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Wonder Valley || multiplayer platformer #games #stratfordjames #amazingQ
@Stage\n\nwhen I receive [start! v]\nforever\n Broadcast\nend\n\nwhen flag clicked\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch backdrop to (backdrop1 v)\nelse\n switch backdrop to (blur v)\nend\nif <(username) = [stratfordjames]> then\n show variable [fps v]\n set [coins v] to [500]\nelse\n hide variable [fps v]\n set [coins v] to [0]\nend\nhide variable [@player v]\nhide variable [☁ cloud4 v]\nhide variable [☁ cloud5 v]\nhide variable [☁ cloud6 v]\nhide variable [☁ cloud7 v]\nhide variable [☁ cloud8 v]\nhide variable [☁ cloud9 v]\nhide variable [☁ cloud10 v]\nshow list [usernames v]\nhide variable [☁ cloud1 v]\nhide variable [☁ cloud2 v]\nshow list [cloud list v]\nhide variable [☁ cloud3 v]\nshow list [active check v]\nforever\n if <<(username) = [stratfordjames]> or <<(username) = [stratfordjames_test]> or <(username) = [icedsnow]>>> then\n wait until <key (v v) pressed?>\n hide list [usernames v]\n show variable [☁ cloud1 v]\n show variable [☁ cloud2 v]\n show variable [☁ cloud3 v]\n show variable [@player v]\n show variable [☁ cloud4 v]\n show variable [☁ cloud5 v]\n show variable [☁ cloud6 v]\n show variable [☁ cloud7 v]\n show variable [☁ cloud8 v]\n show variable [☁ cloud9 v]\n show variable [☁ cloud10 v]\n hide list [cloud list v]\n hide list [active check v]\n wait until <not <key (v v) pressed?>>\n wait until <key (v v) pressed?>\n hide variable [☁ cloud1 v]\n hide variable [☁ cloud2 v]\n show list [usernames v]\n show list [cloud list v]\n hide variable [@player v]\n hide variable [☁ cloud3 v]\n show list [active check v]\n hide variable [☁ cloud5 v]\n hide variable [☁ cloud6 v]\n hide variable [☁ cloud7 v]\n hide variable [☁ cloud4 v]\n hide variable [☁ cloud8 v]\n hide variable [☁ cloud9 v]\n hide variable [☁ cloud10 v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))) mod (50))\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\nwhen I receive [online start v]\nforever\n broadcast (online_tick v)\nend\n\ndefine Broadcast\nbroadcast (Tick v)\nbroadcast (Tick_Water v)\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nrepeat (100)\n change [ghost v] effect by (1)\nend\nset [ghost v] effect to (100)\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen [timer v] > (1.2)\nif <(exit) = [reg]> then\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch costume to (night v)\n else\n switch costume to (day v)\n end\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Game_Level_Art\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [0]\nset [@offset_y v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [280]\n switch costume to (1l v)\n Clone [-660] [100]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1s v)\n Clone [0] [360]\n switch costume to (1t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Game_Level_Hitbox\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offsetx v] to [0]\nset [@offsety v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n set [@offsetx v] to [1950]\n set [@offsety v] to [145]\n switch costume to (1m v)\n Clone [20] [240]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1t v)\n Clone [400] [360]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (99)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nset [ghost v] effect to (100)\n\n@Game_Level_JUMPTHROUGH\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [3630]\nset [@offset_y v] to [205]\nhide\nrepeat (1)\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [240]\n switch costume to (1l v)\n Clone [-660] [140]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n set [@offset_x v] to [530]\n set [@offset_y v] to [945]\n switch costume to (1s v)\n Clone [0] [0]\n switch costume to (t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + ())\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nset [ghost v] effect to (100)\n\n@Game_player\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\nset [time v] to [0]\nbroadcast (green flag v)\nbroadcast (Setup v)\nbroadcast (restart v)\nwait (0.01) seconds\nbroadcast (start! v)\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-174]\nset [scroll y v] to [-80]\nset [offset x v] to [-180]\nset [offset y v] to [-80]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nchange player x by (round ((XV) / (1.8)))\nif <<<(click2) = [false]> and <<(mouse x) > ((x position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [8]> then\n change [xv v] by (2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-10))> and <<mouse down?> and <<(click2) = [false]> and <[0] = (clickShop)>>>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [8]> then\n change [xv v] by (-2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\nend\nif <<<<(mouse y) > ((y position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>> and <(click2) = [false]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n if <(water) > [5]> then\n set [yv v] to [10]\n end\n else\n if <(in air) < [4]> then\n if <(jumpBOOST?) = [1]> then\n set [yv v] to [14.5]\n else\n set [yv v] to [12.4]\n end\n end\n end\nend\nswitch costume to (water v)\nif <touching (game_level_liquid v)?