by (-1)\n if <touching (level 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 [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and <not <(Level) = [10]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching (lava v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching (spikes v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\nend\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 flag clicked\nforever\n set volume to (50) %\n play sound [Vexento - Lotus v] until done\nend\n\n@Level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\n\nwhen I receive [next level v]\nshow\nswitch costume to (Level)\n\nwhen flag clicked\nset [level v] to [1]\nshow\nswitch costume to (1 v)\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nshow\nswitch costume to (Level)\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset drag mode [not draggable v]\n\n@Moon\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to x: (218) y: (160)\nset size to (100) %\nforever\n change [effects v] by (5)\n set size to ((9000) / ((90) + (([cos v] of (Effects) ) * (5)))) %\n point in direction ((100) + (([cos v] of (Effects) ) * (10)))\nend\n\n@Grass\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (7) layers\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nhide\n\n@Lava\n\nwhen flag clicked\nset [level v] to [1]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nshow\nswitch costume to (Level)\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset drag mode [not draggable v]\n\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\ngo to [front v] layer\nset size to (100) %\nhide\n\nshow\n\n
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~~~~~~~~~~~~~~~~Controls~~~~~~~~~~~~~~~~~~~\nArrow keys, WASD, (pc) or mobile to move\n~~~~~~~~~~~~~~~~~Obstacles~~~~~~~~~~~~~~~~~\nWatch out for spikes and lava\n~~~~~~~~~~~~~~~~~~~Notes~~~~~~~~~~~~~~~~~~\n100% possible\nFirst platformer --(on this account ;) )\nAll Ads and Hate comments will be deleted/reported. (Sorry in advance)
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#Platformer l Cat adventure!!
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@Stage\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nforever\n play sound [Goodbye v] until done\nend\n\nwhen I receive [jungle v]\nwait (0.8) seconds\nstop [other scripts in sprite v]\nset [color v] effect to (0)\nswitch backdrop to (kaztdscf7026_tp_v v)\nforever\n play sound [TheFatRat+-+Unity v] until done\nend\n\nwhen I receive [sea v]\nwait (0.8) seconds\nstop [other scripts in sprite v]\nset [color v] effect to (0)\nswitch backdrop to (背景1 v)\nforever\n play sound [TheFatRat+-+Unity v] until done\nend\n\nwhen I receive [sky v]\nwait (0.8) seconds\nstop [other scripts in sprite v]\nset [color v] effect to (0)\nswitch backdrop to (sky v)\nforever\n play sound [TheFatRat+-+Unity v] until done\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (2)\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 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\nwhen I receive [jungle v]\nwait (0.8) seconds\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\nwhen flag clicked\nhide\n\n@ステージ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nswitch costume to (ステージ番号)\n\nwhen I receive [jungle v]\nwait (0.8) seconds\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\nwhen flag clicked\nhide\n\n@Player2\n\nwhen I receive [sea v]\nwait (0.8) seconds\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\nwhen I receive [sea v]\nwait (0.8) seconds\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\nhide\n\n@地形\n\nwhen I receive [sea v]\nwait (0.8) seconds\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [sky v]\nwait (0.8) seconds\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 I receive [sea v]\nwait (0.8) seconds\nswitch costume to (1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n set y to (([sin v] of ((timer) * (360)) ) * (10))\nend\n\nwhen flag clicked\nhide\n\n@Sea\n\nwhen I receive [sea v]\nwait (0.8) seconds\nswitch costume to (コスチューム1 v)\nshow\nset [color v] effect to (0)\nstop [other scripts in sprite v]\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\n\n@泡\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\nwhen I receive [sea v]\nwait (0.8) seconds\nhide\nset size to (100) %\nforever\n wait (0.3) seconds\n go to (player2 v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@地形3\n\nwhen I receive [sea v]\nwait (0.8) seconds\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\nwhen flag clicked\nhide\n\n@2\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\nwhen I receive [sea v]\nhide\nwait (0.8) seconds\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 flag clicked\nhide\n\n@1\n\nwhen I receive [次 v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [前 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [go v]\nif <(costume [number v]) = [1]> then\n switch costume to (kaztdscf7026_tp_v v)\n broadcast (jungle v)\n wait (0.8) seconds\n hide\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (2 v)\n broadcast (Sea v)\n wait (0.8) seconds\n hide\n else\n if <(costume [number v]) = [3]> then\n switch costume to (sky v)\n broadcast (sky v)\n wait (0.8) seconds\n hide\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to (kaztdscf7026_tp_v v)\ngo to x: (0) y: (-50)\nset size to (50) %\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [50]>\n change size by (0.5)\n end\n else\n repeat until <[50] > (size)>\n change size by (-0.5)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n set y to ((([sin v] of ((timer) * (180)) ) * (10)) - (50))\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen I start as a clone\npoint in direction (-90)\ngo to x: (-160) y: (-50)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [100]>\n change size by (3)\n end\n if <mouse down?> then\n broadcast (前 v)\n start sound [ポップ v]\n wait until <not <mouse down?>>\n end\n else\n repeat until <[100] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen I start as a clone\nforever\n set y to ((([sin v] of ((timer) * (180)) ) * (7)) - (50))\nend\n\nwhen I receive [jungle v]\nwait (0.8) seconds\nhide\ndelete this clone\n\nwhen I receive [sea v]\nwait (0.8) seconds\nhide\ndelete this clone\n\nwhen I receive [sky v]\nwait (0.8) seconds\nhide\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (160) y: (-50)\npoint in direction (90)\nset size to (100) %\nshow\ncreate clone of (_myself_ v)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [100]>\n change size by (3)\n end\n if <mouse down?> then\n broadcast (次 v)\n start sound [ポップ v]\n wait until <not <mouse down?>>\n end\n else\n repeat until <[100] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n set y to ((([sin v] of ((timer) * (180)) ) * (7)) - (50))\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <not <(backdrop [number v]) = [2]>> then\n hide\n end\nend\n\n@Cat\n\nwhen flag clicked\nforever\n set y to ((([sin v] of ((timer) * (180)) ) * (5)) + (100))\nend\n\nwhen I receive [jungle v]\nwait (0.8) seconds\nhide\n\nwhen I receive [sea v]\nwait (0.8) seconds\nhide\n\nwhen I receive [sky v]\nwait (0.8) seconds\nhide\n\nwhen flag clicked\ngo to x: (0) y: (100)\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [100]>\n change size by (1)\n end\n else\n repeat until <[100] > (size)>\n change size by (-1)\n end\n end\nend\n\n@スプライト2\n\nwhen I receive [jungle v]\nwait (0.8) seconds\nhide\n\nwhen I receive [sea v]\nwait (0.8) seconds\nhide\n\nwhen I receive [sky v]\nwait (0.8) seconds\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (-145)\npoint in direction (90)\nset size to (100) %\nshow\nwait (0.5) seconds\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [100]>\n change size by (3)\n end\n if <mouse down?> then\n broadcast (GO v)\n end\n else\n repeat until <[100] > (size)>\n change size by (-3)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n set y to ((([sin v] of ((timer) * (180)) ) * (6)) - (145))\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (白 v)\ngo to x: (0) y: (-340)\nrepeat (20)\n change y by (17)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [go v]\ngo to [front v] layer\nswitch costume to (白 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (340)\nshow\ncreate clone of (_myself_ v)\nrepeat (20)\n change y by (-17)\n change [ghost v] effect by (-5)\nend\nbroadcast (メッセージ1 v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@4\n\nwhen flag clicked\nhide\nforever\n go to (random position v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (pick random (100) to (200)) %\nswitch costume to (pick random (1) to (5))\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nset [ああ v] to (pick random (-2) to (2))\nset [brightness v] effect to (pick random (0) to (50))\nrepeat (50)\n turn right (ああ) degrees\n change [ghost v] effect by (-1)\n move (2) steps\nend\nrepeat (50)\n turn right (ああ) degrees\n change [ghost v] effect by (1)\n move (2) steps\nend\ndelete this clone\n\n@Player3\n\nwhen flag clicked\nhide\n\nwhen I receive [sky v]\nwait (0.8) seconds\nset [動いてよろしい? v] to [1]\ngo to [back v] layer\nshow\nset size to (100) %\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]\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 (-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 next costume\n change [xv v] by (1)\n point in direction (90)\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) * (0.9))\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 [-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 (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 [15]\n end\n end\n change y by (1)\n if <<touching (ふわふわ v)?> and <(Yv) < [0]>> then\n set [yv v] to [-1]\n change y by (-1)\n else\n change [yv v] by (-1)\n end\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 broadcast (ステージ切り替え v)\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 set [動いてよろしい? v] to [1]\n end\n end\nend\n\nwhen I receive [sky v]\nwait (0.8) seconds\nforever\n if <touching (地形4 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\n@ふわふわ\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [sky v]\nwait (0.8) seconds\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@スプライト3\n\nwhen flag clicked\nshow\nset size to (250) %\nforever\n create clone of (_myself_ v)\n set x to (0)\n set y to ((([sin v] of ((timer) * (180)) ) * (30)) - (60))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [250]>\n change size by (4)\n end\n else\n repeat until <[250] > (size)>\n change size by (-4)\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I start as a clone\nrepeat (10)\n change x by (-5)\n change [ghost v] effect by (10)\n change [color v] effect by (20)\nend\ndelete this clone\n\n@スプライト4\n\nwhen flag clicked\nshow\nset size to (250) %\nforever\n go to [front v] layer\n set x to (0)\n set y to ((([sin v] of ((timer) * (180)) ) * (20)) - (150))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [250]>\n change size by (4)\n end\n if <mouse down?> then\n start sound [ポップ v]\n wait until <not <mouse down?>>\n broadcast (start v)\n hide\n end\n else\n repeat until <[250] > (size)>\n change size by (-4)\n end\n end\nend\n\n@地形4\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\nhide\n\nwhen I receive [sky v]\nwait (0.8) seconds\nswitch costume to (1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n set y to (([sin v] of ((timer) * (360)) ) * (10))\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\n\n
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☆☆☆☆☆☆☆How to play / 操作方法☆☆☆☆☆☆☆\nuse arrows or tap to play!!\n矢印キーか、タップで操作しよう!!\n☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆\nCat adventure!!\nI've got 550 followers!! Thank you !!\nLet'sGO!!\n\nCatを操作して、冒険しよう!\nあと、フォロワー550人突破 ! ありがとう!!\nいってらっしゃい!!\n★と❤も忘れずにね!!(\n☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆☆
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Duck Obby - A Top Down Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Super_Mario_3D_Land_Music_Title_Sc_\(getmp2 v] until done\nend\n\nwhen I receive [start all v]\nif <(stage) = [1]> then\n switch backdrop to (backdrop1 v)\n play sound [Ripple Field 1 - Kirby's Dream Land 2 v] until done\n forever\n play sound [Ripple Field 1 - Kirby's Dream Land 3 v] until done\n end\nelse\n switch backdrop to (backdrop2 v)\n play sound [Challenge_Stage_-_Kirbys_Return_to_\(getmp2 v] until done\n forever\n play sound [Challenge_Stage_-_Kirbys_Return_to_\(getmp3 v] until done\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nif <(stage) = [1]> then\n switch backdrop to (backdrop1 v)\nelse\n switch backdrop to (backdrop2 v)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nset [speedy v] to [0]\nstart sound [deaht sound v]\nswitch costume to (costume3 v)\nrepeat until <(size) < [100]>\n change size by (-2)\n turn right (10) degrees\nend\ngo to [back v] layer\nrepeat until <(size) < [10]>\n change size by (-2)\n turn right (10) degrees\nend\nbroadcast (respawn v)\n\nwhen I receive [respawn v]\nstart sound [Teleport2 v]\nset [time: v] to [0]\nset [speedy v] to [0]\nreset timer\nshow\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nbroadcast (reset v)\nforever\n point towards (mouse-pointer v)\n turn right (90) degrees\n if <(speedy) = [1]> then\n set [walking v] to [1]\n set [momentum v] to [12]\n else\n if <mouse down?> then\n set [walking v] to [1]\n if <(momentum) < [7]> then\n change [momentum v] by (0.5)\n else\n set [momentum v] to [7]\n end\n else\n set [walking v] to [0]\n if <(momentum) > [0]> then\n change [momentum v] by (-0.5)\n else\n set [momentum v] to [0]\n end\n end\n end\nend\n\nwhen I receive [respawn v]\nset [speedy v] to [0]\nforever\n if <<<key (space v) pressed?> or <(jumping button) > [0]>> and <(size) < [105]>> then\n start sound [Big Boing v]\n set [jump grav v] to [10]\n repeat (21)\n change size by (jump grav)\n change [jump grav v] by (-1)\n end\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nshow\nset size to (100) %\nswitch costume to (costume1 v)\n\nforever\n point towards (mouse-pointer v)\n turn right (90) degrees\n if <(speedy) = [1]> then\n set [walking v] to [1]\n set [momentum v] to [15]\n else\n if <mouse down?> then\n set [walking v] to [1]\n if <(momentum) < [7]> then\n change [momentum v] by (0.5)\n else\n set [momentum v] to [7]\n end\n else\n set [walking v] to [0]\n if <(momentum) > [0]> then\n change [momentum v] by (-0.5)\n else\n set [momentum v] to [0]\n end\n end\n end\nend\n\nwhen I receive [trampoline v]\nset size to (100) %\nstart sound [Big Boing v]\nchange [momentum v] by (5)\nset [jump grav v] to [20]\nrepeat (41)\n change size by (jump grav)\n change [jump grav v] by (-1)\nend\nset size to (100) %\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [respawn v]\nshow\nswitch costume to (costume7 v)\nset [walking v] to [1]\nrepeat (10)\n go to (sprite1 v)\n point in direction ([direction v] of [sprite1 v])\n set size to ([size v] of [sprite1 v]) %\n if <(walking) = [1]> then\n next costume\n next costume\n end\nend\nforever\n go to (sprite1 v)\n point in direction ([direction v] of [sprite1 v])\n set size to ([size v] of [sprite1 v]) %\n if <(walking) = [1]> then\n next costume\n next costume\n end\n if <<<<touching (sprite4 v)?> and <([costume # v] of [sprite4 v]) = ((stage) * (2))>> and <not <touching (sprite5 v)?>>> and <([size v] of [sprite1 v]) < [101]>> then\n broadcast (death v)\n hide\n stop [this script v]\n end\n if <<<<touching (sprite5 v)?> and <([costume # v] of [sprite5 v]) = ((stage) * (2))>> and <not <touching (sprite4 v)?>>> and <([size v] of [sprite1 v]) < [101]>> then\n broadcast (death v)\n hide\n stop [this script v]\n end\n if <<not <touching (sprite3 v)?>> and <<not <touching (sprite4 v)?>> and <<not <touching (sprite5 v)?>> and <([size v] of [sprite1 v]) < [101]>>>> then\n broadcast (death v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nforever\n go to (sprite1 v)\n point in direction ([direction v] of [sprite1 v])\n set size to ([size v] of [sprite1 v]) %\n switch costume to (costume7 v)\nend\n\n\n broadcast (death v)\n hide\n stop [this script v]\nend\n\nwhen I receive [play v]\nshow\ngo to (sprite1 v)\npoint in direction ([direction v] of [sprite1 v])\ngo [backward v] (2) layers\nset size to ([size v] of [sprite1 v]) %\nswitch costume to (costume7 v)\nset [momentum v] to [0]\nif <(stage) > [1]> then\n broadcast (countdown v) and wait\nend\nwait (0) seconds\nbroadcast (start all v)\nbroadcast (respawn v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [respawn v]\ngo to x: (975) y: (0)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nglide (0.5) secs to x: (-1127) y: (697)\n\nwhen I receive [play v]\nhide\nset size to (100) %\nswitch costume to (costume2 v)\nset size to (500) %\nswitch costume to (join [stage] (stage))\ngo to x: (975) y: (0)\ngo to [back v] layer\nset rotation style [don't rotate v]\nshow\nforever\n point in direction ([direction v] of [sprite1 v])\n turn right (90) degrees\n move (momentum) steps\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ndefine change1\nrepeat (2)\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (0.2) seconds\nend\nswitch costume to (join [stage] (join (stage) [b]))\n\ndefine change2\nrepeat (2)\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (0.2) seconds\nend\nswitch costume to (join [stage] (join (stage) [a]))\n\nwhen I receive [platforms v]\nhide\nset size to (100) %\nswitch costume to (costume2 v)\nset size to (500) %\nswitch costume to (join [stage] (join (stage) [a]))\ngo to x: (0) y: (0)\ngo to [back v] layer\nset rotation style [don't rotate v]\nshow\nforever\n go to (sprite3 v)\nend\n\nwhen I receive [start all v]\nswitch costume to (join [stage] (join (stage) [a]))\nforever\n wait (1) seconds\n change1\n wait (1) seconds\n change2\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nbroadcast (platforms v)\nswitch costume to (join [stage] (join (stage) [a]))\nforever\n wait (1) seconds\n change1\n wait (1) seconds\n change2\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ndefine change1\nrepeat (2)\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (0.2) seconds\nend\nswitch costume to (join [stage] (join (stage) [b]))\n\ndefine change2\nrepeat (2)\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (0.2) seconds\nend\nswitch costume to (join [stage] (join (stage) [a]))\n\nwhen I receive [platforms v]\nhide\nset size to (100) %\nswitch costume to (costume3 v)\nset size to (500) %\nswitch costume to (join [stage] (join (stage) [b]))\ngo to x: (0) y: (0)\ngo to [back v] layer\nset rotation style [don't rotate v]\nshow\nforever\n go to (sprite3 v)\nend\n\nwhen I receive [start all v]\nswitch costume to (join [stage] (join (stage) [b]))\nforever\n wait (1) seconds\n change2\n wait (1) seconds\n change1\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nbroadcast (platforms v)\nswitch costume to (join [stage] (join (stage) [b]))\nforever\n wait (1) seconds\n change2\n wait (1) seconds\n change1\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nplay sound [Triumph v] until done\nstop [all v]\n\nwhen I receive [play v]\nshow\nset size to (100) %\nswitch costume to (costume2 v)\nset size to (500) %\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (3) layers\nset rotation style [don't rotate v]\nrepeat (10)\n go to (sprite3 v)\nend\nrepeat until <touching (sprite2 v)?>\n go to (sprite3 v)\nend\nbroadcast (win v)\nforever\n go to (sprite3 v)\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nset size to (100) %\nswitch costume to (costume2 v)\nset size to (500) %\nswitch costume to (join [stage] (stage))\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (3) layers\nset rotation style [don't rotate v]\nrepeat (10)\n go to (sprite3 v)\nend\nforever\n go to (sprite3 v)\n if <<touching (sprite2 v)?> and <([size v] of [sprite1 v]) < [105]>> then\n broadcast (trampoline v)\n end\nend\n\n@Sprite7\n\n@Sprite8\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (90)\nshow\nforever\n glide (1) secs to x: (0) y: (70)\n glide (1) secs to x: (0) y: (90)\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nshow\nforever\n glide (1) secs to x: (0) y: (-110)\n glide (1) secs to x: (0) y: (-100)\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\nwhen this sprite clicked\nset [stage v] to [1]\nif <(mouse x) > [0]> then\n set [stage v] to [2]\nend\nbroadcast (play v)\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nset size to (100) %\nswitch costume to (costume2 v)\nset size to (500) %\nswitch costume to (join [stage] (stage))\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (3) layers\nset rotation style [don't rotate v]\nrepeat (10)\n go to (sprite3 v)\nend\nbroadcast (speed thinge v)\nforever\n go to (sprite3 v)\nend\n\nwhen I receive [speed thinge v]\nforever\n if <<touching (sprite2 v)?> and <([size v] of [sprite1 v]) < [105]>> then\n start sound [Ricochet v]\n set [speedy v] to [1]\n wait until <not <touching (sprite2 v)?>>\n wait (1) seconds\n set [speedy v] to [0]\n end\nend\n\n@3/2/1\n\nwhen I receive [countdown v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nrepeat (3)\n start sound [Collect v]\n go to [front v] layer\n clear graphic effects\n show\n go to [front v] layer\n wait (0.5) seconds\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n next costume\nend\nstart sound [Collect2 v]\ngo to [front v] layer\nclear graphic effects\nshow\nwait (0.5) seconds\nrepeat (4)\n go to [front v] layer\n change [ghost v] effect by (25)\nend\nnext costume\nhide\n\nwhen flag clicked\nhide\n\n@Sprite13\n\nwhen flag clicked\nset [time: v] to [0]\nhide variable [time: v]\nhide variable [your time: v]\nhide variable [☁ world record \(challenge\): v]\n\nwhen I receive [start all v]\nif <(stage) > [1]> then\n reset timer\n show variable [time: v]\n forever\n set [time: v] to (timer)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nif <(stage) > [1]> then\n hide variable [time: v]\n set [your time: v] to (Time:)\n show variable [your time: v]\n if <(stage) = [2]> then\n show variable [☁ world record \(challenge\): v]\n if <<(Your Time:) < (☁ World Record \(Challenge\):)> and <(Your Time:) > [20]>> then\n start sound [Clapping v]\n set [☁ world record \(challenge\): v] to (Your Time:)\n end\n end\nend\n\n@dumb ad\n\nwhen flag clicked\nif <(ad) = [1]> then\n go to x: (0) y: (0)\n show\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [ad v] to [0]\n stop [other scripts in sprite v]\n glide (0.2) secs to x: (180) y: (0)\n hide\nelse\n hide\nend\n\nset [ad v] to [1]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n glide (1) secs to x: (0) y: (-5)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@boing button\n\nwhen I receive [play v]\nif <(mobile controls) = [1]> then\n set [jumping button v] to [0]\n show\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (-10)\n set [ghost v] effect to (70)\n set [jumping button v] to [1]\n else\n set [brightness v] effect to (0)\n set [ghost v] effect to (50)\n set [jumping button v] to [0]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite14\n\nwhen flag clicked\nset [mobile controls v] to [0]\nswitch costume to (join [costume] (mobile controls))\ngo to x: (0) y: (-5)\nshow\nforever\n glide (1) secs to x: (0) y: (0)\n glide (1) secs to x: (0) y: (-5)\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\nwhen this sprite clicked\nset [mobile controls v] to ((1) - (mobile controls))\nswitch costume to (join [costume] (mobile controls))\n\n
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The Ninja Squad 5 || A Mobile Friendly Platformer #games #all
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@Stage\n\nwhen I receive [start v]\nset volume to (100) %\nforever\n play sound [Ninja Music v] until done\nend\n\nwhen I receive [boss appears!!!!! v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nstop [other scripts in sprite v]\nset volume to (100) %\nwait (1) seconds\nforever\n play sound [RoboBrood Battle Extended \(mp3cut v] until done\n wait (1) seconds\nend\n\nwhen I receive [boss killed v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nstop [other scripts in sprite v]\n\n@Red Ninja\n\nwhen I receive [boss fight hit taken v]\nif <(which ninja?) = [1]> then\n change [player health v] by (-1)\n repeat (3)\n repeat (10)\n change [brightness v] effect by (7)\n end\n repeat (10)\n change [brightness v] effect by (-7)\n end\n end\n clear graphic effects\nend\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [play game v]\nforever\n if <<touching (lava v)?> or <touching (light v)?>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [which ninja? v] to [1]\nset [level deaths v] to [0]\nset [equipped? v] to [0]\nhide\n\nwhen I receive [play game v]\nbroadcast (Next v)\nReset Level\nforever\n if <(in cutscene?) = [0]> then\n if <(equipped?) > [1]> then\n set [equipped? v] to [0]\n end\n if <(jump boost on/off) > [1]> then\n set [jump boost on/off v] to [0]\n end\n if <(which ninja?) = [1]> then\n show\n if <key (r v) pressed?> then\n Reset Level\n broadcast (Next v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n change [turn v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change [x v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(equipped?) = [1]> then\n set [y v] to [15]\n else\n set [y v] to [12]\n end\n end\n end\n change y by (1)\n if <<<touching (spikes v)?> or <<<touching (long grass v)?> or <touching (water v)?>> or <touching (darkness v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [jump boost on/off v] to [0]\n if <(which ninja?) = [2]> then\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n else\n if <(which ninja?) = [3]> then\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n else\n if <(which ninja?) = [4]> then\n go to x: ([x position v] of [black ninja v]) y: ([y position v] of [black ninja v])\n else\n go to x: ([x position v] of [light ninja v]) y: ([y position v] of [light ninja v])\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(boss fight?) = [0]> then\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(boss fight?) = [0]> then\n if <key (space v) pressed?> then\n broadcast (Jump Boost v)\n wait until <not <key (space v) pressed?>>\n end\n else\n set [jump boost on/off v] to [0]\n set [equipped? v] to [0]\n end\nend\n\nwhen I receive [jump boost v]\nchange [equipped? v] by (1)\nchange [jump boost on/off v] by (1)\n\nwhen I receive [play game v]\nforever\n if <key (s v) pressed?> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [die v]\nif <(which ninja?) = [1]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [skip v]\nif <(allowed to skip) = [1]> then\n change [level v] by (1)\n set [level deaths v] to [0]\n Reset Level\n broadcast (Next v)\n wait until <not <key (s v) pressed?>>\nend\n\nwhen I receive [boss appears!!!!! v]\nwait (0.5) seconds\ngo to x: (-180) y: (-68)\npoint in direction (90)\n\nwhen I receive [boss fight red v]\nshow\nclear graphic effects\ngo to x: (-180) y: (-68)\nforever\n if <(which ninja?) = [1]> then\n if <touching (boss v)?> then\n broadcast (Boss Fight Hit Taken v)\n wait (2.5) seconds\n end\n end\nend\n\nwhen I receive [boss fight die v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Green Ninja\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [play game v]\nset [equipped? v] to [0]\nReset Level\nforever\n if <(in cutscene?) = [0]> then\n if <(equipped?) > [1]> then\n set [equipped? v] to [0]\n end\n if <(speed boost on/off) > [1]> then\n set [speed boost on/off v] to [0]\n end\n if <(which ninja?) = [2]> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(equipped?) = [1]> then\n change [x v] by (1.3)\n change [turn v] by (1.3)\n else\n change [x v] by (.9)\n change [turn v] by (.9)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(equipped?) = [1]> then\n change [x v] by (-1.3)\n change [turn v] by (-1.3)\n else\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change [x v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <(boss fight?) = [0]> then\n if <<<touching (spikes v)?> or <<<touching (lava v)?> or <touching (water v)?>> or <touching (darkness v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [speed boost on/off v] to [0]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n if <(which ninja?) = [3]> then\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n else\n if <(which ninja?) = [4]> then\n go to x: ([x position v] of [black ninja v]) y: ([y position v] of [black ninja v])\n else\n go to x: ([x position v] of [light ninja v]) y: ([y position v] of [light ninja v])\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(boss fight?) = [0]> then\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [2]> then\n if <(boss fight?) = [0]> then\n if <key (space v) pressed?> then\n broadcast (Speed Boost v)\n wait until <not <key (space v) pressed?>>\n end\n else\n set [speed boost on/off v] to [0]\n set [equipped? v] to [0]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (long grass v)?> or <touching (light v)?>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen I receive [speed boost v]\nchange [equipped? v] by (1)\nchange [speed boost on/off v] by (1)\n\nwhen I receive [die v]\nif <(which ninja?) = [2]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [skip v]\nif <(allowed to skip) = [1]> then\n Reset Level\nend\n\nwhen I receive [transition v]\nwait (0.5) seconds\ngo to x: (-180) y: (-68)\npoint in direction (90)\n\nwhen I receive [boss fight green v]\nshow\nclear graphic effects\ngo to x: (-180) y: (-68)\nforever\n if <(which ninja?) = [2]> then\n if <touching (boss v)?> then\n broadcast (Boss Fight Hit Taken v)\n wait (2.5) seconds\n end\n if <(y position) < [-188]> then\n Reset Level\n broadcast (Boss Fight Hit Taken v)\n end\n end\nend\n\nwhen I receive [boss fight hit taken v]\nif <(which ninja?) = [2]> then\n change [player health v] by (-1)\n repeat (3)\n repeat (10)\n change [brightness v] effect by (7)\n end\n repeat (10)\n change [brightness v] effect by (-7)\n end\n end\n clear graphic effects\nend\n\nwhen I receive [boss fight die v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Blue Ninja\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset size to (80) %\nset [equipped? v] to [0]\nReset Level\nforever\n if <(in cutscene?) = [0]> then\n if <(equipped?) > [1]> then\n change y by (10)\n set size to (80) %\n set [equipped? v] to [0]\n end\n if <(shrink boost on/off) > [1]> then\n set [shrink boost on/off v] to [0]\n end\n if <(which ninja?) = [3]> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(shrink boost on/off) = [0]> then\n change [x v] by (.9)\n change [turn v] by (.9)\n else\n change [x v] by (.7)\n change [turn v] by (.7)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(shrink boost on/off) = [0]> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n else\n change [x v] by (-.7)\n change [turn v] by (-.7)\n end\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change [x v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <(boss fight?) = [0]> then\n if <(shrink boost on/off) = [0]> then\n if <<<touching (spikes v)?> or <<<touching (lava v)?> or <touching (long grass v)?>> or <touching (darkness v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n if <<<touching (spikes v)?> or <<<touching (lava v)?> or <touching (long grass v)?>> or <touching (darkness v)?>>> or <(y position) < [-177]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n end\n end\n else\n hide\n set size to (80) %\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [shrink boost on/off v] to [0]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n if <(which ninja?) = [2]> then\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n else\n if <(which ninja?) = [4]> then\n go to x: ([x position v] of [black ninja v]) y: ([y position v] of [black ninja v])\n else\n go to x: ([x position v] of [light ninja v]) y: ([y position v] of [light ninja v])\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(boss fight?) = [0]> then\n if <(which ninja?) = [3]> then\n if <key (space v) pressed?> then\n broadcast (Shrink v)\n wait until <not <key (space v) pressed?>>\n end\n end\n else\n set [shrink boost on/off v] to [0]\n set [equipped? v] to [0]\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(boss fight?) = [0]> then\n if <(shrink boost on/off) = [0]> then\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n else\n if <(x position) > [236]> then\n go to x: (-238) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (water v)?> or <touching (light v)?>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen I receive [die v]\nif <(which ninja?) = [3]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [play game v]\nforever\n if <(shrink boost on/off) = [0]> then\n set size to (80) %\n else\n set size to (35) %\n end\nend\n\nwhen I receive [shrink v]\nchange [equipped? v] by (1)\nchange [shrink boost on/off v] by (1)\n\nwhen I receive [skip v]\nif <(allowed to skip) = [1]> then\n Reset Level\nend\n\nwhen I receive [transition v]\ngo to x: (-180) y: (-68)\npoint in direction (90)\n\nwhen I receive [boss fight die v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [boss fight blue v]\nshow\nclear graphic effects\ngo to x: (-180) y: (0)\nforever\n if <(which ninja?) = [3]> then\n if <<touching (boss v)?> and <not <([costume name v] of [boss v]) = [Warning]>>> then\n broadcast (Boss Fight Hit Taken v)\n wait (2.5) seconds\n end\n if <(y position) < [-188]> then\n Reset Level\n broadcast (Boss Fight Hit Taken v)\n end\n end\nend\n\nwhen I receive [boss fight hit taken v]\nif <(which ninja?) = [3]> then\n change [player health v] by (-1)\n repeat (3)\n repeat (10)\n change [brightness v] effect by (7)\n end\n repeat (10)\n change [brightness v] effect by (-7)\n end\n end\n clear graphic effects\nend\n\nwhen I receive [transition v]\nwait (0.5) seconds\ngo to x: (-180) y: (0)\npoint in direction (90)\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Black Ninja\n\nwhen I receive [play game v]\nforever\n if <<<touching (lava v)?> or <touching (long grass v)?>> or <<touching (water v)?> or <touching (darkness v)?>>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nReset Level\nhide\nforever\n if <(in cutscene?) = [0]> then\n if <(which ninja?) = [4]> then\n show\n if <key (r v) pressed?> then\n Reset Level\n broadcast (Next v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n change [turn v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change [x v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <(boss fight?) = [0]> then\n if <<<touching (spikes v)?> or <(y position) < [-188]>> or <touching (light v)?>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [black weapon v] to [sword]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n if <(which ninja?) = [2]> then\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n else\n if <(which ninja?) = [3]> then\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n else\n go to x: ([x position v] of [light ninja v]) y: ([y position v] of [light ninja v])\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(boss fight?) = [0]> then\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n end\nend\n\ndefine Reset Level\nif <(boss fight?) = [0]> then\n go to x: (-180) y: (0)\nelse\n go to x: (0) y: (100)\nend\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [die v]\nset [death x v] to (x position)\nset [death y v] to (y position)\nReset Level\nstop [this script v]\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [4]> then\n if <(boss fight?) = [0]> then\n if <key (space v) pressed?> then\n broadcast (Change Black Weapon v)\n wait until <not <key (space v) pressed?>>\n end\n else\n set [black weapon v] to [star]\n end\n end\nend\n\nwhen I receive [skip v]\nif <(allowed to skip) = [1]> then\n Reset Level\nend\n\nwhen I receive [boss fight die v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [boss fight hit taken v]\nif <(which ninja?) = [4]> then\n change [player health v] by (-1)\n repeat (3)\n repeat (10)\n change [brightness v] effect by (7)\n end\n repeat (10)\n change [brightness v] effect by (-7)\n end\n end\n clear graphic effects\nend\n\nwhen I receive [boss fight black v]\nshow\nclear graphic effects\ngo to x: (0) y: (120)\nforever\n if <(which ninja?) = [4]> then\n if <<touching (boss v)?> or <touching (light v)?>> then\n broadcast (Boss Fight Hit Taken v)\n wait (2.5) seconds\n end\n if <(y position) < [-188]> then\n Reset Level\n broadcast (Boss Fight Hit Taken v)\n end\n end\nend\n\nwhen I receive [transition v]\nwait (0.5) seconds\ngo to x: (0) y: (120)\npoint in direction (90)\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Light Ninja\n\nwhen flag clicked\ngo to x: (122) y: (7)\npoint in direction (90)\nhide\n\nwhen I receive [play game v]\nReset Level\nhide\nforever\n if <(in cutscene?) = [0]> then\n if <(equipped?) > [1]> then\n set [equipped? v] to [0]\n end\n if <(light boost on/off) > [1]> then\n set [light boost on/off v] to [0]\n end\n if <(which ninja?) = [5]> then\n show\n if <key (r v) pressed?> then\n Reset Level\n broadcast (Next v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n change [turn v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change [x v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <(boss fight?) = [0]> then\n if <<<touching (spikes v)?> or <(y position) < [-188]>> or <<<touching (lava v)?> or <touching (long grass v)?>> or <<touching (water v)?> or <touching (darkness v)?>>>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [light boost on/off v] to [0]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n if <(which ninja?) = [2]> then\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n else\n if <(which ninja?) = [3]> then\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n else\n go to x: ([x position v] of [black ninja v]) y: ([y position v] of [black ninja v])\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(boss fight?) = [0]> then\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n end\nend\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [die v]\nset [death x v] to (x position)\nset [death y v] to (y position)\nReset Level\nstop [this script v]\n\nwhen I receive [play game v]\nforever\n if <touching (light v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen I receive [skip v]\nif <(allowed to skip) = [1]> then\n Reset Level\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [5]> then\n if <(boss fight?) = [0]> then\n if <key (space v) pressed?> then\n broadcast (Light Boost v)\n wait until <not <key (space v) pressed?>>\n end\n else\n set [light boost on/off v] to [0]\n set [equipped? v] to [0]\n end\n end\nend\n\nwhen I receive [light boost v]\nchange [equipped? v] by (1)\nchange [light boost on/off v] by (1)\n\nwhen I receive [transition v]\ngo to x: (-180) y: (-68)\npoint in direction (90)\n\nwhen I receive [boss fight die v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [boss fight light v]\nshow\nclear graphic effects\ngo to x: (-180) y: (-68)\nforever\n if <(which ninja?) = [5]> then\n if <<touching (boss v)?> or <touching (darkness v)?>> then\n broadcast (Boss Fight Hit Taken v)\n wait (2.5) seconds\n end\n end\nend\n\nwhen I receive [boss fight hit taken v]\nif <(which ninja?) = [5]> then\n change [player health v] by (-1)\n repeat (3)\n repeat (10)\n change [brightness v] effect by (7)\n end\n repeat (10)\n change [brightness v] effect by (-7)\n end\n end\n clear graphic effects\nend\n\nwhen I receive [transition v]\nwait (0.5) seconds\ngo to x: (-180) y: (-68)\npoint in direction (90)\n\nwhen I receive [transition v]\nif <(TRANSITION) = [killed]> then\n Reset Level\nend\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Light Boost\n\nwhen flag clicked\nshow\ncreate clone of (_myself_ v)\nforever\n set [ghost v] effect to (50)\n set size to ((200) + ((10) * ([sin v] of (((timer) - (50)) * (200)) ))) %\n broadcast (Go to Light Ninja v)\n go to [back v] layer\n if <<(which ninja?) = [5]> and <(light boost on/off) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n set size to ((230) + ((10) * ([sin v] of (((timer) - (50)) * (200)) ))) %\n go to [back v] layer\n if <<(which ninja?) = [5]> and <(light boost on/off) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [go to light ninja v]\ngo to (light ninja v)\n\nwhen I receive [cutscene v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo [backward v] (7) layers\nforever\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [transition v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nif <(TRANSITION) = [red]> then\n switch costume to (boss fight level1 v)\nelse\n if <(TRANSITION) = [green]> then\n switch costume to (boss fight level2 v)\n else\n if <(TRANSITION) = [blue]> then\n switch costume to (boss fight level3 v)\n else\n if <(TRANSITION) = [black]> then\n switch costume to (boss fight level4 v)\n else\n if <(TRANSITION) = [light]> then\n switch costume to (boss fight level5 v)\n else\n switch costume to (after boss v)\n end\n end\n end\n end\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Invisible Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [back v] layer\nforever\n show\n switch costume to (level)\n if <<<touching (red ninja v)?> or <touching (green ninja v)?>> or <<touching (blue ninja v)?> or <<touching (black ninja v)?> or <touching (light ninja v)?>>>> then\n broadcast (Die v)\n end\n if <(light boost on/off) = [1]> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (level)\nend\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Skip\n\nwhen I receive [next v]\nhide\ngo to [front v] layer\nset [level deaths v] to [0]\nset [allowed to skip v] to [0]\nforever\n if <(level) < [1111111111]> then\n if <(level deaths) > [4]> then\n show\n set [allowed to skip v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [die v]\nstart sound [Punch Sound Effect v]\nif <not <(is clone?) = [1]>> then\n repeat (2)\n Particles\n end\nend\n\nwhen I start as a clone\nif <(which ninja?) = [1]> then\n switch costume to (pick random (1) to (3))\nelse\n if <(which ninja?) = [2]> then\n switch costume to (pick random (4) to (6))\n else\n if <(which ninja?) = [3]> then\n switch costume to (pick random (7) to (9))\n else\n if <(which ninja?) = [4]> then\n switch costume to (pick random (10) to (12))\n else\n switch costume to (pick random (13) to (15))\n end\n end\n end\nend\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (death x) y: (death y)\nshow\nset [x v] to (pick random (-10) to (10))\nset [y v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n set x to ((x position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n set y to ((y position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime die v]\nstart sound [Punch Sound Effect v]\nif <not <(is clone?) = [1]>> then\n repeat (2)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (((monster cost) * (2)) - (1)) to ((monster cost) * (2)))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (slime death x) y: (slime death y)\nshow\nset [x v] to (pick random (-10) to (10))\nset [y v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n set x to ((x position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n set y to ((y position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@Change Explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nstart sound [BOOM!!!!! v]\nswitch costume to (exploding a v)\nshow\ngo to [front v] layer\nset size to (500) %\ngo to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\nrepeat (13)\n next costume\n wait (0.00000001) seconds\nend\nhide\nstop [this script v]\n\n@Switch Ninja\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) > [5]> then\n set [which ninja? v] to [1]\n end\nend\n\nwhen I receive [play game v]\nset [switch in progress v] to [0]\nshow\ngo to [front v] layer\ngo to x: (195) y: (-145)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(switch in progress) = [0]> then\n set [switch in progress v] to [1]\n broadcast (Switch v)\n change [which ninja? v] by (1)\n wait until <not <mouse down?>>\n set [switch in progress v] to [0]\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <key (z v) pressed?