> then\n change [yv v] by (2)\nend\nswitch costume to (hitbox v)\nif <touching (game_level_liquid v)?> then\nSlope\nchange player y by (YV)\nPosition\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (5)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\nposition\nset [xv v] to ((XV) * (0.7))\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (game_level_hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (game_level_hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (game_level_hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\nwhen I receive [tick v]\nif <(pause) = [0]> then\n Tick\nend\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by ((sy) * (1))\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (game_level_hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <<not <touching (game_level_jumpthrough v)?>> and <not <touching (game_level_movingplatform_graphics v)?>>>\n switch costume to (hitboxjumpth v)\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <touching (game_level_liquid v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\nelse\n set [water v] to [0]\nend\nif <(Offset X) < [-223]> then\n set [offset x v] to [-223]\nend\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\nif <(YV) < [-9]> then\n set [yv v] to [-9]\nend\n\nwhen I receive [start! v]\nrepeat (3)\n reset\nend\n\nwhen I receive [reset v]\nrepeat (3)\n reset\nend\n\nwhen [c v] key pressed\nif <(username) = [amazingQ]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (left v)\nif <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [8]\nelse\n switch costume to (right v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [8]\n else\n switch costume to (left2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n end\nend\nSet Costume\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen [o v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [3430]\n set [scroll y v] to [0]\n set [offset x v] to [3430]\n set [offset y v] to [0]\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [1481]\n set [scroll y v] to [540]\n set [offset x v] to [1481]\n set [offset y v] to [530]\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (game_level_danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open caht v] to ((1) - (open caht))\nif <(open caht) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\n@Game_Level_DANGER\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [1490]\nset [@offset_y v] to [585]\nhide\nrepeat (1)\n switch costume to (1p v)\n Clone [0] [0]\n set [@offset_x v] to [2619]\n set [@offset_y v] to [-310]\n switch costume to (1e v)\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [x_offset\(mp\) v] to [0]\n\n@Game_Collectable\n\nwhen I receive [restart v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nclone\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nif <(@layer) = [front]> then\n go to [front v] layer\n go [backward v] (115) layers\nelse\n go to [back v] layer\nend\nforever\n if <touching (game_player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n repeat until <(size) > [250]>\n change size by (((251) - (size)) / (6))\n change [ghost v] effect by (5)\n end\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nwait (2) seconds\nset [lootxy v] to [none]\nforever\n if <not <(LOOTXY) = [none]>> then\n set [@layer v] to [front]\n set [offsetx v] to ((join (join (letter (1) of (LOOTXY)) (letter (2) of (LOOTXY))) (join (letter (3) of (LOOTXY)) (letter (4) of (LOOTXY)))) - (5000))\n set [offsety v] to ((join (join (letter (5) of (LOOTXY)) (letter (6) of (LOOTXY))) (join (letter (7) of (LOOTXY)) (letter (8) of (LOOTXY)))) - (5000))\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [35]\n Clone [0] [35]\n switch costume to (blank v)\n wait (0.1) seconds\n set [lootxy v] to [none]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [0]\nset [offsety v] to [0]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n set [@layer v] to [back]\n switch costume to (heart v)\n set [offsetx v] to [1653]\n set [offsety v] to [798]\n Clone [0] [60]\n set [@layer v] to [front]\n switch costume to (coin v)\n set [offsetx v] to [0]\n set [offsety v] to [0]\n Clone [35] [-142]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [239]\n set [offsety v] to [-88]\n Clone [0] [0]\n Clone [0] [35]\n set [offsetx v] to [311]\n set [offsety v] to [-449]\n Clone [0] [35]\n Clone [0] [35]\n Clone [0] [35]\n Clone [35] [-70]\n Clone [0] [35]\n Clone [0] [35]\n set [offsetx v] to [1070]\n set [offsety v] to [-218]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [73] [45]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [1490]\n set [offsety v] to [-317]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1665]\n set [offsety v] to [-284]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1875]\n set [offsety v] to [-313]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2062]\n set [offsety v] to [-249]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2580]\n