> then\n if <(switch in progress) = [0]> then\n set [switch in progress v] to [1]\n broadcast (Switch v)\n change [which ninja? v] by (1)\n wait until <not <key (z v) pressed?>>\n set [switch in progress v] to [0]\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Jump Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (-170) y: (-155)\nset [jump boost on/off v] to [0]\nforever\n if <(which ninja?) = [1]> then\n show\n switch costume to (jump boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Jump Boost v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Speed Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (-170) y: (-155)\nset [speed boost on/off v] to [0]\nforever\n if <(which ninja?) = [2]> then\n show\n switch costume to (speed boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Speed Boost v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Shrink Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo to x: (-170) y: (-155)\nset [shrink boost on/off v] to [0]\nforever\n if <(which ninja?) = [3]> then\n show\n switch costume to (shrink boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [3]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Shrink v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Weapon button\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo to x: (-170) y: (-155)\nset [black weapon v] to [sword]\nforever\n if <(which ninja?) = [4]> then\n show\n switch costume to (black weapon)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [4]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Change Black Weapon v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [change black weapon v]\nif <(black weapon) = [sword]> then\n set [black weapon v] to [star]\nelse\n set [black weapon v] to [sword]\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Light Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo to x: (-170) y: (-155)\nset [black weapon v] to [sword]\nforever\n if <(which ninja?) = [5]> then\n show\n switch costume to (light boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [5]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Light Boost v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Sword\n\nwhen flag clicked\nset [direction of sword v] to [right]\npoint in direction (90)\nset size to (80) %\nhide\n\nwhen I receive [play game v]\nshow\nswitch costume to (1 v)\nforever\n broadcast (Sword v)\nend\n\nwhen I receive [sword v]\nforever\n if <(which ninja?) = [1]> then\n go to (red ninja v)\n else\n if <(which ninja?) = [2]> then\n go to (green ninja v)\n else\n if <(which ninja?) = [3]> then\n go to (blue ninja v)\n else\n if <(which ninja?) = [4]> then\n go to (black ninja v)\n else\n go to (light ninja v)\n end\n end\n end\n end\n if <not <(black weapon) = [star]>> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <(brightness on?) = [0]>>> then\n if <(attack in progress) = [0]> then\n switch costume to (1 v)\n set [direction of sword v] to [right]\n else\n set [direction of sword v] to [right]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(brightness on?) = [0]>>> then\n if <(attack in progress) = [0]> then\n switch costume to (9 v)\n set [direction of sword v] to [left]\n else\n set [direction of sword v] to [left]\n end\n end\n if <(shrink boost on/off) = [1]> then\n set size to (40) %\n else\n set size to (80) %\n end\n else\n hide\n end\nend\n\nwhen [t v] key pressed\nif <not <(black weapon) = [star]>> then\n if <(cutscene?) = [0]> then\n if <(attack in progress) = [0]> then\n broadcast (Attack v) and wait\n end\n end\nend\n\nwhen I receive [attack v]\nset [attack in progress v] to [1]\nif <(attack in progress) = [1]> then\n repeat (7)\n next costume\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <(direction of sword) = [right]> then\n switch costume to (1 v)\nelse\n switch costume to (9 v)\nend\nset [attack in progress v] to [0]\nset [ghost v] effect to (0)\nwait until <not <key (t v) pressed?>>\n\nwhen I receive [boss fight die v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [transition v]\nclear graphic effects\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Ninja Star\n\nwhen I receive [play game v]\nshow\nset [black? v] to [1]\nforever\n broadcast (Star v)\nend\n\nwhen flag clicked\nset [black? v] to [0]\nset [throw in progress v] to [0]\nhide\n\nwhen I receive [star v]\nif <(black weapon) = [star]> then\n show\n forever\n if <(throw in progress) = [0]> then\n go to x: (([x position v] of [black ninja v]) + (5)) y: (([y position v] of [black ninja v]) - (5))\n end\n end\nelse\n hide\nend\n\nwhen [f v] key pressed\nif <(black weapon) = [star]> then\n if <(throw in progress) = [0]> then\n if <(black?) = [1]> then\n broadcast (Throw v)\n end\n end\nend\n\nwhen I receive [throw v]\nset [throw in progress v] to [1]\nrepeat until <<<touching (_edge_ v)?> or <touching (level v)?>> or <touching (boss v)?>>\n change x by (10)\n turn right (15) degrees\nend\nset [throw in progress v] to [0]\n\nwhen I receive [transition v]\nclear graphic effects\n\nwhen I receive [boss fight die v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nbroadcast (Delete Clones v) and wait\nif <(level) = [7]> then\n Clone [40] [-40] [1]\nelse\n if <(level) = [9]> then\n Clone [140] [-40] [3]\n Clone [200] [-40] [4]\n else\n if <(level) = [10]> then\n Clone [200] [70] [2]\n else\n if <(level) = [15]> then\n Clone [40] [-40] [1]\n else\n if <(level) = [19]> then\n Clone [140] [45] [3]\n else\n if <(level) = [21]> then\n Clone [60] [-40] [1]\n Clone [150] [-40] [2]\n else\n if <(level) = [22]> then\n Clone [130] [130] [3]\n Clone [240] [130] [4]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [die v]\nbroadcast (Delete Clones v) and wait\nif <(level) = [7]> then\n Clone [40] [-40] [1]\nelse\n if <(level) = [9]> then\n Clone [140] [-40] [3]\n Clone [200] [-40] [4]\n else\n if <(level) = [10]> then\n Clone [200] [70] [2]\n else\n if <(level) = [15]> then\n Clone [40] [-40] [1]\n else\n if <(level) = [19]> then\n Clone [140] [45] [3]\n else\n if <(level) = [21]> then\n Clone [60] [-40] [1]\n Clone [150] [-40] [2]\n else\n if <(level) = [22]> then\n Clone [130] [130] [3]\n Clone [240] [130] [4]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nrepeat until <<<touching (sword v)?> or <touching (ninja star v)?>> or <(y position) < [-184]>>\n change [y v] by (-1)\n if <([x position v] of [black ninja v]) < (x position)> then\n change [x v] by ((monster speed) * (-1))\n point in direction (90)\n else\n change [x v] by (monster speed)\n point in direction (-90)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <([y position v] of [black ninja v]) > ((y position) + (15))> then\n set [y v] to (monster WJ height)\n if <([abs v] of (x) ) = (x)> then\n set [x v] to ((monster WJ speed) * (-1))\n else\n set [x v] to (monster WJ speed)\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<([y position v] of [black ninja v]) > ((y position) + (15))> and <touching (level v)?>> then\n set [y v] to (monster jump height)\n end\n change y by (1)\n if <<<touching (red ninja v)?> or <touching (green ninja v)?>> or <<touching (blue ninja v)?> or <<touching (black ninja v)?> or <touching (light ninja v)?>>>> then\n if <(boss fight?) = [0]> then\n change [level deaths v] by (1)\n broadcast (Die v)\n else\n broadcast (Boss Fight Hit Taken v)\n set [enemy hit? v] to [1]\n delete this clone\n end\n end\nend\nset [slime death x v] to (x position)\nset [slime death y v] to (y position)\nset [monster cost v] to (costume [number v])\nset [enemy hit? v] to [1]\nbroadcast (Slime Die v)\ndelete this clone\n\nwhen I receive [delete clones v]\ndelete this clone\n\ndefine Clone (x) (y) (monster)\ngo to x: (x) y: (y)\nif <(monster) = [1]> then\n switch costume to (1 v)\n monster stats [.6] [12] [5] [8]\nelse\n if <(monster) = [2]> then\n switch costume to (2 v)\n monster stats [.9] [12] [5] [8]\n else\n if <(monster) = [3]> then\n switch costume to (3 v)\n monster stats [.6] [15] [5] [10]\n else\n switch costume to (4 v)\n monster stats [.6] [12] [8] [15]\n end\n end\nend\ncreate clone of (_myself_ v)\n\ndefine monster stats (speed) (jump height) (wj speed) (wj height)\nset [monster speed v] to (speed)\nset [monster jump height v] to (jump height)\nset [monster wj speed v] to (wj speed)\nset [monster wj height v] to (wj height)\n\nwhen I receive [spawn monster boss fight v]\nClone (BOSS FIGHT MONSTER SPAWN X) (BOSS FIGHT MONSTER SPAWN Y) (BOSS FIGHT MONSTER SPAWN TYPE)\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss fight die v]\ndelete this clone\n\n@Attack\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo to x: (110) y: (-140)\nforever\n go to [front v] layer\n go [backward v] (3) layers\n if <(black weapon) = [sword]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(attack in progress) = [0]> then\n broadcast (Attack v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Throw\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo to x: (110) y: (-140)\nforever\n go to [front v] layer\n if <(black weapon) = [star]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(throw in progress) = [0]> then\n broadcast (Throw v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [transition v]\nif <(TRANSITION) = [red]> then\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (boss fight v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nelse\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\nend\n\n@Long Grass\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [transition v]\nif <(TRANSITION) = [green]> then\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (boss fight v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nelse\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [transition v]\nif <(TRANSITION) = [blue]> then\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (boss fight v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nelse\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\nend\n\n@Darkness\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [transition v]\nif <(TRANSITION) = [black]> then\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (boss fight black v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nelse\n if <(TRANSITION) = [light]> then\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (boss fight light v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n else\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [transition v]\nif <(TRANSITION) = [black]> then\n go to [back v] layer\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (boss fight black v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nelse\n if <(TRANSITION) = [light]> then\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (boss fight light v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n else\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\n@Boss\n\nwhen flag clicked\nset [boss fight? v] to [0]\nset [boss vulnerable? v] to [0]\ngo to x: (135) y: (80)\nhide\n\nwhen I receive [play game v]\nswitch costume to (boss v)\npoint in direction (90)\nwait (0.1) seconds\nwait until <(level) > [24]>\nshow\nbroadcast (Boss Appears!!!!! v)\nwait (4) seconds\nbroadcast (Boss Talks v)\n\ndefine Clone (id)\nset [clone v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [boss fight red v]\ngo to [front v] layer\nwait (1) seconds\nset [in cutscene? v] to [1]\nbroadcast (Red Ninja v) and wait\nset [in cutscene? v] to [0]\nwait (1) seconds\nshow\nswitch costume to (boss angry v)\npoint in direction (0)\ngo to x: (266) y: (120)\nrepeat until <(x position) < [-265]>\n change x by (-10)\nend\nhide\nwait (1) seconds\nshow\npoint in direction (180)\ngo to x: (-266) y: (-40)\nrepeat until <(x position) > [265]>\n change x by (10)\nend\nhide\nwait (1) seconds\nshow\npoint in direction (-90)\ngo to x: (-130) y: (206)\nrepeat until <(y position) < [-205]>\n change y by (-10)\nend\nhide\nwait (1) seconds\nshow\npoint in direction (90)\ngo to x: (150) y: (-206)\nrepeat until <(y position) > [205]>\n change y by (10)\nend\nhide\nwait (1) seconds\nswitch costume to (boss v)\nshow\ngo to x: (50) y: (206)\nrepeat until <(y position) < [94]>\n change y by (-3)\nend\ngo to x: (50) y: (91)\nwait (0.5) seconds\nSay One Line [Haha, not bad...]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait (1) seconds\nshow\ngo to x: (170) y: (206)\nrepeat until <(y position) < [106]>\n change y by (-5)\nend\nwait (0.7) seconds\nrepeat (10)\n set [enemy hit? v] to [0]\n Spawn Enemy [150] [150] [1]\n wait until <(enemy hit?) = [1]>\n wait (1) seconds\nend\nwait (0.7) seconds\nrepeat until <(x position) < [151]>\n change x by (-2)\nend\nwait (1) seconds\nshow\ngo to x: (150) y: (105)\nSay One Line [HOW!?]\nswitch costume to (boss vulnerable v)\nTake Hits [5]\nset [boss vulnerable? v] to [0]\nwait (0.5) seconds\nSay One Line [OW!!!!!]\nset [in cutscene? v] to [1]\nbroadcast (Time for you... GREEN v) and wait\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine Say One Line (speech)\nset [say v] to (speech)\nset [in cutscene? v] to [1]\nbroadcast (Talk v) and wait\nset [in cutscene? v] to [0]\n\ndefine Spawn Enemy (x) (y) (type)\nset [boss fight monster spawn x v] to (x)\nset [boss fight monster spawn y v] to (y)\nset [boss fight monster spawn type v] to (type)\nbroadcast (Spawn Monster Boss Fight v)\n\ndefine Take Hits (hits)\nset [boss vulnerable? v] to [1]\nrepeat (hits)\n wait until <<touching (sword v)?> or <touching (ninja star v)?>>\n repeat (2)\n change [brightness v] effect by (25)\n end\n repeat (2)\n change [brightness v] effect by (-25)\n end\n wait (0.3) seconds\nend\n\nwhen I receive [boss fight green v]\nset [in cutscene? v] to [0]\ngo to [front v] layer\nwait (1) seconds\nclear graphic effects\nswitch costume to (boss v)\nshow\ngo to x: (200) y: (206)\nrepeat until <touching (level v)?>\n change y by (-3)\nend\nshow\ngo to x: (200) y: (-46)\nwait (0.5) seconds\nSay One Line [Green Ninja,~ let's hope I can defeat you-instead!!]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait (1) seconds\nswitch costume to (runexmite v)\nshow\npoint in direction (90)\ngo to x: (246) y: (80)\nrepeat (15)\n change x by (-4.66)\nend\nwait (0.5) seconds\nSay One Line [This is a Runexmite,~ and it will follow you-until it dies.]\nSay One Line [Hopefully you can't outrun it!!]\nwait (0.5) seconds\nswitch costume to (runexmite running v)\npoint towards (green ninja v)\nreset timer\nrepeat until <(timer) > [15]>\n move (4) steps\n point towards (green ninja v)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nswitch costume to (boss v)\nshow\npoint in direction (90)\ngo to x: (100) y: (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nSay One Line [Huh, better than I thought.]\nSay One Line [Well take this!]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait (1) seconds\nClone [Saw1]\nClone [Saw2]\nwait (16.5) seconds\nshow\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (boss v)\ngo to x: (100) y: (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nSay One Line [You are too good!!]\nswitch costume to (boss vulnerable v)\nTake Hits [7]\nset [boss vulnerable? v] to [0]\nwait (0.5) seconds\nSay One Line [DAMN IT!!!!!]\nset [in cutscene? v] to [1]\nbroadcast (Well, hopefully blue v) and wait\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [boss appears!!!!! v]\nbroadcast (Stop v)\nset [boss fight? v] to [1]\n\nwhen I receive [transition v]\nhide\n\nwhen I receive [boss fight die v]\nstop [other scripts in sprite v]\nset [boss vulnerable? v] to [0]\nbroadcast (Delete Boss Clones v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait (1) seconds\nbroadcast (Transition v)\n\nwhen I start as a clone\nif <(Clone) = [Saw1]> then\n show\n set size to (90) %\n switch costume to (saw v)\n go to x: (274) y: (-30)\n point in direction (90)\n repeat until <(x position) < [-273]>\n change x by (-5)\n turn left (10) degrees\n end\n hide\n wait (0.7) seconds\n show\n go to x: (0) y: (-204)\n point in direction (90)\n repeat until <(y position) > [203]>\n change y by (5)\n turn right (10) degrees\n end\n hide\n wait (1.5) seconds\n show\n go to x: (-150) y: (204)\n point in direction (90)\n repeat until <(y position) < [-203]>\n change y by (-5)\n turn left (10) degrees\n end\n hide\n wait (1) seconds\n show\n go to x: (150) y: (204)\n point in direction (90)\n repeat until <(y position) < [-203]>\n change y by (-5)\n turn left (10) degrees\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Saw2]> then\n show\n set size to (90) %\n switch costume to (saw v)\n go to x: (-150) y: (204)\n point in direction (90)\n repeat until <(y position) < [-203]>\n change y by (-5)\n turn left (10) degrees\n end\n hide\n wait (1.5) seconds\n show\n go to x: (-274) y: (30)\n point in direction (90)\n repeat until <(x position) > [273]>\n change x by (5)\n turn right (10) degrees\n end\n hide\n wait (0.7) seconds\n show\n go to x: (-20) y: (204)\n point in direction (90)\n repeat until <(y position) < [-203]>\n change y by (-5)\n turn left (10) degrees\n end\n hide\n wait (1) seconds\n show\n go to x: (20) y: (204)\n point in direction (90)\n repeat until <(y position) < [-203]>\n change y by (-5)\n turn left (10) degrees\n end\n hide\n delete this clone\nend\n\nwhen I receive [boss fight blue v]\nset [in cutscene? v] to [0]\ngo to [front v] layer\nwait (1) seconds\nset [ghost v] effect to (100)\nswitch costume to (boss v)\ngo to x: (140) y: (140)\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nSay One Line [Hello blue ninja,~ today you shall be ended!!]\nwait (0.5) seconds\nrepeat (12)\n turn left (15) degrees\nend\nwait (0.5) seconds\nset [y v] to [0]\nrepeat until <(y position) < [-205]>\n change [y v] by (-0.8)\n change y by (y)\nend\nhide\npoint in direction (90)\nwait (1) seconds\nShow Warning [200] [-60]\nShow Warning [200] [-130]\nwait (2) seconds\nLaunch Rocket [284] [-60] [x]\nLaunch Rocket [284] [-130] [x]\nwait (2) seconds\nShow Warning [-200] [145]\nShow Warning [-130] [145]\nShow Warning [-60] [145]\nwait (2) seconds\nLaunch Rocket [-200] [224] [y]\nLaunch Rocket [-130] [224] [y]\nLaunch Rocket [-60] [224] [y]\nwait (2) seconds\nShow Warning [200] [145]\nShow Warning [130] [145]\nShow Warning [60] [145]\nwait (2) seconds\nLaunch Rocket [200] [224] [y]\nLaunch Rocket [130] [224] [y]\nLaunch Rocket [60] [224] [y]\nwait (2) seconds\nShow Warning [-200] [40]\nShow Warning [-200] [-20]\nShow Warning [200] [-80]\nShow Warning [200] [-140]\nwait (2) seconds\nLaunch Rocket [-284] [40] [x]\nLaunch Rocket [-284] [-20] [x]\nLaunch Rocket [284] [-80] [x]\nLaunch Rocket [284] [-140] [x]\nwait (3) seconds\nset [ghost v] effect to (100)\nswitch costume to (boss v)\ngo to x: (140) y: (-100)\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nSay One Line [Wow,~ you are good!]\nSay One Line [But not GOOD ENOUGH!!!!!]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait (1) seconds\nswitch costume to (boss angry v)\npoint in direction (-90)\ngo to x: (-165) y: (206)\nshow\nrepeat until <(y position) < [-205]>\n change y by (-10)\nend\nhide\npoint in direction (90)\nwait (1) seconds\nShow Warning [200] [145]\nShow Warning [130] [145]\nShow Warning [60] [145]\nwait (2) seconds\nLaunch Rocket [200] [224] [y]\nLaunch Rocket [130] [224] [y]\nLaunch Rocket [60] [224] [y]\nswitch costume to (boss angry v)\npoint in direction (0)\ngo to x: (266) y: (-70)\nshow\nrepeat until <(x position) < [-265]>\n change x by (-10)\nend\nhide\nwait (2) seconds\nset [ghost v] effect to (100)\nswitch costume to (boss v)\ngo to x: (140) y: (-100)\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nreset timer\nswitch costume to (boss chasing v)\nrepeat until <(timer) > [20]>\n move (5) steps\n point towards (blue ninja v)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (boss v)\npoint in direction (90)\ngo to x: (140) y: (-100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nSay One Line [You are too strong...]\nswitch costume to (boss vulnerable v)\nTake Hits [10]\nset [boss vulnerable? v] to [0]\nwait (0.5) seconds\nSay One Line [Dang...]\nset [in cutscene? v] to [1]\nbroadcast (Time for an old foe... v) and wait\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I start as a clone\nif <(Clone) = [Warning]> then\n show\n switch costume to (warning v)\n repeat (3)\n show\n wait (0.3) seconds\n hide\n wait (0.3) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [RocketX]> then\n show\n switch costume to (rocket v)\n if <(x position) > [0]> then\n point in direction (180)\n repeat until <(x position) < [-283]>\n change x by (-15)\n end\n else\n point in direction (0)\n repeat until <(x position) > [283]>\n change x by (15)\n end\n end\n delete this clone\nend\n\ndefine Show Warning (x) (y)\nswitch costume to (warning v)\ngo to x: (x) y: (y)\nClone [Warning]\n\ndefine Launch Rocket (x) (y) (type)\nswitch costume to (rocket v)\ngo to x: (x) y: (y)\nif <(type) = [x]> then\n Clone [RocketX]\nelse\n Clone [RocketY]\nend\n\nwhen I start as a clone\nif <(Clone) = [RocketY]> then\n show\n switch costume to (rocket v)\n if <(y position) > [0]> then\n point in direction (90)\n repeat until <(y position) < [-223]>\n change y by (-15)\n end\n else\n point in direction (-90)\n repeat until <(y position) > [223]>\n change y by (15)\n end\n end\n delete this clone\nend\n\nwhen I receive [delete boss clones v]\ndelete this clone\n\nwhen I receive [boss fight black v]\nset [in cutscene? v] to [0]\ngo to [front v] layer\nwait (1) seconds\nclear graphic effects\nswitch costume to (boss v)\ngo to x: (255) y: (120)\npoint in direction (90)\nshow\nrepeat until <(x position) < [181]>\n change x by (-5)\nend\nwait (0.5) seconds\nSay One Line [We meet again!!!~~ Only this time,~ I will KILL-YOU!!!!!]\nwait (0.5) seconds\nrepeat until <(y position) > [205]>\n change y by (10)\nend\nhide\nwait (0.5) seconds\nrepeat (5)\n set [enemy hit? v] to [0]\n Spawn Enemy [110] [130] [1]\n wait until <(enemy hit?) = [1]>\n wait (1) seconds\nend\nrepeat (5)\n set [enemy hit? v] to [0]\n Spawn Enemy [110] [130] [2]\n wait until <(enemy hit?) = [1]>\n wait (1) seconds\nend\nrepeat (5)\n set [enemy hit? v] to [0]\n Spawn Enemy [130] [130] [3]\n wait until <(enemy hit?) = [1]>\n wait (1) seconds\nend\nrepeat (5)\n set [enemy hit? v] to [0]\n Spawn Enemy [130] [130] [4]\n wait until <(enemy hit?) = [1]>\n wait (1) seconds\nend\nwait (1) seconds\nSay One Line [Not bad!!!!!]\nSay One Line [Hopefully this attack can kill you!!!!!]\nwait (1) seconds\npoint in direction (90)\nswitch costume to (boss light right v)\ngo to x: (-280) y: (120)\nshow\nrepeat until <(x position) > [279]>\n Clone [Light Trail]\n change x by (10)\nend\nhide\nwait (1.5) seconds\nswitch costume to (boss light left v)\ngo to x: (280) y: (-120)\nshow\nrepeat until <(x position) < [-279]>\n Clone [Light Trail]\n change x by (-10)\nend\nhide\nwait (1.5) seconds\nswitch costume to (boss light right v)\npoint in direction (180)\ngo to x: (130) y: (220)\nshow\nrepeat until <(y position) < [-219]>\n Clone [Light Trail]\n change y by (-10)\nend\nhide\nwait (1.5) seconds\npoint in direction (90)\ngo to x: (-280) y: (0)\nshow\nrepeat until <(x position) > [279]>\n Clone [Light Trail]\n change x by (10)\nend\nhide\nwait (0.5) seconds\npoint in direction (90)\ngo to x: (-280) y: (130)\nshow\nrepeat until <(x position) > [279]>\n Clone [Light Trail]\n change x by (10)\nend\nhide\nwait (1) seconds\nswitch costume to (boss light left v)\ngo to x: (280) y: (-120)\nshow\nrepeat until <(x position) < [-279]>\n Clone [Light Trail]\n change x by (-10)\nend\nhide\nwait (0.5) seconds\npoint in direction (180)\ngo to x: (-130) y: (-220)\nshow\nrepeat until <(y position) > [219]>\n Clone [Light Trail]\n change y by (10)\nend\nhide\nwait (1) seconds\nswitch costume to (boss light right v)\npoint in direction (90)\ngo to x: (-280) y: (130)\nshow\nrepeat until <(x position) > [279]>\n Clone [Light Trail]\n change x by (10)\nend\nhide\nwait (0.5) seconds\nswitch costume to (boss light left v)\ngo to x: (280) y: (-120)\nshow\nrepeat until <(x position) < [-279]>\n Clone [Light Trail]\n change x by (-10)\nend\nhide\nwait (2.5) seconds\nswitch costume to (boss light right v)\npoint in direction (180)\ngo to x: (130) y: (220)\nshow\nrepeat until <(y position) < [-219]>\n Clone [Light Trail]\n change y by (-10)\nend\nhide\nwait (0.5) seconds\nswitch costume to (boss light left v)\npoint in direction (180)\ngo to x: (0) y: (-220)\nshow\nrepeat until <(y position) > [219]>\n Clone [Light Trail]\n change y by (10)\nend\nhide\nwait (3.5) seconds\nswitch costume to (boss v)\ngo to x: (255) y: (120)\npoint in direction (90)\nshow\nrepeat until <(x position) < [181]>\n change x by (-5)\nend\nwait (0.5) seconds\nSay One Line [I...~~ may not be strong enough...]\nswitch costume to (boss vulnerable v)\nTake Hits [12]\nset [boss vulnerable? v] to [0]\nwait (0.5) seconds\nSay One Line [NO!!!!!]\nset [in cutscene? v] to [1]\nbroadcast (This is my last and only hope... v) and wait\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I start as a clone\nif <(Clone) = [Light Trail]> then\n switch costume to (light trail v)\n show\n wait (3.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [boss fight light v]\nset [in cutscene? v] to [0]\ngo to [front v] layer\nwait (1) seconds\nswitch costume to (boss v)\nset [ghost v] effect to (100)\ngo to x: (160) y: (120)\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nSay One Line [Well,~~ my only chance of success is if I-KILL YOU!!!!!]\nwait (0.5) seconds\nrepeat until <(x position) > [257]>\n change x by (10)\nend\nhide\nwait (1) seconds\nshow\nswitch costume to (boss dark talking v)\npoint in direction (90)\ngo to x: (140) y: (200)\nrepeat until <(y position) < [101]>\n change y by (-10)\nend\nwait (0.5) seconds\nSay One Line [Try deal with the DARKNESS!!!!!]\nwait (0.5) seconds\nreset timer\nswitch costume to (boss dark chasing v)\nrepeat until <(timer) > [25]>\n Clone [Dark Trail Chase]\n move (4) steps\n point towards (light ninja v)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait (0.5) seconds\nswitch costume to (boss dark chasing v)\nshow\npoint in direction (180)\ngo to x: (-120) y: (220)\nrepeat until <(y position) < [-219]>\n Clone [Dark Trail Attack]\n change y by (-10)\nend\nhide\nwait (0.5) seconds\nshow\npoint in direction (90)\ngo to x: (-280) y: (-50)\nrepeat until <(x position) > [279]>\n Clone [Dark Trail Attack]\n change x by (10)\nend\nhide\nwait (0.5) seconds\nshow\npoint in direction (90)\ngo to x: (-280) y: (120)\nrepeat until <(x position) > [279]>\n Clone [Dark Trail Attack]\n change x by (10)\nend\nhide\nwait (3) seconds\nswitch costume to (boss v)\nset [ghost v] effect to (100)\ngo to x: (160) y: (120)\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nSay One Line [DAMN!!!!!~~~ You are GOOD!!!!!]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait (1) seconds\nshow\nswitch costume to (boss angry v)\ngo to x: (258) y: (-50)\nrepeat until <(x position) < [191]>\n change x by (-10)\nend\nwait (0.5) seconds\nClone [Bullet]\nglide (0.3) secs to x: (188) y: (0)\nClone [Bullet]\nglide (0.3) secs to x: (188) y: (50)\nClone [Bullet]\nwait (1) seconds\nrepeat (15)\n glide (0.3) secs to x: (188) y: (pick random (-50) to (150))\n Clone [Bullet]\n wait (0.5) seconds\nend\nSay One Line [Hmm,~ not bad...~~ NOW I'LL GO FASTER!!!!!]\nwait (0.5) seconds\nrepeat (25)\n glide (0.3) secs to x: (188) y: (pick random (-50) to (150))\n Clone [Bullet]\n wait (0.3) seconds\nend\nwait (0.2) seconds\nSay One Line [Even FASTER!!!!!]\nwait (0.5) seconds\nrepeat (30)\n glide (0.3) secs to x: (188) y: (pick random (-50) to (150))\n Clone [Bullet]\n wait (0.1) seconds\nend\nwait (0.4) seconds\nrepeat until <(round (y position)) = [-54]>\n change y by (((-54) - (y position)) / (5))\nend\nshow\ngo to x: (188) y: (-54)\nwait (0.3) seconds\nSay One Line [H...~H...~HOW!!!!!]\nswitch costume to (boss vulnerable v)\nTake Hits [15]\nset [boss vulnerable? v] to [0]\nwait (0.5) seconds\nSay One Line [This...~~ is the end for me...]\nset [in cutscene? v] to [1]\nbroadcast (NO!!!!! v) and wait\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I start as a clone\nif <(Clone) = [Dark Trail Chase]> then\n switch costume to (dark trail v)\n show\n wait (2.5) 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 <(Clone) = [Dark Trail Attack]> then\n switch costume to (dark trail v)\n show\n wait (3.5) 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 <(Clone) = [Bullet]> then\n switch costume to (bullet v)\n set size to (150) %\n repeat until <<touching (_edge_ v)?> or <touching (light ninja v)?>>\n change x by (-10)\n end\n delete this clone\nend\n\nwhen I receive [boss killed v]\nset [transition v] to [killed]\nbroadcast (Transition v)\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Attack Signal Boss\n\nwhen I receive [play game v]\nforever\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\nwhen I receive [play game v]\nforever\n if <(boss vulnerable?) = [1]> then\n show\n else\n hide\n end\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Screen\n\nwhen flag clicked\nset [in cutscene? v] to [0]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [boss appears!!!!! v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Stop v)\nset [which ninja? v] to [1]\nwait (0.5) seconds\nset [in cutscene? v] to [1]\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [in cutscene? v] to [1]\n\n@Text\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [costume1]> then\n repeat until <(dialog done?) = [1]>\n if <(dialog done?) = [2]> then\n delete this clone\n end\n end\n switch costume to (costume2 v)\n wait until <(dialog done?) = [2]>\n wait (0.05) seconds\nend\nwait until <(dialog done?) = [2]>\ndelete this clone\n\ndefine print (text) brightness (brightness) colour (colour) pitch (pitch) and wait (wait)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (brightness)\nset [color v] effect to (colour)\nswitch costume to (a v)\ngo to x: (-215) y: (150)\nset [letter v] to [1]\nset [dialog done? v] to [0]\nset [pitch v] effect to (pitch)\nrepeat (length of (text))\n switch costume to (letter (letter) of (text))\n if <(letter (letter) of (text)) = [~]> then\n wait (0.2) seconds\n else\n if <(letter (letter) of (text)) = [-]> then\n set x to (-215)\n change y by (-15)\n else\n if <not <(letter (letter) of (text)) = [ ]>> then\n create clone of (_myself_ v)\n end\n change x by (10)\n if <<(letter (letter) of (text)) = [i]> or <(letter (letter) of (text)) = [t]>> then\n change x by (-1)\n end\n end\n end\n change [letter v] by (1)\n start sound [Speak v]\n if <<(letter (letter) of (text)) = [i]> or <(letter (letter) of (text)) = [t]>> then\n change x by (-2)\n end\nend\nif <(wait) = []> then\n set [dialog done? v] to [1]\n wait until <<key (space v) pressed?> or <mouse down?>>\nelse\n wait (wait) seconds\nend\nwait (0) seconds\nclear graphic effects\nset [dialog done? v] to [2]\nwait (0.05) seconds\n\nwhen I receive [boss talks v]\nprint [Hello there...] brightness [-100] colour [] pitch [-20] and wait []\nprint [You may know who I am...] brightness [-100] colour [] pitch [-20] and wait []\nprint [I am Runexio.~~ I am the one who turned this-world into darkness.] brightness [-100] colour [] pitch [-20] and wait []\nprint [And today...~~~ You shall DIE!!!!!] brightness [-100] colour [] pitch [-20] and wait []\nset [transition v] to [red]\nbroadcast (Transition v)\n\nwhen I receive [red ninja v]\nprint [Red Ninja...~ Let's see how well you do!!] brightness [-100] colour [] pitch [-20] and wait []\n\nwhen I receive [talk v]\nprint (SAY) brightness [-100] colour [] pitch [-20] and wait []\n\nwhen I receive [time for you... green v]\nprint [Time to fight you...~~ GREEN NINJA!!] brightness [-100] colour [] pitch [-20] and wait []\nset [transition v] to [green]\nbroadcast (Transition v)\n\nwhen I receive [well, hopefully blue v]\nprint [Well, hopefully blue will be much of an-easier fight!!] brightness [-100] colour [] pitch [-20] and wait []\nset [transition v] to [blue]\nbroadcast (Transition v)\n\nwhen I receive [time for an old foe... v]\nprint [It's time for me to fight an OLD FOE!!!!!] brightness [-100] colour [] pitch [-20] and wait []\nset [transition v] to [black]\nbroadcast (Transition v)\n\nwhen I receive [this is my last and only hope... v]\nprint [This will be...~~ my last and ONLY hope...] brightness [-100] colour [] pitch [-20] and wait []\nset [transition v] to [light]\nbroadcast (Transition v)\n\nwhen I receive [no!!!!! v]\nprint [NO!!!!!] brightness [-100] colour [] pitch [-20] and wait []\nbroadcast (Boss Killed v)\n\n@Transition\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n show\n set [ghost v] effect to (0)\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (circle v)\n end\n change [done? v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [transition v]\nset [done? v] to [0]\nset [clone id v] to [0]\nwait (0) seconds\nset [brightness v] effect to (20)\nhide\nrepeat (3)\n go to [front v] layer\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (circle v)\nset [brightness v] effect to (20)\nrepeat (3)\n 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 until <(Done?) = [6]>\nif <(TRANSITION) = [red]> then\n broadcast (Boss Fight RED v)\nelse\n if <(TRANSITION) = [green]> then\n broadcast (Boss Fight GREEN v)\n else\n if <(TRANSITION) = [blue]> then\n broadcast (Boss Fight BLUE v)\n else\n if <(TRANSITION) = [black]> then\n broadcast (Boss Fight Black v)\n else\n if <(TRANSITION) = [light]> then\n broadcast (Boss Fight LIGHT v)\n else\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (circle v)\n\nwhen I receive [transition v]\nif <(TRANSITION) = [red]> then\n wait (0.3) seconds\n set [in cutscene? v] to [0]\nelse\n if <(TRANSITION) = [green]> then\n wait (0.3) seconds\n set [in cutscene? v] to [0]\n set [which ninja? v] to [2]\n else\n if <(TRANSITION) = [blue]> then\n wait (0.3) seconds\n set [in cutscene? v] to [0]\n set [which ninja? v] to [3]\n else\n if <(TRANSITION) = [black]> then\n wait (0.3) seconds\n set [in cutscene? v] to [0]\n set [which ninja? v] to [4]\n else\n if <(TRANSITION) = [light]> then\n wait (0.3) seconds\n set [in cutscene? v] to [0]\n set [which ninja? v] to [5]\n else\n if <(TRANSITION) = [killed]> then\n wait (0.3) seconds\n set [in cutscene? v] to [0]\n set [boss fight? v] to [0]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [stop end v]\nstop [other scripts in sprite v]\nhide\n\n@Boss Fight Haze\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nwait (0.3) seconds\nshow\nswitch costume to (dot v)\nset size to (200) %\ngo to [front v] layer\nif <(TRANSITION) = [red]> then\n switch costume to (red ninja v)\nelse\n if <(TRANSITION) = [green]> then\n switch costume to (green ninja v)\n else\n if <(TRANSITION) = [blue]> then\n switch costume to (blue ninja v)\n else\n if <(TRANSITION) = [black]> then\n switch costume to (black ninja v)\n else\n if <(TRANSITION) = [light]> then\n switch costume to (light ninja v)\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [transition to green v]\nwait (0.3) seconds\n\n@Player Health Boss Fight\n\nwhen I receive [transition v]\nshow\nset [player health v] to [5]\nforever\n switch costume to (PLAYER HEALTH)\n if <(PLAYER HEALTH) = [0]> then\n broadcast (Boss Fight Die v)\n hide\n wait (5) seconds\n show\n set [player health v] to [5]\n end\nend\n\nwhen flag clicked\nset [player health v] to [5]\ngo to x: (-219) y: (157)\nhide\n\nwhen I receive [boss killed v]\nstop [other scripts in sprite v]\nhide\n\n@End Cutscene\n\nwhen flag clicked\nhide\nswitch costume to (black v)\n\nwhen I receive [cutscene v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nstop all sounds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Stop End v)\nwait (0.3) seconds\nset [brightness v] effect to (-100)\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (1) seconds\nhide\nbroadcast (Outro v)\nstop [this script v]\n\nwhen I receive [boss killed v]\nwait until <(level) = [26]>\nbroadcast (Cutscene v)\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-100)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n hide\n broadcast (Play Game v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Title\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (85)\ngo to [front v] layer\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (7)) + (90))\nend\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Image\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nhide\n\n@Intro\n\ndefine Particle Physics\nmove ((yv) + (3)) steps\nset [yv v] to ((yv) * (0.95))\nchange x by (xv)\nset [xv v] to ((xv) * (0.8))\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\ndefine Particles (amount)\nrepeat (amount)\n Clone [Particle]\nend\n\nwhen I start as a clone\nif <(Clone) = [Particle]> then\n go to [front v] layer\n set size to (50) %\n switch costume to (join [Particle] (pick random (1) to (4)))\n show\n set [brightness v] effect to (b)\n set [color v] effect to (90)\n set [ghost v] effect to (25)\n go to x: (0) y: (0)\n point in direction (pick random (-179) to (179))\n set [xv v] to (pick random (10) to (-10))\n set [yv v] to (pick random (5) to (15))\n repeat (50)\n go to [front v] layer\n Particle Physics\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n end\n if <not <touching (_edge_ v)?>> then\n repeat (10)\n go to [front v] layer\n Particle Physics\n change [ghost v] effect by (10)\n end\n end\n delete this clone\nend\n\ndefine Smooth (x) (y) (s) (d) (g)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (s)> and <(round (direction)) = (d)>>>>\n change x by (((x) - (x position)) / (5))\n change y by (((y) - (y position)) / (5))\n change size by (((s) - (size)) / (5))\n turn right (((d) - (direction)) / (5)) degrees\n change [ghost v] effect by (g)\nend\n\nwhen flag clicked\nshow\nset [stop lffr? v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nstart sound [Yoshi Star Galaxy Remix v]\nset volume to (100) %\ngo to x: (0) y: (0)\nswitch costume to (jc v)\nset [intro start? v] to [0]\nClone [Back]\nwait (1) seconds\nrepeat (9)\n next costume\nend\nwait (1.1) seconds\nrepeat (9)\n next costume\nend\nwait (1.5) seconds\nswitch costume to (logo v)\nClone [Developed by]\nrepeat (15)\n change x by (8)\n turn right (24) degrees\nend\nwait (1) seconds\nClone [Square]\nwait (0.5) seconds\nClone [Movement]\nset [b v] to [40]\nrepeat (4)\n Particles [30]\n wait (1.5) seconds\nend\nwait (1) seconds\nset [stop lffr? v] to [1]\nClone [End Square]\nstop [other scripts in sprite v]\nhide\nwait until <(intro start?) = [1]>\nbroadcast (Start v)\nstop [this script v]\n\nwhen I start as a clone\nif <(Clone) = [Developed by]> then\n switch costume to (developed by v)\n set size to (225) %\n go to x: (-350) y: (0)\n set size to (150) %\n repeat (60)\n change x by (((-100) - (x position)) / (5))\n end\nend\n\ndefine Clone (id)\nset [clone v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n show\n go to [front v] layer\n go to x: (0) y: (1000)\n switch costume to (square v)\n Smooth [0] [-370] [100] [90] [0]\n repeat until <(stop lffr?) = [1]>\n set [brightness v] effect to (pick random (0) to (30))\n Clone [LFFR]\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Movement]> then\n go to [front v] layer\n forever\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n set [data v] to [70]\n set [doat v] to (pick random (70) to (110))\n set [daro v] to (pick random (-1) to (1))\n repeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((200) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [End Square]> then\n stop all sounds\n start sound [Low Whoosh v]\n switch costume to (end square v)\n go to [front v] layer\n set size to (150) %\n go to x: (-585) y: (0)\n set size to (100) %\n repeat (60)\n change x by (((0) - (x position)) / (5))\n end\n set [intro start? v] to [1]\n broadcast (Delete Intro Clones v)\nend\n\nwhen I receive [delete intro clones v]\ndelete this clone\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n show\n go to [back v] layer\n switch costume to (dot v)\n set size to (100) %\n switch costume to (back v)\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (15)) + (90))\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n stop all sounds\n broadcast (Start v)\n stop [other scripts in sprite v]\n broadcast (Delete Intro Clones v)\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [LFFR]> then\n go to x: (pick random (-240) to (240)) y: (-300)\n switch costume to (pick random (29) to (32))\n if <(costume [number v]) = [32]> then\n point in direction (pick random (1) to (360))\n end\n set size to (25) %\n show\n go to [front v] layer\n set [y v] to (pick random (12) to (17))\n repeat (100)\n set size to (150) %\n change [y v] by (-1)\n change y by (y)\n set size to (25) %\n end\n delete this clone\nend\n\n@Outro\n\nwhen flag clicked\nhide\nswitch costume to (text v)\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nif <(Clone) = [OC]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-30)\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (oc v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [tan v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ([tan v] of (TAN) ))\n change [tan v] by (1)\n else\n change size by (((100) - (size)) / (2))\n point in direction (((90) + (([sin v] of ((timer) * (200)) ) * (10))) + ([tan v] of (TAN) ))\n change [tan v] by (1)\n end\n end\nend\n\ndefine Clone Sprite ID (id) (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Projects]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (games v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n set y to (([sin v] of ((timer) * (300)) ) * (7))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (130)\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (name v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n point in direction ((([sin v] of ((timer) * (500)) ) * (7)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (back v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (15)) + (90))\n end\nend\n\nwhen I receive [show v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [outro v]\nforever\n play sound [Outro v] until done\nend\n\nwhen I receive [outro v]\ngo to [front v] layer\nClone Sprite ID [Back] [1]\nClone Sprite ID [OC] [1]\nClone Sprite ID [Name] [1]\nClone Sprite ID [Projects] [1]\nbroadcast (Show v)\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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ㅤㅤ★★★★★ The Ninja Squad 5 ★★★★★\nㅤㅤㅤㅤㅤㅤㅤby @JC_ProGold\n\nSkip the intro by clicking on the mouse or tapping the space bar.\n\nHere is the project you have all been waiting MONTHS for!!!!! It has been almost 6 months since the release of part 4, and now here is part 5 :D\n\n★★★ STORY ★★★\nThe 5 ninjas entered the Castle of Werwell... It was dangerous but at the very end, they came across the baddie they once met before... RUNEXIO!!!!! Can you defeat him? Or will you die because of his immense power?\n\n★★★ CONTROLS ★★★\n➜Reset Level - Press 'r'\n➜Skip Level if it is allowed - Press 's'\n\n➜Move and jump - Arrow keys, WASD or use the mouse pointer\n➜Switch ninja - Click the 'switch button' or press 'z'\n\n# These abilities are not always on, you have to turn them on\n➜Turn on or off special ability - Space bar or click the icon on the bottom left \n➜Switch between weapons (only black) - Space bar or click the icon on the bottom left\n\n➜Use sword - Press 't' or click the 'attack button' \n➜Use star (only black) - Press 'f' or click the 'throw button'\n\n★★★ POWERS AND WEAKNESSESS ★★★\nRed - Resistant to lava and light, dies to grass, water and darkness. Can get a JUMP BOOST.\nGreen - Resistant to grass and light, dies to lava, water and darkness. Can get a SPEED BOOST.\nBlue - Resistant to water and light, dies to lava, grass and darkness. Can get a SHRINK BOOST.\nBlack - Resistant to lava, grass, water and darkness, dies to light. Can use TWO WEAPONS.\nLight - Resistant to light, dies to lava, grass, water and darkness. Can get a LIGHT BOOST.\n\nMake sure to ❤️ and ⭐ is you enjoy!!!!!