set [offsety v] to [-215]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [back]\n set [offsetx v] to [3191]\n set [offsety v] to [314]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [2913]\n set [offsety v] to [414]\n Clone [0] [-30]\n Clone [35] [0]\n set [offsetx v] to [2225]\n set [offsety v] to [405]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [front]\n set [offsetx v] to [1779]\n set [offsety v] to [610]\n Clone [0] [-28]\n Clone [-30] [-17]\n Clone [-30] [-17]\n Clone [-30] [-17]\n set [@layer v] to [back]\n set [offsetx v] to [1639]\n set [offsety v] to [810]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [1539]\n set [offsety v] to [777]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [593]\n set [offsety v] to [-160]\n Clone [0] [0]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [3114]\n set [offsety v] to [-120]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [70] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [890]\n set [offsety v] to [674]\n Clone [0] [-22]\n Clone [-35] [0]\n Clone [-35] [0]\n Clone [-35] [0]\n set [offsetx v] to [230]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [195]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n switch costume to (star v)\n set [@layer v] to [back]\n set [offsetx v] to [905]\n set [offsety v] to [1130]\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\n@Game_Level_liquid\n\nwhen I receive [setup v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [1480]\nset [offsety v] to [-350]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n switch costume to (1a v)\n Clone [165] [0]\n switch costume to (1b v)\n Clone [620] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (30) layers\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Game_Level_Parralax\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [level-hitbox: x v] to (pick random (-3000) to (-5000))\nset [level-hitbox: y v] to [0]\nhide\nrepeat (10)\n switch costume to (join [Hills] (pick random (2) to (1)))\n Clone ((pick random (550) to (650)) / (0.2)) [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to ((round ((Level-Hitbox: x) + ((0) - (SCROLL X)))) * (0.2)) (Y_SHAKE)\n\ndefine Clone (x) (y)\nchange [level-hitbox: x v] by (x)\nchange [level-hitbox: y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n set [brightness v] effect to (0)\nelse\n set [brightness v] effect to (-30)\nend\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(openmenu?) = [0]> then\n show\n switch costume to (button v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-35]>\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n hide\n set [move_layering v] to [1]\n switch costume to (s000 v)\n set [ypos_menu v] to [-225]\n show\n repeat until <(ypos_menu) > [-1]>\n if <(ypos_menu) > [-60]> then\n change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n else\n change [ypos_menu v] by (13)\n end\n end\n set [openmenu? v] to [1]\n wait until <not <mouse down?>>\n end\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <(openmenu?) = [1]> then\n switch costume to (s000 v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-225]>\n if <(y position) < [-50]> then\n change [ypos_menu v] by (-14)\n else\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n end\n hide\n set [move_layering v] to [0]\n switch costume to (button v)\n set [ypos_menu v] to [-36]\n show\n repeat until <(ypos_menu) > [-0.2]>\n change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n end\n set [openmenu? v] to [0]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n RenderCoin_Value\n end\n end\nend\n\nwhen I receive [tick v]\nlayering/movement\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n change [coins v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n if <(coins) > [39]> then\n set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n change [coins v] by (-40)\n set [emojichat? v] to [1]\n check\n set [@clone v] to [f3]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n if <(coins) > [19]> then\n set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n change [coins v] by (-20)\n change [lives v] by (1)\n check\n wait until <not <mouse down?>>\n end\n end\n end\n if <(openmenu?) = [1]> then\n set [clickshop v] to [1]\n else\n if <touching (mouse-pointer v)?> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [bought v] to [000]\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\nset [move_layering v] to [0]\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n if <(coins) > [29]> then\n set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n change [coins v] by (-30)\n set [jumpboost? v] to [1]\n check\n set [@clone v] to [f2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n switch costume to (zcheck v)\n go to (mouse-pointer v)\n set [ghost v] effect to (100)\n show\n set size to (10) %\n repeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\n end\n repeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\n end\n repeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [f]> then\n switch costume to (join [front] (letter (2) of (@clone)))\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\n\ndefine RenderCoin_Value\nif <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n change [ghost v] effect by (-10)\nelse\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\nend\n\ndefine layering/movement\nif <(costume [name v]) = [heart]> then\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n go to [front v] layer\n go [backward v] (15) layers\nelse\n if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (costume [name v])) = [S]> then\n go to [front v] layer\n go [backward v] (9) layers\n else\n if <(letter (1) of (costume [name v])) = [f]> then\n go to [front v] layer\n go [backward v] (4) layers\n else\n go to [front v] layer\n end\n end\n end\nend\nif <(letter (1) of (costume [name v])) = [S]> then\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n switch costume to (s100 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n switch costume to (s010 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n switch costume to (s001 v)\n else\n switch costume to (s000 v)\n end\n end\n end\nend\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n goto\nend\nif <(costume [name v]) = [button]> then\n goto\nend\n\n@Multiplayer v1.2\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nEncode (username) [20]\nset [username_encoded v] to (output)\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (1) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_4) of [active check v]) = [0]> then\n set [@player v] to (c_4)\n replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n stop [this script v]\n else\n change [c_4 v] by (1)\n end\nend\nset [@player v] to [full]\nstop [this script v]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n set [save v] to [0000000099991036565656565656565656565656565656565656565]\n set [☁ cloud1 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud2 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud3 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud4 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud5 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud6 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud7 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud8 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud9 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud10 v] to (Save)\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n if <(letter (c_1) of (input)) = []> then\n switch costume to ( v)\n else\n if < [1234567890] contains (letter (c_1) of (input))?> then\n switch costume to (join (letter (c_1) of (input)) [s])\n else\n switch costume to (letter (c_1) of (input))\n end\n end\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c_2 v] by (2)\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Pulse\n wait (1.5) seconds\n Kick AFK (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n determine players\n end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n set [☁ cloud1 v] to (value)\nelse\n if <(@player) = [2]> then\n set [☁ cloud2 v] to (value)\n else\n if <(@player) = [3]> then\n set [☁ cloud3 v] to (value)\n else\n if <(@player) = [4]> then\n set [☁ cloud4 v] to (value)\n else\n if <(@player) = [5]> then\n set [☁ cloud5 v] to (value)\n else\n if <(@player) = [6]> then\n set [☁ cloud6 v] to (value)\n else\n if <(@player) = [7]> then\n set [☁ cloud7 v] to (value)\n else\n if <(@player) = [8]> then\n set [☁ cloud8 v] to (value)\n else\n if <(@player) = [9]> then\n set [☁ cloud9 v] to (value)\n else\n if <(@player) = [10]> then\n set [☁ cloud10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import Cloud_Data (input)\nset [cloudstring v] to []\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nset [c_7 v] to [1]\nrepeat ((length of (input)) / (55))\n repeat (2)\n Import string to letter [4] of input from (input)\n end\n Import string to letter [4] of input from (input)\n Import string to letter [2] of input from (input)\n Import string to letter [1] of input from (input)\n Import string to letter [40] of input from (input)\n change [c_7 v] by (1)\nend\nreplace item (((@Player) * (6)) - (5)) of [cloud list v] with ((round ((SCROLL X) + ([x position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (4)) of [cloud list v] with ((round ((SCROLL Y) + ([y position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (3)) of [cloud list v] with (pulse)\nreplace item (((@Player) * (6)) - (2)) of [cloud list v] with ((chat item) + (10))\nreplace item (((@Player) * (6)) - (1)) of [cloud list v] with (localcostume)\nset [c_8 v] to (((@Player) * (6)) - (5))\nrepeat (5)\n set [cloudstring v] to (join (CloudString) (item (c_8) of [cloud list v]))\n change [c_8 v] by (1)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n change [tick v] by (1)\n if <(timer) > [1]> then\n set [fps v] to ((tick) / (timer))\n reset timer\n set [tick v] to [0]\n end\nend\n\nwhen I receive [online start v]\nif <<(IsAClone?) = [0]> and <not <(username) = [stratfordjames]>>> then\n if <(@Player) = [full]> then\nend\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n