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Random Colors || A Scrolling Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [begin v]\nswitch backdrop to (sky v)\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\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\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n go [backward v] (6) layers\n Clone at x: [1470] y: [10]\n Clone at x: [3300] y: [290]\n Clone at x: [6340] y: [40]\n Clone at x: [9188] y: [696]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen flag clicked\nset [coins v] to [COINS]\n\nwhen I receive [begin v]\nshow variable [coins v]\n\nwhen I receive [theend v]\nhide variable [coins v]\n\n@Ending\n\nwhen flag clicked\nhide\n\nwhen I receive [theend v]\nshow\nhide variable [coins v]\nhide variable [no. of coins v]\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat (80)\n go [forward v] (100) layers\n go to [front v] layer\n switch costume to (blank v)\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (40))\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: Exit: x) - (SCROLL X)) ((Exit: Exit: y) - (SCROLL Y))\nif <<<touching (player v)?> and <(costume [number v]) = [1]>> and <(CHECKachieve 9) = [0]>> then\n set [checkachieve 9 v] to [1]\n broadcast (TheEND v)\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [exit: exit: x v] to [0]\nset [exit: exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\n Clone at x: [12157] y: [580]\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: exit: x v] to (x)\nset [exit: exit: y v] to (y)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (TheEND v)\n stop [this script v]\n end\nend\n\n@Loading\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\nwhen I receive [start v]\ngo to [front v] layer\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\n@Starting\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 to [back 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)\nshow\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nhide\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\ngo to [front v] layer\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\nwhen I receive [tick v]\ngo [forward v] (2) layers\nwait (1) seconds\n\n@Coins\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 [no. of coins 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: [-117] y: [-13]\n Clone at x: [955] y: [0]\n Clone at x: [3150] y: [230]\n Clone at x: [4500] y: [0]\n Clone at x: [6100] y: [70]\n Clone at x: [7400] y: [200]\n Clone at x: [9450] y: [705]\n Clone at x: [10804] y: [700]\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\nwhen flag clicked\nset [no. of coins v] to [0]\n\nwhen I receive [begin v]\nshow variable [no. of coins v]\n\nwhen I receive [setup v]\nif <<(Checkpoint) = [1]> and <not <(OldCollected) = [1]>>> then\n set [coinscheck1 v] to (No. of coins)\n set [oldcollected v] to [1]\nelse\n if <<(Checkpoint) = [2]> and <not <(OldCollected) = [2]>>> then\n set [coinscheck2 v] to (No. of coins)\n set [oldcollected v] to [2]\n else\n if <<(Checkpoint) = [3]> and <not <(OldCollected) = [3]>>> then\n set [coinscheck3 v] to (No. of coins)\n set [oldcollected v] to [3]\n else\n if <<(Checkpoint) = [4]> and <not <(OldCollected) = [4]>>> then\n set [coinscheck4 v] to (No. of coins)\n set [oldcollected v] to [4]\n else\n set [no. of coins v] to [0]\n end\n end\n end\nend\n\nwhen I receive [setup v]\nif <<(Checkpoint) = [1]> and <(OldCollected) = [1]>> then\n set [no. of coins v] to (CoinsCheck1)\nelse\n if <<(Checkpoint) = [2]> and <(OldCollected) = [2]>> then\n set [no. of coins v] to (CoinsCheck2)\n else\n if <<(Checkpoint) = [3]> and <(OldCollected) = [3]>> then\n set [no. of coins v] to (CoinsCheck3)\n else\n if <<(Checkpoint) = [4]> and <(OldCollected) = [4]>> then\n set [no. of coins v] to (Coinscheck4)\n end\n end\n end\nend\n\nwhen flag clicked\nset [oldcollected v] to [0]\n\nwhen I receive [buy glow 1 v]\nif <<(Checkpoint) = [1]> and <(OldCollected) = [1]>> then\n set [coinscheck1 v] to (No. of coins)\nelse\n if <<(Checkpoint) = [2]> and <(OldCollected) = [2]>> then\n set [coinscheck2 v] to (No. of coins)\n else\n if <<(Checkpoint) = [3]> and <(OldCollected) = [3]>> then\n set [coinscheck3 v] to (No. of coins)\n else\n if <<(Checkpoint) = [4]> and <(OldCollected) = [4]>> then\n set [coinscheck4 v] to (No. of coins)\n end\n end\n end\nend\n\nwhen I receive [buy glow 3 v]\nif <<(Checkpoint) = [1]> and <(OldCollected) = [1]>> then\n set [coinscheck1 v] to (No. of coins)\nelse\n if <<(Checkpoint) = [2]> and <(OldCollected) = [2]>> then\n set [coinscheck2 v] to (No. of coins)\n else\n if <<(Checkpoint) = [3]> and <(OldCollected) = [3]>> then\n set [coinscheck3 v] to (No. of coins)\n else\n if <<(Checkpoint) = [4]> and <(OldCollected) = [4]>> then\n set [coinscheck4 v] to (No. of coins)\n end\n end\n end\nend\n\n@Text and flowers\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: [-1]\n Clone at x: [480] y: [0]\n Clone at x: [1100] y: [350]\n Clone at x: [0] y: [-300]\n Clone at x: [480] y: [300]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [-345]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [0]\n Clone at x: [1200] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [-10]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((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: [-1]\n Clone at x: [480] y: [0]\n Clone at x: [1100] y: [350]\n Clone at x: [0] y: [-300]\n Clone at x: [480] y: [300]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [-345]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [0]\n Clone at x: [1200] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [-10]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Moving Platforms\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(Direction) = [h]> then\n Position (((Moving Platforms2: Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((timer) * (speed)) ) * (distance))) ((Moving Platforms2: Moving Platforms: y) - (SCROLL Y))\nelse\n Position ((Moving Platforms2: Moving Platforms: x) - (SCROLL X)) (((Moving Platforms2: Moving Platforms: y) - (SCROLL Y)) + (([cos v] of ((timer) * (speed)) ) * (distance)))\nend\n\ndefine Clone at x: (x) y: (y) Distance (distance) Speed (speed) Direction (direction)\npoint in direction (90)\nset [direction v] to (direction)\nset [distance v] to (distance)\nset [speed v] to (speed)\nset [moving platforms2: moving platforms: x v] to (x)\nset [moving platforms2: moving platforms: y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nswitch costume to (platform v)\nset [moving platforms2: moving platforms: x v] to [0]\nset [moving platforms2: moving platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [2000] y: [10] Distance [200] Speed [70] Direction [h]\n Clone at x: [5630] y: [20] Distance [120] Speed [100] Direction [h]\n Clone at x: [6500] y: [20] Distance [100] Speed [100] Direction [v]\n Clone at x: [6800] y: [120] Distance [120] Speed [100] Direction [h]\n Clone at x: [8750] y: [510] Distance [120] Speed [100] Direction [h]\n Clone at x: [10800] y: [630] Distance [120] Speed [100] Direction [h]\nend\nset [moving platforms2: moving platforms: x v] to [-500]\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\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: [-1]\n Clone at x: [480] y: [0]\n Clone at x: [1100] y: [350]\n Clone at x: [0] y: [-300]\n Clone at x: [480] y: [300]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [-345]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [0]\n Clone at x: [1200] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1000] y: [-10]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Thumb\n\nwhen flag clicked\nswitch costume to (costume4 v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\n@Love & Fav\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (25) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [FOLLOW PLZ v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nif <(Costume) > [0]> then\n hide\n stop [this script v]\nend\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [begin v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@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\nset [value v] to (☁ P3)\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\n broadcast (plz ban v)\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 else\n if <(chat) = [10]> then\n say (item (10) of [chat v]) for (2) seconds\n else\n if <(chat) = [11]> then\n say (item (11) of [chat v]) for (2) seconds\n else\n if <(chat) = [12]> then\n say (item (12) of [chat v]) for (3) seconds\n else\n if <(chat) = (Others Chat)> then\n say (item (Others Chat) of [chat v]) for (3) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen flag clicked\nset [others chat v] to [12]\n\nwhen I receive [personal chat v]\nchange [others chat v] by (1)\n\nhide\n\n@Chat Button\n\nwhen flag clicked\nforever\n hide\nend\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\nwhen [t v] key pressed\n\nbroadcast (Chat Open v)\nhide\nwait until <not <mouse down?>>\n\nwhen I receive [tick v]\nif <key (t v) pressed?> then\n broadcast (Chat Open v)\n hide\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <(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\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)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(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)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (.9)\nPosition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine 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) %\nif <(Checkpoint) = [1]> then\n set [x v] to [1470]\n set [y v] to [65]\nend\nif <(Checkpoint) = [2]> then\n set [x v] to [3300]\n set [y v] to [330]\n set [scroll y v] to [350]\nend\nif <(Checkpoint) = [3]> then\n set [x v] to [6340]\n set [y v] to [65]\nend\nif <(Checkpoint) = [4]> then\n set [x v] to [9188]\n set [y v] to [730]\n set [scroll y v] to [700]\nend\n\ndefine Test - Die\nif <<<touching (danger v)?> or <touching (saws v)?>> or <touching (water v)?>> then\n set [exit v] to [die]\n broadcast (DEATH CHECK v)\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\nstop [other scripts in sprite v]\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [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 broadcast (Chat Close 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 broadcast (Chat Close 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 broadcast (Chat Close 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 (4) of [chat v])\n broadcast (Chat Close 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 broadcast (Chat Close 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 broadcast (Chat Close v)\n wait (3) 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 broadcast (Chat Close 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 broadcast (Chat Close 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 broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (0 v) pressed?> then\n set [chat words v] to [10]\n say (item (10) of [chat v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (p v) pressed?> then\n set [chat words v] to [11]\n say (item (11) of [chat v])\n broadcast (Chat Close v)\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (r v) pressed?> and <(username) = [akiosan]>> then\n set [chat words v] to [12]\n say (item (12) of [chat v])\n broadcast (Chat Close v)\n wait (3) 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\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\nwhen I receive [setup v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nif <(Checkpoint) = [1]> then\n set [x v] to [1470]\n set [y v] to [65]\nend\nset [exit v] to []\n\nwhen I receive [spring v]\nset [sy v] to [30]\n\nwhen I receive [personal chat v]\nadd (answer) to [chat v]\nsay (item (length of [chat v]) of [chat v])\nwait (3) seconds\nsay []\nset [chat words v] to [0]\nset [personal chat v] to [0]\n\nwhen flag clicked\nhide variable [☁ points v]\n\nwhen flag clicked\nforever\n play sound [Jarico - Island v] until done\nend\n\n
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#95 on trending (13th August 2021)\n@TurtleAnimator21 loved and commented!\n@-UltraProgrammer- commented!\n@Max-0 loved and commented!\n–––\nRandom Colors || A Scrolling Platformer\n–––\nMᴀᴅᴇ ʙʏ: @jindalsargun\n–––\nInstructions: \n➜Use arrow keys or WASD to move.\n➜Avoid spikes and don't fall inside holes.\n➜Use checkpoints\n–––\nUpdates:\n➜11th August 2021: shared\n➜12th August 2021: changed music and fixed 'chat'\n–––\nMusic:\n➜Island by Jarico\n–––\n☇ 400+ followers Q and A\nhttps://scratch.mit.edu/projects/557740627/\n☇ Last platformer\nhttps://scratch.mit.edu/projects/559024232/\n–––\nThank You for proposing this to get featured!\n–––\nCredits:\n➜Moving platformers and inspiration by @Areeb52090\n➜@Griffpatch for multiplayer code\n➜@StaffordJames for coin art, checkpoint art and 'you win' art\n➜@HenryWolfe for flower art\n➜Clouds by @Ziyu3\n–––\nTags:\n#jindalsargun #HenryWolfe #Areeb52090 #Griffpatch #StaffordJames #all #game #games #platformer #platformers #scrolling #multiplayer #player #spikes #fun #music #song #songs #Shawn #Mendes #ShawnMendes #Strings #flowers #checkpoints #chat #random #colors #purple #blue #green #yellow #orange #red #pink #Island #Jarico
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Homework Vs. Video Games 2 - A Platformer Game #All #Games #Games #Games #Games #Games #Games #Games
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@Stage\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume13 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <<touching (sprite2 v)?> or <touching (homework v)?>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n 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 play sound [bensound-perception v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n show\n start sound [recording1 v]\n say [ZOMBIES, ZOMBIES THEY ARE COMING TO EAT YOUR BRAIN RUN, RUN!!!!!!!] for (5) seconds\n hide\n stop [this script v]\n end\nend\n\n@Homework\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) > [9]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [4]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nrepeat (10)\n hide\n hide\n hide\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <(Level) > [6]> then\n show\n end\nend\n\nwhen I receive [next level v]\nif <(Level) > [6]> then\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume4]> then\n forever\n switch costume to (costume4 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [10]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
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Click the green flag twice.\nPART 3: https://scratch.mit.edu/projects/560771855/\n\nPART 4: https://scratch.mit.edu/projects/561037787/\n\nPART 5: https://scratch.mit.edu/projects/562632734/\n\n\n\n\n@--AwesomeCode-- for the engine
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Leveled Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n if <(level) = [1]> then\n switch costume to (bronze back v)\n else\n if <(level) = [6]> then\n switch costume to (silver back v)\n broadcast (d v)\n else\n if <(level) = [15]> then\n switch costume to (gold back v)\n broadcast (q v)\n else\n if <(level) = [25]> then\n switch costume to (mix v)\n broadcast (w v)\n end\n end\n end\n end\nend\n\nbroadcast (a v)\n\n@player\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (3 v)\n else\n if <(level) = [6]> then\n switch costume to (2 v)\n else\n if <(level) = [11]> then\n switch costume to (1 v)\n end\n end\n end\n check next level\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset size to (70) %\ngo to x: (-247) y: (-96)\nset [x velo v] to [0]\nset [y velo v] to [0]\nforever\n up/down [19] [-1]\n left and right [10.6] [0.8]\n check next level\nend\n\ndefine up/down (jump) (fall speed)\nchange y by (y velo)\nif <touching (level v)?> then\n die lava\n spicke death\n repeat ([ceiling v] of ([abs v] of (y velo) ) )\n if <touching (level v)?> then\n change y by (((y velo) / ([abs v] of (y velo) )) * (-1))\n end\n end\n if <<not <(y velo) > [0]>> and <key (up arrow v) pressed?>> then\n set [y velo v] to (jump)\n else\n set [y velo v] to [0]\n end\nelse\n change [y velo v] by (fall speed)\nend\n\ndefine left and right (move speed) (drag)\nchange x by (x velo)\nif <touching (level v)?> then\n die lava\n spicke death\n repeat ([ceiling v] of ([abs v] of (x velo) ) )\n if <touching (level v)?> then\n change x by (((x velo) / ([abs v] of (x velo) )) * (-1))\n end\n end\n set [x velo v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [x velo v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n set [x velo v] to ((move speed) * (-1))\n end\nend\nset [x velo v] to ((x velo) * (drag))\n\nchange y by (10)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ndefine check next level\nif <(x position) > [170]> then\n broadcast (message1 v)\n go to x: (-247) y: (-96)\nend\n\ndefine die lava\nif <touching color (#ff0000)?> then\n go to x: (-219) y: (-117)\nend\n\ndefine spicke death\nif <touching color (#000000)?> then\n go to x: (-219) y: (-117)\nend\nif <touching color (#d6d6d6)?> then\n go to x: (-219) y: (-117)\nend\n\ndefine off\nif <(y position) > [-182]> then\n go to x: (-219) y: (-117)\nend\n\nchange x by (x velo)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait () seconds\nend\n\nif <key (left arrow v) pressed?> then\nif <key (right arrow v) pressed?> then\n create clone of (_myself_ v)\nend\nif <key (up arrow v) pressed?> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset size to (70) %\nset [ghost v] effect to (0)\nrepeat (7)\n change size by (3.5)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen backdrop switches to [bronze back v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume1 v)\n\nwhen I receive [d v]\nswitch costume to (costume4 v)\n\nwhen I receive [q v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\nforever\n if <touching color (#dcb000)?> then\n switch costume to (costume3 v)\n end\n if <touching color (#c9c4b4)?> then\n switch costume to (costume4 v)\n end\n if <touching color (#cb7300)?> then\n switch costume to (costume5 v)\n end\nend\n\nwhen I receive [w v]\nstop [this script v]\n\nwhen backdrop switches to [mix v]\nif on edge, bounce\n\nwhen flag clicked\nrepeat (2)\n play sound [Movie 2 v] until done\n if <(level) = [25]> then\n stop [this script v]\n end\nend\n\nset [x velo v] to [0]\nset [y velo v] to [0]\n\n@level\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (10) y: (10)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [a v]\n\n
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Use the arrow keys to move around. Try to avoid the spikes, Lava, and other things that look dangerous like the color black. \n\n100 ❤️ and ⭐for Part Two!\nEveryone who likes this game follow @AAJ_coder\nCheck this out too https://scratch.mit.edu/projects/612533115
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Magma...?||#A Platformer #Games #プラットフォーマー
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@Stage\n\nwhen flag clicked\nset volume to (30) %\nstart sound [ねこくん! v]\n\nwhen I receive [samuneiru v]\nstop all sounds\n\nwhen I receive [end intro v]\nhide variable [wr v]\nhide variable [☁ wr v]\nhide variable [レベル v]\nhide variable [記録 v]\n\n@Platformer\n\nwhen flag clicked\nswitch costume to (なんでもないやつ v)\nset [レベル v] to [1]\nset [skip v] to [0]\nshow variable [☁ wr v]\nhide variable [記録 v]\nshow variable [レベル v]\nshow variable [レベル v]\nhide variable [wr v]\nshow variable [記録 v]\n\nwhen I receive [siruka v]\nset [☁ wr v] to [30]\nset [wr v] to []\n\nwhen I receive [終了 v]\nset [☁ 記録 v] to (記録)\nif <(☁ 記録) < (☁ WR)> then\n set [wr v] to (username)\n set [☁ wr v] to (☁ 記録)\nend\nshow variable [wr v]\nshow variable [☁ wr v]\n\nwhen flag clicked\nforever\n if <(Skip) = [1]> then\n change [レベル v] by (1)\n next costume\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [レベル v] to [1]\ngo to [back v] layer\nrepeat until <(かくにん) = [2]>\n switch costume to (join (letter (1) of (レベル)) (letter (2) of (レベル)))\nend\nswitch costume to (コスチューム8 v)\nset [レベル v] to [100]\nrepeat until <(レベル) = [101]>\n if <(player y) > [-110]> then\n switch costume to (コスチューム9 v)\n end\nend\nswitch costume to (コスチューム7 v)\n\nwhen flag clicked\nhide variable [しらす v]\nshow variable [レベル v]\nset [記録 v] to [0]\nrepeat until <<(レベル) = [6]> or <(レベル) = [101]>>\n if <<(かくにん) = [2]> or <(Skip) = [1]>> then\n set [記録 v] to [なし]\n stop [this script v]\n else\n wait (0.05) seconds\n change [記録 v] by (0.1)\n end\nend\nbroadcast (終了 v)\n\nwhen I receive [samuneiru v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (36) y: (20)\npoint in direction (90)\ngo to [front v] layer\n\nwhen flag clicked\nshow\nrepeat until <<(レベル) = [6]> or <(レベル) = [101]>>\n repeat until <(Skip) = [1]>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [skip v] to [1]\n hide\n wait (1) seconds\n end\n end\n end\nend\nhide\n\nwhen I receive [samuneiru v]\nhide\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [end intro v]\nset [ghost v] effect to (0)\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nrepeat until <(レベル) = [3]>\n go to x: (83) y: (-168)\n if <[-30] > (player x)> then\n show\n glide (0.5) secs to x: (83) y: (-168)\n else\n glide (0.2) secs to x: (-179) y: (-168)\n hide\n end\nend\nhide\n\nwhen flag clicked\nforever\n switch costume to (レベル)\nend\n\n@together\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (7) y: (-186)\nhide\nwait until <(レベル) = [3]>\nshow\nswitch costume to (コスチューム1 v)\nrepeat until <(レベル) = [4]>\n if <(player x) > [-20]> then\n glide (0.2) secs to x: (7) y: (0)\n else\n glide (0.2) secs to x: (7) y: (-186)\n end\nend\nhide\ngo to x: (0) y: (179)\nswitch costume to (コスチューム4 v)\nrepeat until <(レベル) = [5]>\n if <<(player x) > [-68]> and <[80] > (player x)>> then\n show\n glide (0.3) secs to x: (0) y: (-40)\n glide (0.5) secs to x: (0) y: (179)\n hide\n end\nend\nhide\ngo to x: (239) y: (-110)\nswitch costume to (11 v)\nrepeat until <(レベル) = [6]>\n if <<<(player x) > [-24]> and <[49] > (player x)>> and <(player y) < [-120]>> then\n show\n glide (0.2) secs to x: (-24) y: (-110)\n glide (0.5) secs to x: (239) y: (-110)\n hide\n end\nend\nhide\nshow\nswitch costume to (コスチューム5 v)\nwait until <(レベル) = [101]>\nbroadcast (終了 v)\n\n\n\n@スプライト4\n\n@prayer\n\ndefine 初期化\nset size to (100) %\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine 移動作\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n switch costume to (変なの v)\n change [x v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n switch costume to (変なの v)\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>>> then\n switch costume to (コスチューム1 v)\nelse\n switch costume to (変なの v)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <touching (platformer v)?> then\n change y by (1.1)\n end\nend\nif <touching (platformer v)?> then\n change x by (() - (X))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n set [x v] to ((7) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platformer v)?> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (platformer v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [13]\n end\nend\nchange y by (1)\nif <[235] < (x position)> then\n 初期化\n change [レベル v] by (1)\nend\nif <<(y position) < [-180]> or <touching (together v)?>> then\n set volume to (100) %\n start sound [crashed oof v]\n 初期化\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-91) y: (-25)\nset rotation style [all around v]\nshow\nset size to (200) %\npoint in direction (75)\n\nwhen flag clicked\nshow\nswitch costume to (変なの v)\n初期化\nforever\n 移動作\nend\n\nwhen flag clicked\nforever\n if <(Skip) = [1]> then\n 初期化\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nset size to (100) %\n\nwhen flag clicked\nforever\n if <touching color (#008ed6)?> then\n set rotation style [all around v]\n repeat (20)\n go to x: (-195) y: (105)\n turn right (15) degrees\n change size by (-5)\n end\n broadcast (samuneiru v)\n set [レベル v] to [7]\n hide variable [☁ wr v]\n hide variable [wr v]\n hide variable [レベル v]\n hide variable [記録 v]\n end\nend\n\nwhen I receive [samuneiru v]\nhide\n\nwhen I receive [end intro v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [かくにん v] to [0]\n\nwhen flag clicked\nforever\n if <(かくにん) = [2]> then\n go to x: (-185) y: (-116)\n stop [this script v]\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-34)\nforever\n switch costume to (レベル)\nend\n\nwhen I receive [samuneiru v]\nhide\n\n@Intro\n\ndefine Shake X (x) Y (y) Size (s) Repeat (#) direction: (direction) speed: (speed)\nshow\nset size to (s) %\nrepeat (#)\n change size by (((100) - (size)) / (8))\n turn right (((direction) - (direction)) / (speed)) degrees\n set [dir v] to (direction)\n go to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + (y))\n set [x v] to (x position)\n set [y v] to (y position)\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\n\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 I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (hack v)\n set size to (10000) %\n switch costume to (b560af46a5bba26374aa2b795c56e372 v)\n point in direction (-90)\n show\n repeat until <<(round (size)) = (round (100))> and <(round (direction)) = (round (90))>>\n switch costume to (hack v)\n change size by (((100) - (size)) / (14))\n switch costume to (b560af46a5bba26374aa2b795c56e372 v)\n turn right (((90) - (direction)) / (14)) degrees\n end\n Shake X [0] Y [50] Size [70] Repeat [15] direction: [-90] speed: [4]\n go to [front v] layer\n Shake X [0] Y [-50] Size [70] Repeat [15] direction: [90] speed: [3]\n go to [front v] layer\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [-90] speed: [4]\n go to [front v] layer\n Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [4]\n go to [front v] layer\n point in direction (90)\n set [var1 v] to [1]\n repeat (20)\n go to [front v] layer\n turn right (var1) degrees\n set [dir v] to (direction)\n go to [front v] layer\n change size by (((200) - (size)) / (5))\n change [var1 v] by ((var1) / (5))\n end\n set [var1 v] to [1]\n repeat (35)\n turn right (((90) - (direction)) / (7.5)) degrees\n set [dir v] to (direction)\n change size by (((100) - (size)) / (7.5))\n end\n Shake X [50] Y [0] Size [200] Repeat [15] direction: [90] speed: [4]\n Shake X [-50] Y [0] Size [200] Repeat [15] direction: [90] speed: [4]\n point in direction (90)\n set [var1 v] to [1]\n set [move v] to [10]\n repeat (20)\n change x by (move)\n set [x v] to (x position)\n go to [front v] layer\n turn right (var1) degrees\n set [dir v] to (direction)\n go to [front v] layer\n change [var1 v] by ((var1) / (5))\n end\n repeat (11)\n turn right (((90) - (direction)) / (7.5)) degrees\n change x by (move)\n set [x v] to (x position)\n change [move v] by (-5)\n set [dir v] to (direction)\n end\n repeat until <[0] < (x position)>\n turn right (((90) - (direction)) / (5)) degrees\n change x by (move)\n set [x v] to (x position)\n change [move v] by (10)\n set [dir v] to (direction)\n end\n Shake X [0] Y [0] Size [100] Repeat [10] direction: [90] speed: [4]\n go to x: (0) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n repeat (2)\n Shake X [0] Y [0] Size [110] Repeat [15] direction: [90] speed: [4]\n end\n set [move v] to [5]\n repeat (3)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (5)\n end\n repeat (11)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (-5)\n end\n repeat (13)\n change y by (move)\n set [y v] to (y position)\n change [move v] by (6.15)\n end\n wait until <(timer) > [14]>\n repeat until <<(round (x position)) = (round (0))> and <<(round (y position)) = (round (-300))> and <(round (direction)) = (round (120))>>>\n change x by (((0) - (x position)) / (30))\n change y by (((-240) - (y position)) / (30))\n switch costume to (b560af46a5bba26374aa2b795c56e372 v)\n turn right (((120) - (direction)) / (30)) degrees\n change [ghost v] effect by (1.3)\n end\n delete this clone\nend\nif <(Clone ID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (circle v)\n show\n go to [back v] layer\n point in direction (-90)\n repeat until <(round (size)) = (round (3000))>\n switch costume to (hack v)\n change size by (((3000) - (size)) / (28))\n turn right (((90) - (direction)) / (25)) degrees\n switch costume to (circle v)\n end\n wait until <(timer) > [13.5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [3]> then\n wait (6.8) seconds\n go to x: (0) y: (0)\n switch costume to (circle thing v)\n set size to (100) %\n switch costume to (hack v)\n set [ghost v] effect to (100)\n show\n go to [back v] layer\n point in direction (-90)\n set [var2 v] to [1]\n repeat (20)\n change [ghost v] effect by (-10)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (hack v)\n turn right (var2) degrees\n switch costume to (circle thing v)\n change [var2 v] by ((var2) / (5))\n end\n set [var2 v] to [1]\n repeat until <(costume [name v]) = [last one]>\n turn right (((-90) - (direction)) / (8)) degrees\n change size by (((200) - (size)) / (8))\n next costume\n end\n delete this clone\nend\nif <(Clone ID) = [4]> then\n wait (4.5) seconds\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (grid1 v)\n set size to (100) %\n set [ghost v] effect to (0)\n show\n go to [back v] layer\n go [forward v] (1) layers\n wait until <(timer) > [13.5]>\n delete this clone\nend\nif <(Clone ID) = [5]> then\n Spawn Chevrons | repeat: [11]\nend\nif <(Clone ID) = [6]> then\n Spawn Chevron2 | repeat: [11]\nend\nif <(Clone ID) = [Chevron]> then\n set [pixelate v] effect to (0)\n change [color v] effect by (0)\n wait (5.1) seconds\n go to x: (0) y: (0)\n switch costume to (chevron v)\n set size to (-100) %\n set [ghost v] effect to (100)\n set [val v] to [5]\n show\n go to [back v] layer\n go [forward v] (10) layers\n repeat (10)\n change [color v] effect by (0)\n set [pixelate v] effect to (0)\n change [ghost v] effect by (-10)\n change size by (val)\n change [val v] by (((20) - (val)) / (6))\n end\n repeat until <(size) > [650]>\n switch costume to (hack v)\n change size by (val)\n change [val v] by (((20) - (val)) / (6))\n change [color v] effect by (0)\n switch costume to (chevron v)\n end\n delete this clone\nend\nif <(Clone ID) = [Chevron2]> then\n change [color v] effect by (0)\n set [pixelate v] effect to (0)\n wait (5.4) seconds\n go to x: (0) y: (0)\n switch costume to (chevron v)\n set size to (-100) %\n set [ghost v] effect to (100)\n set [val v] to [5]\n show\n go to [back v] layer\n go [forward v] (1) layers\n repeat (10)\n change [ghost v] effect by (-10)\n set [pixelate v] effect to (0)\n change size by (val)\n change [color v] effect by (0)\n change [val v] by (((20) - (val)) / (5))\n end\n repeat until <(size) > [650]>\n switch costume to (hack v)\n change size by (val)\n change [val v] by (((20) - (val)) / (5))\n change [color v] effect by (0)\n switch costume to (chevron v)\n end\n delete this clone\nend\nif <(Clone ID) = [Particle]> then\n wait until <(timer) > [5.4]>\n set [move particles v] to [3]\n wait (0) seconds\n set size to (pick random (20) to (50)) %\n show\n switch costume to (pick random (16) to (17))\n go to (random position v)\n point in direction (pick random (0) to (360))\n set [ghost v] effect to (pick random (0) to (70))\n go to [back v] layer\n repeat until <(timer) > [13]>\n go to [back v] layer\n go [forward v] (10) layers\n move (move particles) steps\n if on edge, bounce\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Spawn Chevrons | repeat: (#)\nrepeat (#)\n set [clone id v] to [Chevron]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\ndefine Spawn Chevron2 | repeat: (#)\nrepeat (#)\n set [clone id v] to [Chevron2]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nif <<(Clone ID) = [Chevron2]> or <(Clone ID) = [Chevron]>> then\n set [x v] to [0]\n set [y v] to [0]\n forever\n point in direction (dir)\n go to x: (x) y: (y)\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [6.7]>\nrepeat (20)\n change [pixelate v] effect by (5)\n change [color v] effect by (5)\nend\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [color v] effect by (-5)\nend\n\nwhen flag clicked\nwait until <(timer) > [5.4]>\nrepeat (10)\n repeat (10)\n change [move particles v] by ((4) - ((move particles) / (4)))\n end\n set [move particles v] to [4]\n wait (0.2) seconds\nend\n\ndefine Particles\nrepeat (20)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\nwhen I receive [samuneiru v]\nset volume to (20) %\nset [color v] effect to (pick random (1) to (1))\nhide\nstart sound [Slooby & God's Warrior - Believe In Love2 v]\nset [clone id v] to [0]\nrepeat (20)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nParticles\nwait (15.6) seconds\nbroadcast (End Intro v)\n\n@スプライト5\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <<(レベル) = [6]> or <(レベル) = [101]>> then\n go to x: (-195) y: (105)\n show\n else\n hide\n end\nend\n\n@sand\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (70)) %\nset [ghost v] effect to (2)\ngo to (random position v)\nrepeat (50)\n change y by (-8)\n change x by (pick random (-20) to (1))\n change [ghost v] effect by (2)\n point in direction (-90)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nwait (2.1) seconds\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\n hide\nend\n\n@Cat\n\nwhen I receive [1 v]\nif <(かくにん) = [0]> then\n set [かくにん v] to [1]\nelse\n set [かくにん v] to [2]\nend\n\nsay [星]\nsay [ハート]\n\nwhen I receive [2 v]\nif <(かくにん) = [0]> then\n set [かくにん v] to [1]\nelse\n set [かくにん v] to [2]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key ((join [enter] []) v) pressed?> then\n say [Enter]\n end\nend\n\n@星\n\nwhen flag clicked\ngo to x: (-135) y: (-294)\nset [ghost v] effect to (100)\n\n@ハート\n\nwhen flag clicked\ngo to x: (-83) y: (-172)\nset [ghost v] effect to (100)\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (-186) y: (180)\nforever\n go to (mouse-pointer v)\n if <touching (ハート v)?> then\n broadcast (1 v)\n end\n if <touching (星 v)?> then\n broadcast (2 v)\n end\nend\n\n
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https://scratch.mit.edu/projects/561477481/\n日本語は下\nCompatible with tablets.\n* Do not use turbo mode. Records exceeding 12 seconds are inpossible, so they will be excluded from the world record.\nPress ❤ and ⭐ to go to the backstage. (really)\nThe person on the personal computer operates with the arrow keys or wasd.\nIf you touch the red one, you will die.\nThis platformer has a lot of gimmicks unlike before. I think it's frustrating ... -_- ||\nIf skipped, it will not be saved in the world record.\nAfter clearing, please enter the warp hole.\n|| Great chance! ||\nFor a limited time, if you have done all the remixes and ❤⭐ by August 31, we will send you 3 ❤⭐ to your project.\n////////////////////////////////////////////////////////////////////////////////////////////////////// タブレット対応です。\n※ターボモードを使わないでください。12秒台を超える 記録はありえないので世界記録から除外します。\n ❤と⭐をおすと、裏ステージに行きます。(まじで)\n パソコンの人は、矢印キーまたはwasdで操作します。\n赤いのにふれると死にます。\n このプラットフォーマーには、これまでのとは違い、ギミックがたくさんあります。イライラすると思います... -_-||\n スキップすると、世界記録には保存されません。\n クリアしたら、ワープホールに入ってください。\n||大チャンス!||\n期間限定、8月31日までにリミックスと❤⭐をすべてした人には、あなたの作品に❤⭐を3つお送りします!\n\nフォローしてくれないと、泣く(泣)::>_<::\nhttps://scratch.mit.edu/studios/27118822/\n//////////////////////////////////////////////////////////////////////////////////////////////////////\n#atu8ki_tama5\n#platformer\n#games