wait until <not <(@Player) = [null]>>\n wait (1.5) seconds\n if <not <(@Player) = [error]>> then\n if <(@Player) = [full]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Cloud_Data (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n Postition @Player (@Player) set to (join (CloudString) (username_encoded))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n if <(@Player) = [full]> then\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n set [@player v] to [full]\n stop [this script v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\ndefine SETUP\nset [pulse v] to [9999]\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n add [] to [usernames v]\n add [null] to [active check v]\n add [1] to [pulse v]\n repeat (6)\n add [] to [cloud list v]\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\nset [@player v] to [null]\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n Decode (item ((c_9) * (6)) of [cloud list v])\n replace item (c_9) of [usernames v] with (output)\n change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active check v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n if <(item (c_c) of [active check v]) = [1]> then\n change [active check v] by (1)\n end\n change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n set [var v] to [46]\n replace item (c_3) of [pulse v] with []\n repeat (4)\n replace item (c_3) of [pulse v] with (join (item (c_3) of [pulse v]) (letter (((c_3) * (55)) - (var)) of (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))))\n change [var v] by (-1)\n end\n change [c_3 v] by (1)\nend\n\ndefine Kick AFK (input)\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_3) of [pulse v]) = (join (join (letter (((c_3) * (55)) - (46)) of (input)) (letter (((c_3) * (55)) - (45)) of (input))) (join (letter (((c_3) * (55)) - (44)) of (input)) (letter (((c_3) * (55)) - (43)) of (input))))> then\n replace item (c_3) of [active check v] with [0]\n else\n replace item (c_3) of [active check v] with [1]\n end\n change [c_3 v] by (1)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n set [pulse v] to (pick random (1111) to (9999))\n wait (0.0001) seconds\n end\nend\n\nwhen flag clicked\nset [count v] to [0]\nforever\n wait (1) seconds\n change [count v] by (1)\nend\n\nwhen I receive [tick v]\nif <<mouse down?> or <key (any v) pressed?>> then\n set [count v] to [0]\nend\n\n@@Cloud_Players\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nset size to (84) %\nsay []\nshow\nset [ghost v] effect to (100)\nset rotation style [don't rotate v]\n\nwhen flag clicked\nhide\nset [names v] to [0]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556))\nswitch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\nif <(item (@player) of [active check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]> or <(item (((@player) * (6)) - (2)) of [cloud list v]) = [10]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (@player) of [usernames v])\n else\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n say (item (@player) of [usernames v])\n else\n say []\n end\n end\n else\n say (item ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)) of [chat list v])\n end\nelse\n change [ghost v] effect by (20)\n say []\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_EMOJI\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat ((length of [active check v]) + (1))\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nsay []\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nif <(@ID) = [11]> then\n go to (game_player v)\n change y by (35)\n switch costume to (join [emoji] ((item (((@Player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <<(item (((@Player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@Player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\nelse\n change x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556)))\n switch costume to (join [emoji] ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <(item (@player) of [active check v]) = [1]> then\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n else\n change [ghost v] effect by (20)\n end\nend\nshow\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_Arrow\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (15) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (93) %\nset rotation style [all around v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nswitch costume to (arrow v)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (4))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (4))\nif <(names) = [1]> then\n change [ghost v] effect by (20)\nelse\n if <(item (@player) of [active check v]) = [1]> then\n if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (20)\n end\n else\n change [ghost v] effect by (20)\n end\nend\npoint towards (blank v)\nturn right (180) degrees\nswitch costume to (arrow2 v)\nmove (-20) steps\nrepeat until <touching (_edge_ v)?