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Ice - A platformer #all #platformer #games #ice #world #me #awesome #cool
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@Stage\n\nwhen flag clicked\ndelete all of [cheated? v]\nforever\n play sound [Alan Walker - Faded v] until done\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (0) seconds\nwait (0) seconds\nset [time v] to [0]\nset [game timer v] to [0]\nset [cheated v] to [no]\nset [time v] to [0]\nset [game timer v] to [0]\nforever\n if <(TURBO MODE?) = [no]> then\n repeat until <(LEVEL #) = [32]>\n if <not <[cheated? v] contains [thing]?>> then\n if <<<(backdrop [number v]) = [1]> or <(TURBO MODE?) = [?]>> and <not <(backdrop [number v]) = [2]>>> then\n if <(CHEATED) = [no]> then\n set [time v] to (([floor v] of ((GAME TIMER) * (1000)) ) / (1000))\n end\n else\n if <(backdrop [number v]) = [2]> then\n add [thing] to [cheated? v]\n end\n end\n end\n end\n if <<(TIME) < (☁ WORLD RECORD)> and <not <(backdrop [number v]) = [2]>>> then\n delete all of [world record usernames v]\n set [☁ world record v] to (TIME)\n add (username) to [world record usernames v]\n end\n end\nend\n\nwhen flag clicked\nforever\n cheater check\nend\n\ndefine cheater check\nreset timer\nrepeat (10)\n set [turbo mode? v] to [?]\nend\nif <(timer) > [0.1]> then\n set [turbo mode? v] to [no]\n stop [this script v]\nend\nset [turbo mode? v] to [yes]\nset [game timer v] to [0]\nstop [all v]\n\nwhen flag clicked\nset [old time v] to (days since 2000)\nset [time v] to [0]\nset [game timer v] to [0]\nforever\n set [game timer v] to ((85400) * ((days since 2000) - (OLD TIME)))\nend\n\n@Player\n\nwhen flag clicked\nset [level # v] to [1]\nbroadcast (Next Level v)\nforever\n if <not <(TURBO MODE?) = [yes]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (1.5)\n end\n set [x v] to ((X) * (0.85))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> 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 (level v)?> and <<<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 end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level # v] by (1)\n end\n if <(y position) < [-170]> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (crouch v)\n if <<not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>>> and <touching (level v)?>> then\n switch costume to (crouch v)\n end\n else\n switch costume to (player v)\n end\n if <touching (water v)?> then\n broadcast (Reset v)\n end\n end\n end\nend\n\nwhen I start as a clone\nstart sound [Wilhelm Scream \(1\) v]\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 v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (40)\n\nwhen [v v] key pressed\nchange [level # v] by (1)\nset [cheated v] to [yes]\ngo to x: (-216) y: (40)\nwait until <not <key (v v) pressed?>>\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (LEVEL #)\n go to x: (0) y: (0)\n go to [back v] layer\n go [forward v] (3) layers\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (LEVEL #)\n go to [back v] layer\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (1) to (100))\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@DigitsCounter-1\n\nwhen flag clicked\nset size to (100) %\nhide\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set [brightness v] effect to (-100)\n go to x: ((-240) + ((digits) * (23))) y: (157)\n if <(digits) > (length of (TIME))> then\n hide\n else\n show\n switch costume to (letter (digits) of (TIME))\n end\nend\n\n@DigitsCounter-2\n\nwhen flag clicked\nset size to (100) %\nhide\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set [brightness v] effect to (-100)\n go to x: ((25) + ((digits) * (23))) y: (157)\n if <(digits) > (length of (☁ WORLD RECORD))> then\n hide\n else\n show\n switch costume to (letter (digits) of (☁ WORLD RECORD))\n end\nend\n\n
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◄INSTRUCTIONS►\n\n> PLEASE DON'T CALL THIS GAME SHORT(I made it longer now)!!!\n\n> Use arrow keys , WASD, or mobile controls!\n\n> Avoid spikes!\n\n> Enjoy! (Also don't call this short lol)\n\n#platformer #all #games #ice #world #me #awesome #cool
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Typhoon Night platformer
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@Stage\n\nwhen I receive [ビントロ v]\nswitch backdrop to (背景2 v)\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@Cat\n\nif <<touching color (#ff0000)?> or <(y position) < [-175]>> then\n go to x: (-222) y: (-100)\nend\n\nif <touching color (#f7f7f7)?> then\n\ngo to x: (-222) y: (-100)\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [ビントロ v]\nshow\ngo to [front v] layer\nshow\nset size to (75) %\nswitch costume to (コスチューム3 v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [背景 v] to [1]\nforever\n change [左右 v] by (-1)\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 [左右 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 [左右 v] by (2)\n point in direction (90)\n end\n set [左右 v] to ((左右) * (0.9))\n change x by (左右)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((左右) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(左右) > [0]> then\n set [左右 v] to [-7]\n else\n set [左右 v] to [7]\n end\n set [上下 v] to [10]\n start sound [Crunch v]\n else\n set [左右 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト1 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [上下 v] to [15]\n point in direction ((上下) * (0.5))\n end\n end\n change y by (1)\n change [上下 v] by (-1)\n change y by (上下)\n if <touching (スプライト1 v)?> then\n change y by ((上下) * (-1))\n set [上下 v] to [0]\n end\n hide variable [左右 v]\n if <(y position) < [-170]> then\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <<touching color (#ff0000)?> or <touching color (#b20000)?>> then\n start sound [Pew v]\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <[240] < (x position)> then\n broadcast (tugi v)\n change [背景 v] by (1)\n set [左右 v] to [0]\n set [上下 v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching color (#00ffff)?> then\n start sound [Jump2 v]\n set [上下 v] to [20]\n end\nend\n\nwhen I receive [ビントロ v]\nshow\n\nset [上下 v] to [0]\n\nwhen I receive [tugi v]\nshow\nset [左右 v] to [0]\nset [上下 v] to [0]\ngo to x: (-190) y: (-50)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [ビントロ v]\nforever\n switch costume to (主人公 v)\n if <key (right arrow v) pressed?> then\n switch costume to (主人公2 v)\n else\n switch costume to (主人公 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (主人公2 v)\n end\nend\n\n@イントロ\n\nwhen flag clicked\nplay sound [Jensation - Delicious v] until done\nwait (2) seconds\nbroadcast (ビントロ v)\nforever\n play sound [Axol x Alex Skrindo - You \[NCS Release\].mp3 v] until done\nend\n\nwhen I start as a clone\nshow\nif <[0] = (イントロ制御1)> then\n set size to (50) %\n go to x: (1) y: (242)\n repeat (15)\n change y by (((-1) - (y position)) / (3))\n end\n wait until <[0.9] < (timer)>\n go to x: (1) y: (0)\n repeat until <(x position) = [280]>\n change x by (x position)\n end\n delete this clone\nelse\n if <[1] = (イントロ制御1)> then\n go to [back v] layer\n set size to (50) %\n go to x: (1) y: (-338)\n repeat (9)\n change y by (((1) - (y position)) / (3))\n end\n wait until <[0.9] < (timer)>\n go to x: (1) y: (0)\n repeat until <(x position) = [312]>\n change x by (x position)\n end\n delete this clone\n else\n if <[2] = (イントロ制御1)> then\n go to x: (240) y: (0)\n set size to (100) %\n set [イントロ制御2 v] to [20]\n repeat (8)\n switch costume to (拡大用 v)\n change size by (イントロ制御2)\n set [イントロ制御2 v] to ((イントロ制御2) * (1.5))\n switch costume to (まる v)\n wait (0) seconds\n end\n wait until <[7.8] < (timer)>\n delete this clone\n else\n if <[3] = (イントロ制御1)> then\n go to x: (0) y: (0)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <[3.5] < (timer)>\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <[5.2] < (timer)>\n clear graphic effects\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[4] = (イントロ制御1)> then\n go to x: (0) y: (0)\n set size to (50) %\n repeat until <[5.2] < (timer)>\n go to [front v] layer\n set [イントロ制御2 v] to (((イントロ制御2) + (10)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n go to x: (0) y: (40)\n repeat until <[7] < (timer)>\n set [イントロ制御2 v] to (((イントロ制御2) + (-10)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[5] = (イントロ制御1)> then\n set size to (20) %\n go to (random position v)\n set [イントロ制御2 v] to (pick random (0.5) to (1))\n point in direction (pick random (180) to (-180))\n repeat until <[7] < (timer)>\n move (イントロ制御2) steps\n if on edge, bounce\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[6] = (イントロ制御1)> then\n go to x: (0) y: (-110)\n repeat until <[7] < (timer)>\n set [イントロ制御2 v] to (((イントロ制御2) + (5)) mod (360))\n change y by (([sin v] of (イントロ制御2) ) * (1.1))\n point in direction ((([sin v] of (イントロ制御2) ) * (1.2)) + (90))\n end\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <[7] = (イントロ制御1)> then\n go to x: (-240) y: (0)\n set size to (100) %\n set [イントロ制御2 v] to [20]\n repeat (8)\n switch costume to (拡大用 v)\n change size by (イントロ制御2)\n set [イントロ制御2 v] to ((イントロ制御2) * (1.5))\n switch costume to (まる2 v)\n wait (0) seconds\n end\n wait until <[7.8] < (timer)>\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 後ろのふわふわ\nrepeat (20)\n switch costume to (pick random (8) to (10))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nreset timer\nset size to (100) %\nhide\nreset timer\nset [イントロ制御1 v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait until <[0.6] < (timer)>\nset [イントロ制御1 v] to [1]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait until <[1.2] < (timer)>\nset [イントロ制御1 v] to [2]\nswitch costume to (まる v)\ncreate clone of (_myself_ v)\nwait until <[1.6] < (timer)>\nset [イントロ制御1 v] to [3]\nswitch costume to (フラッシュ v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [イントロ制御1 v] to [4]\nswitch costume to (フル v)\ncreate clone of (_myself_ v)\nwait until <[3.5] < (timer)>\nset [イントロ制御1 v] to [5]\n後ろのふわふわ\nwait until <[5.2] < (timer)>\nset [イントロ制御1 v] to [6]\nswitch costume to (ユザネ v)\ncreate clone of (_myself_ v)\nwait until <[7] < (timer)>\nset [イントロ制御1 v] to [7]\nswitch costume to (まる2 v)\ncreate clone of (_myself_ v)\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [0]\nhide\n\nwhen I receive [ビントロ v]\nshow\nswitch costume to (背景)\n\nwhen I receive [tugi v]\nswitch costume to (背景)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [くりあ]> then\n set [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [1]\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nset [ghost v] effect to (3500)\n\nhide\nshow\n\nwhen I receive [ビントロ v]\n\nforever\n\nreset timer\n\nwhen [timer v] > (0.1)\n\nwhen I receive [ビントロ v]\n\nforever\n if <(timer) = [0.1]> then\n repeat (35)\n change [pixelate v] effect by (-100)\n end\n stop [all v]\n end\nend\n\n@スプライト5\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nshow\ngo to x: (330) y: (pick random (122) to (30))\nglide (pick random (5) to (7)) secs to x: (-330) y: (y position)\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\ngo [backward v] (1) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.1) to (5)) seconds\nend\n\nshow\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [ビントロ v]\ngo to x: (-195) y: (-147)\nshow\nset [ghost v] effect to (50)\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [0]\nhide\n\nwhen I receive [ビントロ v]\nshow\nswitch costume to (背景)\n\nwhen I receive [tugi v]\nswitch costume to (背景)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [くりあ]> then\n set [あああああaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa v] to [1]\n end\n repeat (12)\n change y by (1)\n end\n repeat (12)\n change y by (-1)\n end\nend\n\n
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※旗は3回押す※pushing the flag three times.\n日本語は下\nUse arrow keys to operate\nFailure when it hits red\nIf it is even a little interesting, ♥ ☆ follow! !\n=========================================\n矢印キーで操作\n赤に当たると失敗\n少しでも面白かったら♥☆フォロー頼む‼
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SPACE ADVENTURE 4 a multiplayer platformer! #Games #All
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@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Danimal Cannon & Zef - Chronos v] until done\nend\n\nplay sound [Alan Walker - Force v] until done\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Player \n\nwhen flag clicked\nforever\n if <(username) = [radscience]> then\nend\n\nwhen I receive [begin v]\nshow\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\n \n if <(Chat) = <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\npoint in direction (90)\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nif <not <touching (water v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\nelse\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\nend\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\n\ndefine Game - Die\nset [exit v] to []\nPosition Player\nstart sound [Hurt v]\npoint in direction (90)\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nshow\nif <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\nend\nif <<<(mouse x) < ((x position) + (-10))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<((x position) + (10)) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nchange [in air v] by (1)\n\nchange [in air v] by (1)\n\ndefine Position Player\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [in air v] to [0]\nset [exit v] to []\n\nwhen flag clicked\nset [checkpoint x v] to [-21]\nset [checkpoint y v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nmove (10) steps\n\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\n\nforever\n\nif <(LEVEL) = [2]> then\n set [checkpoint x v] to [-21]\n set [checkpoint y v] to [0]\n set [y v] to [0]\n set [x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (normal3 v)\n end\nend\n\nhide\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n broadcast (Full v)\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n show\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [560] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nClone at x: [560] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (You win!!! v)\n hide\n set [exit: x v] to [999999999999999]\n set [exit: y v] to [999999999999999]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [5554] y: [288]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [3000] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nwhen I receive [open portal v]\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\nset [exit v] to [win]\n\n@Chat\n\nwhen I start as a clone\nshow\nswitch costume to (effet v)\nset [ghost v] effect to (20)\nset size to (12) %\nrepeat (20)\n change size by (-0.7)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nforever\n show\n switch costume to (full v)\n go to [front v] layer\nend\n\nwhen I receive [full v]\nplay sound [Disconnect v] until done\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [you win!!! v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [this script v]\n\n@Checkpoints\n\nwhen I receive [tick v]\nPosition ((@x) - (SCROLL X)) ((@y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [check points number# v] by (1)\nset [@x v] to (x)\nset [@y v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nshow\nswitch costume to (off v)\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (@x)\n set [checkpoint y v] to (@y)\n end\n if <<(@x) = (CHECKPOINT X)> and <(@y) = (CHECKPOINT Y)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen flag clicked\nset [check points number# v] to [0]\nset [@x v] to [1]\nset [@y v] to [-13]\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nswitch costume to (blankkk v)\n\nwhen flag clicked\nset [@x v] to [1]\nset [@y v] to [-13]\nwait (.009) seconds\nClone at x: [2780] y: [70]\nswitch costume to (blankkk v)\n\n
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------------------------instructions--------------------\nUse arrow keys to move or wasd\nif using phone or ipad there are mobile controls :)\nso it should be okay!\nPush N to hide usernames if you want\npush the chat button to chat with online people\n10 is the max amount of players.\nthis is a multiplayer platformer so it might lag sorry.\nAnd new scratchers cant do multiplayer.\nplease love fav and follow! l would appreciate it!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ntags (ignore ;-;)\n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#stories #art #music #space #multiplayer #platformer
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Among Us Platformer 3 | #games #all
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@Stage\n\nwhen flag clicked\nswitch backdrop to (costume11 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Lyin 2 Me v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching color (#615e5e)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#615e5e)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<(y position) < [-170]> or <touching color (#000000)?>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nshow\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen backdrop switches to [2021_08_09_12z_kleki v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\nwhen [r v] key pressed\nbroadcast (respawn v)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (30) 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\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [costume9 v]\nforever\n go to x: (-2) y: (-9)\n show\nend\n\n
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Arrow keys, WASD, or mobile controls to move. R to restart level.\n\nYou are Yellow, a Crewpostor who has crash-landed on an Impostor planet after escaping an Impostor spaceship. After some exploration, you stumble upon an Impostor city and decide to explore it. What will you find?\n\nFollow for part 4! New projects every Saturday!
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Twilight A Platformer
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@Stage\n\n@Player \n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (95) %\nswitch costume to (player v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\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?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\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 create clone of (_myself_ v)\n end\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 create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n 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) * (-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 <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\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 change y by (-1)\n if <touching (level 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 [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and <not <(Level) = [13]>>> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching (lava v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching (spikes v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (-50)\n end\nend\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 flag clicked\nforever\n play sound [Vexento - No Turning Back v] until done\n set volume to (50) %\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nshow\nswitch costume to (Level)\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset drag mode [not draggable v]\n\n@Lava\n\nwhen flag clicked\nset [level v] to [1]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nshow\nswitch costume to (Level)\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset drag mode [not draggable v]\n\n@Level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\n\nwhen I receive [next level v]\nshow\nswitch costume to (Level)\n\nwhen flag clicked\nset [level v] to [1]\nshow\nswitch costume to (1 v)\n\n@TB\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\ngo to [front v] layer\nhide\nset size to (100) %\n\nwhen flag clicked\n\nshow\n\n
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➡ Use Arrow keys, WASD, or tap to use (Mobile)\n ➡ Watch out for spikes and lava\n ➡ There are two checkpoints\n ➡ Love and Fav for a cookie :)
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Green - A Platformer | Mobile Friendly
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@Stage\n\nwhen flag clicked\nswitch backdrop to (empty v)\n\nwhen I receive [game start! v]\nwait (0.5) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nnext backdrop\n\n@Player\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine Y Collision\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X Collision\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-180]> then\n set [died? v] to [Yes]\n start sound [Crunch v]\n set [y v] to [12]\n broadcast (fall v)\n wait (1.5) seconds\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-75)\n else\n set [died? v] to [No]\n if <touching (danger v)?> then\n set [died? v] to [Yes]\n broadcast (die v)\n play sound [Crunch v] until done\n wait (1) seconds\n set [x v] to [0]\n set [y v] to [0]\n else\n set [died? v] to [No]\n if <touching (portal v)?> then\n start sound [Connect v]\n change [level v] by (1)\n broadcast (slide v)\n wait (1.5) seconds\n end\n if <touching (bouncy v)?> then\n start sound [Water Drop v]\n set [y v] to [21]\n if <(Level) = [7]> then\n set [y v] to [17]\n else\n set [y v] to [21]\n end\n end\n if <touching (fake v)?> then\n think [o0f]\n else\n think []\n end\n end\n end\nend\n\nwhen I receive [next v]\ngo to x: (-200) y: (-75)\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\n\nwhen I receive [die v]\nswitch costume to (costume3 v)\nset [y v] to [12]\nrepeat (12)\n change [y v] by (-1)\n turn right (4) degrees\n change y by (y)\nend\nrepeat (5)\n change [y v] by (-1)\n turn right (4) degrees\n change y by (y)\n change [ghost v] effect by (20)\nend\nwait (0.5) seconds\nReset\n\nwhen I receive [fall v]\nset [y v] to [16]\nrepeat (12)\n change [y v] by (-2)\n turn right (4) degrees\n change y by (y)\nend\nrepeat (5)\n change [y v] by (-1)\n turn right (4) degrees\n change y by (y)\n change [ghost v] effect by (20)\nend\nwait (0.5) seconds\nReset\n\nwhen I receive [game start! v]\nswitch costume to (player v)\nshow\ngo to x: (-200) y: (-75)\nwait (0.5) seconds\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n Platformer\nend\n\nwhen flag clicked\nhide\n\ndefine Platformer\nif <(Paused?) = [No]> then\n if <(Died?) = [No]> then\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(item (2) of [outputs v]) = [1]>> then\n change [x v] by (0.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(item (3) of [outputs v]) = [1]>> 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 (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n X Collision\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(item (1) of [outputs v]) = [1]>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [y v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n Y Collision\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> or <(item (1) of [outputs v]) = [1]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n end\nend\n\ndefine Reset\ngo to x: (-200) y: (-75)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nset [ghost v] effect to (0)\nswitch costume to (player v)\n\n@Levels\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [next v]\nswitch costume to (Level)\n\nwhen I receive [game start! v]\nshow\n\n@Next\n\nwhen I receive [slide v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nbroadcast (next v)\nset y to (1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@Portal\n\nwhen I receive [next v]\nif <(Level) = [2]> then\n go to x: (219) y: (-49)\nelse\n if <(Level) = [3]> then\n go to x: (-203) y: (131)\n else\n if <(Level) = [4]> then\n go to x: (223) y: (-37)\n else\n if <(Level) = [5]> then\n go to x: (-193) y: (144)\n else\n if <(Level) = [6]> then\n go to x: (218) y: (-36)\n else\n if <(Level) = [7]> then\n go to x: (207) y: (-73)\n else\n if <(Level) = [8]> then\n go to x: (210) y: (-48)\n else\n if <(Level) = [9]> then\n go to x: (211) y: (-49)\n else\n if <(Level) = [10]> then\n go to x: (196) y: (78)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (197) y: (-49)\n\nwhen I receive [game start! v]\nshow\nset [speed v] to [0]\nforever\n if <(Paused?) = [No]> then\n change [speed v] by (6)\n point in direction ((([sin v] of (speed) ) * (50)) + (90))\n delete this clone\n end\nend\n\n@TN\n\nwhen flag clicked\nset [hide all v] to [no]\ngo to x: (240) y: (0)\nshow\ngo to [front v] layer\ngo [forward v] (3000) layers\nset [ghost v] effect to (100)\n\nwhen I receive [ready v]\nset [hide all v] to [yes]\nrepeat (30)\n change [xv v] by ((0) - ((x position) / (3)))\n set [xv v] to ((xv) * (.70))\n change x by (xv)\nend\nwait (0.3) seconds\nbroadcast (Game Start! v)\n\nwhen I receive [ready v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [game start! v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [next v]\nswitch costume to (Level)\n\nwhen I receive [game start! v]\nshow\n\nwhen I receive [next v]\nif <(Level) = [14]> then\n hide\nend\n\n@Bouncy\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(Level) = [2]> then\n switch costume to (costume1 v)\n show\n go to x: (-150) y: (-121)\nelse\n if <(Level) = [3]> then\n switch costume to (costume1 v)\n hide\n else\n if <(Level) = [4]> then\n switch costume to (costume1 v)\n hide\n else\n if <(Level) = [5]> then\n switch costume to (costume2 v)\n show\n go to x: (0) y: (0)\n else\n if <(Level) = [6]> then\n switch costume to (costume1 v)\n hide\n else\n if <(Level) = [7]> then\n switch costume to (costume1 v)\n show\n go to x: (20) y: (-61)\n else\n if <(Level) = [8]> then\n switch costume to (costume3 v)\n show\n go to x: (0) y: (-120)\n else\n if <(Level) = [9]> then\n switch costume to (costume1 v)\n show\n go to x: (12) y: (-79)\n else\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n show\n go to x: (82) y: (-166)\n else\n if <(Level) = [11]> then\n switch costume to (costume1 v)\n show\n go to x: (-118) y: (-85)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Fake\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [next v]\nif <(Level) = [6]> then\n show\nelse\n hide\nend\n\n@Skip button\n\nwhen flag clicked\nhide\n\nwhen I receive [game start! v]\nset [can skip? v] to [2]\ngo to x: (180) y: (-154)\nshow\nforever\n if <not <(Level) = [11]>> then\n if <not <(Can skip?) < [1]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (2))\n if <mouse down?> then\n change size by (((90) - (size)) / (2))\n wait (0.2) seconds\n broadcast (slide v)\n change [level v] by (1)\n change [can skip? v] by (-1)\n end\n else\n change size by (((100) - (size)) / (2))\n end\n else\n set [ghost v] effect to (80)\n end\n end\nend\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n set [ghost v] effect to (80)\n stop [this script v]\nend\n\nwhen I receive [slide v]\nhide\n\nwhen I receive [next v]\nshow\n\n@Pause button\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-153)\n\nwhen I receive [game start! v]\nset [paused? v] to [No]\nswitch costume to (ll v)\nshow\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by (((55) - (size)) / (2))\n if <mouse down?> then\n change size by (((40) - (size)) / (2))\n change size by (((45) - (size)) / (2))\n wait (0.2) seconds\n switch costume to (|> v)\n set [paused? v] to [Yes]\n end\n else\n change size by (((40) - (size)) / (2))\n end\n else\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n change size by (((55) - (size)) / (2))\n if <mouse down?> then\n change size by (((40) - (size)) / (2))\n change size by (((45) - (size)) / (2))\n wait (0.2) seconds\n switch costume to (ll v)\n set [paused? v] to [No]\n end\n else\n change size by (((40) - (size)) / (2))\n end\n end\n end\nend\n\n@Music\n\nwhen flag clicked\ngo to x: (222) y: (160)\nset size to (88) %\nset volume to (100) %\nswitch costume to (on v)\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n switch costume to (off v)\n set volume to (0) %\n repeat (4)\n set size to ((50) + ((size) / (3))) %\n end\n set size to ((60) + ((size) / (3))) %\nelse\n switch costume to (on v)\n set volume to (100) %\n repeat (4)\n set size to ((50) + ((size) / (3))) %\n end\n set size to ((60) + ((size) / (3))) %\nend\n\nwhen I receive [ready v]\nforever\n play sound [Music v] until done\nend\n\n@Menu\n\nwhen flag clicked\nset size to (500) %\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nwait (1) seconds\nforever\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\nend\n\nwhen flag clicked\nset [xv v] to [0]\ngo to x: (240) y: (0)\nforever\n change [xx v] by ((0) - ((x position) / (3)))\n set [xx v] to ((xx) * (.70))\n change x by (xx)\nend\n\nwhen I receive [ready v]\nhide\n\n@Play\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (Ready v)\nhide\n\nwhen I receive [intro done v]\nwait (0.6) seconds\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((80) - (size)) / (3))) %\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n if <not <(hide all) = [yes]>> then\n if <(Menu Ins) = [show]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Instructions\n\nwhen this sprite clicked\nset [menu ins v] to [show]\n\nwhen I receive [intro done v]\nwait (0.6) seconds\ngo to [front v] layer\ngo [forward v] (1) layers\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((80) - (size)) / (3))) %\n if <mouse down?> then\n change size by (((40) - (size)) / (2))\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n if <not <(hide all) = [yes]>> then\n if <(Menu Ins) = [show]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [xv v] to [0]\ngo to x: (240) y: (-70)\nforever\n change [xv v] by ((0) - ((x position) / (3)))\n set [xv v] to ((xv) * (.70))\n change x by (xv)\nend\n\nwhen I receive [ready v]\nhide\n\nwhen flag clicked\nhide\n\n@Ins\n\nwhen flag clicked\ngo to x: (0) y: (-3)\nset size to (10) %\ngo [backward v] (10) layers\nforever\n if <(Menu Ins) = [show]> then\n show\n set [ghost v] effect to (0)\n change size by (((size) - (100)) / (-3))\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n set size to (10) %\n hide\n end\nend\n\n@Sprite2\n\nwhen this sprite clicked\nset [menu ins v] to [hide]\nstart sound [A Bass v]\n\nwhen flag clicked\nset [menu ins v] to [hide]\ngo to x: (156) y: (109)\ngo to [front v] layer\ngo [forward v] (90000000000) layers\nset [ghost v] effect to (100)\nforever\n if <(Menu Ins) = [show]> then\n wait (0.2) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n hide\n end\nend\n\n@Intro\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\ngo to [front v] layer\nclear graphic effects\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (text games v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (intro done v)\n\nwhen I start as a clone\nif <(costume [name v]) = [bg]> then\n go to x: (0) y: (0)\n set size to (100) %\n show\nend\nif <(costume [name v]) = [logo]> then\n point in direction (0)\n go to x: (0) y: (0)\n set size to (0) %\n show\n start sound [Whoosh v]\n repeat (20)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.1) seconds\n repeat (30)\n change x by (((-110) - (x position)) / (3))\n end\n wait (0.2) seconds\nend\nif < (costume [name v]) contains [text]?> then\n go to x: (0) y: (0)\n set size to (100) %\n go [backward v] (1) layers\n show\n start sound [Bass v]\n repeat (30)\n change x by (((40) - (x position)) / (3))\n end\nend\n\nwhen I receive [intro done v]\nif <(costume [name v]) = [bg]> then\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@joystick\n\nwhen flag clicked\nhide\n\ndefine joystick at (x) (y)\nset [joystick: x v] to (x)\nset [joystick: y v] to (y)\ngo to x: (x) y: (y)\nset size to (100) %\nset [id v] to [stick]\ncreate clone of (_myself_ v)\nset [id v] to [bg]\ncreate clone of (_myself_ v)\nset [id v] to []\nhide\n\nwhen I start as a clone\nshow\nif <(id) = [stick]> then\n switch costume to (stick v)\n set [ghost v] effect to (75)\n \n if <<mouse down?> and <(IN BG) > [0]>> then\n point towards (mouse-pointer v)\n switch costume to (stick2 v)\n replace item (1) of [outputs v] with (<<(direction) > [-60]> and <(direction) < [60]>> + (0))\n replace item (2) of [outputs v] with (<<(direction) > [30]> and <(direction) < [150]>> + (0))\n replace item (3) of [outputs v] with (<<(direction) > [-150]> and <(direction) < [-30]>> + (0))\n else\n point in direction (90)\n switch costume to (stick v)\n replace item (1) of [outputs v] with [0]\n replace item (2) of [outputs v] with [0]\n replace item (3) of [outputs v] with [0]\n end\n go to x: (joystick: x) y: (joystick: y)\n end\nend\nif <(id) = [bg]> then\n switch costume to (bg v)\n set [ghost v] effect to (90)\n \n if <not <mouse down?>> then\n set [in bg v] to (<touching (mouse-pointer v)?> + ())\n end\n go to x: (joystick: x) y: (joystick: y)\n end\n stop [this script v]\nend\n\nwhen I receive [game start! v]\nif <(PC/MOBILE) = [MOBILE]> then\n delete all of [outputs v]\n add [] to [outputs v]\n add [] to [outputs v]\n add [] to [outputs v]\n joystick at [-170] [-110]\nend\n\n@PC/MOBILE\n\nwhen flag clicked\nset [pc/mobile v] to [PC]\nshow\nset [cloneid v] to [MOBILE]\ncreate clone of (_myself_ v)\nset [cloneid v] to [PC]\ncreate clone of (_myself_ v)\n\ndefine Button\nif <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (2))\nelse\n change size by (((100) - (size)) / (2))\nend\n\nwhen I receive [intro done v]\nwait (0.6) seconds\ngo to [front v] layer\nforever\n if <(hide all) = [no]> then\n if <(cloneID) = [PC]> then\n Button\n go to x: (38) y: (-146)\n switch costume to (pc v)\n set [ghost v] effect to (60)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [pc/mobile v] to [PC]\n set [ghost v] effect to (10)\n start sound [Clicked v]\n wait (0.5) seconds\n end\n end\n else\n if <(cloneID) = [MOBILE]> then\n Button\n go to x: (-38) y: (-146)\n switch costume to (mobile v)\n set [ghost v] effect to (60)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [pc/mobile v] to [MOBILE]\n set [ghost v] effect to (10)\n start sound [Clicked v]\n wait (0.5) seconds\n end\n end\n end\n end\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (-106)\nset size to (70) %\nshow\nforever\n if <(hide all) = [no]> then\n if <(PC/MOBILE) = [PC]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\n
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Squarey ~ A Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\nset [ghost v] effect to (25)\nforever\n if <(level :O) = [11]> then\n switch backdrop to (backdrop3 v)\n end\n if <(level :O) = [12]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level :O) = [12]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level :O) = [19]> then\n switch backdrop to (backdrop4 v)\n end\n if <(level :O) = [20]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [game v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [game v]\nforever\n play sound [Dance Celebrate v] until done\nend\n\n@Hi!!!!! :)\n\n@Player\n\ndefine Platformer\nchange x by (Xspeed)\nrepeat (8)\n change y by ((1) * <touching (ground v)?>)\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((0) - ((Xspeed) / ([abs v] of (Xspeed) )))\n end\n set [xspeed v] to [0]\nend\nchange [xspeed v] by ((<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> - <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>) + ((0.5) * ((<[-10] > (Xspeed)> - <(Xspeed) > [10]>) + (<[0] > (Xspeed)> - <(Xspeed) > [0]>))))\nchange y by (Yspeed)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((0) - ((Yspeed) / ([abs v] of (Yspeed) )))\n end\n set [yspeed v] to ((15) * <<(Yspeed) < [0]> and <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (space v) pressed?>>>)\nend\nchange [yspeed v] by (-1)\n\nwhen flag clicked\nswitch costume to (normal v)\ngo to x: (-205) y: (-66)\nset size to (25) %\nforever\n Platformer\nend\n\nwhen flag clicked\nhide\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (duck v)\n end\n if <not <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (next level. :OOOO v)\n end\n if <touching (danger\(u dead again\) d: v)?> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [next level. :oooo v]\nchange [level :o v] by (1)\nswitch costume to (normal v)\ngo to x: (-205) y: (-66)\nset size to (25) %\nshow\n\nwhen flag clicked\nforever\n if <touching (barrier\(u dead\) v)?> then\n broadcast (restart v)\n end\n if <key (r v) pressed?> then\n broadcast (restart v)\n end\n if <touching (growberry v)?> then\n set size to (35) %\n go to x: (-196) y: (-57)\n broadcast (go away berry v)\n end\n if <touching (little sis v)?> then\n broadcast (fade sissy v)\n end\n if <touching (little bro v)?> then\n broadcast (fade bro lol v)\n end\n if <touching (mum square v)?> then\n broadcast (collect meh mum v)\n end\n if <touching (dad square v)?> then\n broadcast (Fade Away v)\n end\n if <<touching (next level v)?> and <(level :O) = [31]>> then\n broadcast (Family! v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-205) y: (-66)\nset size to (25) %\nshow\n\nwhen flag clicked\nset [y-axis v] to [0]\nchange [y-axis v] by (-1)\nforever\n if <touching (bouncy\(he he\) v)?> then\n change [y-axis v] by (pick random (10) to (15))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy\(he he\) v)?> then\n change y by (Y-Axis)\n end\nend\n\nwhen flag clicked\nhide\nset [level :o v] to [1]\nswitch costume to (normal v)\n\nwhen I receive [game v]\nshow\n\nwhen flag clicked\nforever\n if <[] = [yes]> then\n switch costume to (duck v)\n end\n if <[] = [no]> then\n switch costume to (normal v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nshow\n\nwhen I receive [next level. :oooo v]\nnext costume\n\nwhen I receive [game v]\nshow\n\n@Danger(u dead again) D:\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level. :oooo v]\nnext costume\n\n@next level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@barrier(u dead)\n\nwhen flag clicked\nforever\n go to x: (0) y: (37)\n set [ghost v] effect to (100)\nend\n\n@GrowBerry\n\nwhen I receive [next level. :oooo v]\nnext costume\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [go away berry v]\nhide\n\n@mum square\n\nwhen I receive [collect meh mum v]\n\nwhen flag clicked\n\nhide\n\nforever\n if <(level :O) = [31]> then\nend\n\nwhen I receive [family! v]\ngo to [front v] layer\nset size to (30) %\ngo to x: (130) y: (125)\n\nshow\n\nwhen flag clicked\nforever\n if <(level :O) = [31]> then\n go to x: (130) y: (125)\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@dad square\n\nwhen flag clicked\nforever\n if <(level :O) = [31]> then\n go to x: (-37) y: (167)\n show\n end\nend\n\nhide\n\ngo to [front v] layer\nset size to (31) %\n\nwhen I receive [fade away v]\n\nhide\n\nwhen I receive [family! v]\n\nwhen flag clicked\nhide\n\n@little bro\n\nwhen flag clicked\n\nhide\n\nwhen I receive [fade bro lol v]\n\nhide\n\nwhen I receive [family! v]\n\nwhen flag clicked\nforever\n if <(level :O) = [31]> then\n go to x: (12) y: (28)\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@little sis\n\nwhen flag clicked\nhide\nhide\n\nwhen I receive [fade sissy v]\n\nwhen I receive [family! v]\ngo to [front v] layer\nset size to (20) %\ngo to x: (-120) y: (-27)\nshow\n\nwhen flag clicked\nforever\n if <(level :O) = [31]> then\n go to x: (-120) y: (-27)\n show\n end\nend\n\nhide\n\n@words/talky person?\n\nwhen [timer v] > (timer2)\nhide\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo [forward v] (99999999999999999999999999999) layers\ngo to [front v] layer\n\nwhen I receive [next level. :oooo v]\nnext costume\n\nwhen I receive [game v]\nshow\n\n@scene thing\n\nwhen flag clicked\nhide\n\nwhen I receive [scene... v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nswitch costume to (costume2 v)\nwait (1.5) seconds\nswitch costume to (costume3 v)\nwait (1.5) seconds\nbroadcast (game v)\nhide\n\n@Swipe\n\nwhen flag clicked\nset [cloneid v] to [0]\nshow\ngo to x: (544) y: (79)\nrepeat (22)\n change x by (-25)\nend\nrepeat (1)\n create clone of (_myself_ v)\nend\nrepeat (20)\n change y by (30)\nend\nhide\nbroadcast (Logo v)\n\nwhen I start as a clone\nchange [cloneid v] by (1)\nwait (0.5) seconds\ngo to x: (-6) y: (-273)\nrepeat (20)\n change y by (-30)\nend\nhide\n\nwhen I receive [final swipe v]\nshow\ngo to x: (-121) y: (-352)\nrepeat (12)\n change y by (30)\nend\nwait (1) seconds\nhide\nclear sound effects\nstop all sounds\nbroadcast (scene... v)\n\nwhen flag clicked\nplay sound [Odesong v] until done\n\n@Logo\n\nwhen flag clicked\nswitch costume to (anime me5 v)\nhide\ngo to x: (-7) y: (-2)\npoint in direction (90)\nrepeat (10)\n turn right (18) degrees\nend\npoint in direction (90)\nrepeat (10)\n turn left (18) degrees\nend\npoint in direction (90)\nrepeat (10)\n go to x: (pick random (5) to (15)) y: (pick random (5) to (15))\nend\nrepeat (3)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (25)\n end\n next costume\n repeat (2)\n change [ghost v] effect by (-25)\n end\nend\nwait (1) seconds\nhide\nbroadcast (Final Swipe v) and wait\n\nwhen I receive [logo v]\nshow\n\n@tb\n\nwhen flag clicked\nforever\n set [timer2 v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (timer2)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n
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PART 2 IS OUT!!!!!: https://scratch.mit.edu/projects/570074435/\n\n\nEdit: Yaaaaaaaaayyyy!!!!!!! It is fully mobile friendly!!!!!!!!! if you are on mobile tapping below the player will duck the player. On mobile hold/tap where you want to go!\n\nEdit: Eeeeeee! I added mobile controls!!!! (26/10/2021)\nMobile friendly is a WIP. You cannot fully play the game since there is not a duck feature. You can go inside and skip the level but remember to stay tuned because Squarey 2 will be fully mobile friendly!!\nHi,\nI haven't shared a game in forever so I decided to quickly throw this together! A part 2 will be coming soon so make sure you love, fave and follow to stay updated! :)\n\n*******************************Story***********************************\nSo basically you live in square-land and when bad people come they take your family! Your job is to rescue them!\n\n******************************Controls********************************Use the arrow keys and if you are on mobile tap where you want to go Also 'r' key to re-spawn the level. If you get stuck spam the 'r' key until you re-spawn. :)\n\nHave fun! I hope you like it!\n\n\n@Fazah_Champ loved, faved and commented!! \nThx everyone so much for 271 views, 42 hearts and 38 stars! :)\n
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Galaxy || A Scrolling Platformer
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@Stage\n\n@Blank\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@Player\n\nset [x v] to [12043]\nset [y v] to [2500]\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\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)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset size to (10) %\nclear graphic effects\nshow\nset size to (30) %\nclear graphic effects\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nend\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\nchange [scrollx v] by (round (((x) - (scrollx)) / (5)))\nif <(scrollx) < [0]> then\n set [scrollx v] to [0]\nend\nif <(scrollx) > [6200]> then\n set [scrollx v] to [6200]\nend\nchange [scrolly v] by (round (((y) - (scrolly)) / (10)))\nif <(scrolly) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <<touching (spikes v)?> or <touching (lava v)?>> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (scrollx)) y: ((y) - (scrolly))\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\nif <(Checkpoint) = [1]> then\n set [x v] to [1389]\n set [y v] to [163]\nelse\n if <<(Checkpoint) = [2]> or <(Checkpoint) = [3]>> then\n set [x v] to [2600]\n set [y v] to [294]\n end\nend\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\n\ndefine Game - Win\n\ndefine Test - Die\n\nwhen flag clicked\nforever\n\nif <not <(EXIT) = [die]>> then\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Fly Away \(Instrumental\) v] until done\nend\n\n@spikes\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL2) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [end v]\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nset [level2 v] to [1]\n\n@Lava\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\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 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\nwhen I receive [end v]\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n change [checkpoint v] by (1)\n switch costume to (green flag 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\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [level2 v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL2) = [1]> then\n switch costume to (close flag v)\n Clone at x: [1389] y: [169]\n Clone at x: [2600] y: [294]\nend\n\nwhen I receive [end v]\nforever\n hide\nend\n\nwhen I receive [end v]\nforever\n hide\n delete this clone\nend\n\n@Platforms\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL2) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [60]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [90]\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: [140]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level2 v] to [1]\n\n@TB\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\ngo to [front v] layer\nhide\nset size to (100) %\n\nwhen flag clicked\n\nshow\n\n
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➡ Use Arrow keys, or tap to use (Mobile)\n ➡ Watch out for spikes and lava\n ➡ There are two checkpoints\n ➡ Love and fav for a cookie
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