>\n move (2) steps\nend\nmove (-10) steps\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@Game_Level_MovingPlatform_GRAPHICS\n\ndefine Clone @ (x) (y) (x change) (y change) (type)\nswitch costume to (join [Type] (type))\nset [@offsetx\(local\) v] to (x)\nset [@offsety\(local\) v] to (y)\nset [x change \(l\) v] to (x change)\nset [y change \(l\) v] to (y change)\nset [movex v] to [0]\nset [movey v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\ngoto (((moveX) + (@offsetx\(local\))) - (SCROLL X)) ((((moveY) + (@offsety\(local\))) - (SCROLL Y)) + (Y_SHAKE))\n\ndefine goto (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick_water v]\nif <(timer) > [25]> then\n set [movex v] to ((((((100) - ((timer) * (2))) * ((x change \(l\)) / (50))) - (moveX)) / (5)) + (moveX))\n set [movey v] to ((((((100) - ((timer) * (2))) * ((y change \(l\)) / (50))) - (moveY)) / (5)) + (moveY))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (-1.35)\n end\n end\nelse\n if <(timer) < [26]> then\n set [movex v] to ((moveX) + (((((timer) * (2)) * ((x change \(l\)) / (50))) - (moveX)) / (5)))\n set [movey v] to ((moveY) + (((((timer) * (2)) * ((y change \(l\)) / (50))) - (moveY)) / (5)))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (1.35)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nClone @ [1245] [490] [162] [0] [A]\nswitch costume to (blank v)\n\n@Game_Moving\n\nwhen flag clicked\nset size to (50) %\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\nif <(timer) > [25]> then\n set [@change_offset v] to ((((((100) - ((timer) * (2))) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)) + (@Change_OFFSET))\n point in direction (-90)\nend\nif <(timer) < [26]> then\n set [@change_offset v] to ((@Change_OFFSET) + (((((timer) * (2)) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)))\n point in direction (90)\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (6)\n next costume\n change [ghost v] effect by (0)\n end\n start sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [lootxy v] to (join (round (((@offsetx) + (@Change_OFFSET)) + (5000))) (round ((@offsety) + (5000))))\n delete this clone\n else\n broadcast (die v)\n end\n wait (4) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n start sound [Squish Pop v]\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n end\n if <(costume [name v]) = [sheep]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n start sound (pick random (4) to (7))\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (20)\n change x by (2)\n end\n repeat (20)\n change x by (-2)\n end\n end\n wait (0.1) seconds\n end\n end\n end\n if <(costume [name v]) = [brown s]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n start sound (pick random (4) to (7))\n repeat (3)\n next costume\n end\n wait (0.02) seconds\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (20)\n change x by (2)\n end\n repeat (20)\n change x by (-2)\n end\n end\n wait (0.1) seconds\n end\n end\n else\n if <<<<<<(costume [name v]) = [duck]> or <(costume [name v]) = [duck 2]>> or <<(costume [name v]) = [duck 3]> or <(costume [name v]) = [duck 4]>>> or <(costume [name v]) = [duck 5]>> or <(costume [name v]) = [duck 6]>> or <(costume [name v]) = [duck 7]>> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n start sound (pick random (8) to (9))\n end\n wait (0.1) seconds\n end\n end\n end\n if <(costume [name v]) = [cow]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n start sound (pick random (10) to (16))\n repeat (4)\n wait (0.01) seconds\n next costume\n end\n repeat (4)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (125) layers\nif <(costume [name v]) = [red1]> then\n forever\n if <<([abs v] of ((y position) - ([y position v] of [game_player v])) ) < [200]> and <<(([x position v] of [game_player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [game_player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [restart v]\nrepeat (1)\n delete this clone\nend\nCLONE @ [351] [6] [red1] [140]\nCLONE @ [260] [-474] [red1] [90]\nCLONE @ (pick random (400) to (900)) [-437] [sheep] (pick random (70) to (110))\nCLONE @ (pick random (400) to (800)) [-437] [brown s] (pick random (80) to (110))\nCLONE @ (pick random (1400) to (2100)) [-400] [duck] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2000)) [-400] [duck 2] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-400] [duck 3] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-400] [duck 4] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-400] [duck 5] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-400] [duck 6] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-400] [duck 7] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-460] [fish] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish2] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish3] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish4] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish5] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish6] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish7] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish8] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish9] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish10] (pick random (45) to (100))\nCLONE @ (pick random (1400) to (2150)) [-470] [fish11] (pick random (45) to (100))\nCLONE @ [3370] [-220] [cow] (pick random (45) to (50))\nCLONE @ [935] [-437] [bot1] [70]\nCLONE @ [3435] [-220] [bot1] [100]\nCLONE @ [3306] [37] [bot1] [100]\nCLONE @ [2583] [409] [red1] [100]\nCLONE @ (pick random (400) to (800)) [-437] [sheep] (pick random (70) to (65))\nCLONE @ [3155] [-219] [red1] [150]\nswitch costume to (blank v)\n\n@AlertsUI\n\nwhen I receive [afk v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [turbo v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (turbo v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [@id v] to [null]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (50)\nchange y by (3)\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(costume [name v]) = [1a]> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n forever\n run\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n wait (2) seconds\n repeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine run\nif <<mouse down?> and <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>>> then\n broadcast (hide v)\nelse\n if <<mouse down?> and <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>>> then\n switch costume to (continue01 v)\n broadcast (localfade v)\n stop [this script v]\n end\nend\ngo to [front v] layer\nif <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue10 v)\nelse\n if <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue01 v)\n else\n switch costume to (continue00 v)\n end\nend\ngo to [front v] layer\n\nwhen I receive [localfade v]\nif <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n repeat (10)\n change [ghost v] effect by (10)\n reset timer\n end\n forever\n reset timer\n end\nend\n\nwhen flag clicked\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (150) %\n set [pause v] to [1]\n repeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (restart v)\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [open caht v] to [0]\ndelete all of [chat list v]\nadd [Hi! :\)] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye! :D] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open caht v] to [0]\nforever\n set [ghost v] effect to (ghost)\n if <(open caht) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n go to x: (-150) y: (0)\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (15) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open caht) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n else\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open caht v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open caht v] to ((1) - (open caht))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [tick v]\nset [click2 v] to <<mouse down?> and <<(ghost) < [30]> and <touching (mouse-pointer v)?>>>\n\nwhen I receive [mobile v]\nreset\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (100)\n broadcast (alert v)\n stop [this script v]\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n@Notification\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n go to x: (0) y: (189)\n hide\n switch costume to (costume1 v)\n wait (pick random (16) to (30)) seconds\n show\n glide (0.60) secs to x: (0) y: (100)\n wait (5) seconds\n glide (0.60) secs to x: (0) y: (189)\n hide\nend\n\n@sheep\n\nwhen flag clicked\nhide\n\n@volume\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (30)\ngo to x: (-126) y: (-145)\nshow\nset [brightness v] effect to (0)\nset size to (80) %\nswitch costume to (on v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n set [brightness v] effect to (10)\n else\n set size to (80) %\n change [brightness v] effect by (0)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n play sound [AmadeusLegendaryEDM Release v] until done\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nforever\n wait (pick random (10) to (15)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\ngo [backward v] (1000) layers\ngo to x: (315) y: (pick random (5) to (170))\nswitch costume to (pick random (1) to (7))\nset [ghost v] effect to (50)\nshow\nrepeat until <(x position) < [-280]>\n change x by (-0.5)\nend\ndelete this clone\n\n
HUGE PROJECTS COMING IN 2022!!!!!!! :DD\nWonder Valley 2 : https://scratch.mit.edu/projects/563846383/\n\n  ✿ Wonder Vᴀʟʟᴇʏ ✿\n      ✿ Multiplayer Scrolling Platformer ✿\nLOVE AND FAVOURITE FOR 100 FREE COINS! :))\n NEW Updates\n- New Emojis\n- New Characters\n- New enemies\n- NEW ANIMALS!\nWORLD RECORD :- 7 BY @AMAZINGQ (me)\nI have a YouTube channel! :-\nhttps://www.youtube.com/channel/UC-EN\nNFJaC0rIXa6-QIQkDiQ/videos\n\n\n\n\n\nInfo:\nWelcome to the Wonder Vᴀʟʟᴇʏ! Collect coins to buy items and powerups from the shop. Make sure to watch out for dangerous critters! Reach safe ground to complete your journey.\n        ✦✦✦How to play✦✦✦\n➜ Defeat critters by jumping on them\n➜ Collect coins. Use them to buy stuff in the shop\n➜ [T] to chat, [#] or [letter] to choose phrase\n➜ TAP on player to chat (mobile)\n➜ [N] to toggle names\n       \n\n         ✦✦✦Credits✦✦✦\n➜ Big thanks to @ivanbb3 for testing!\n➜ Multiplayer engine by @StratfordJames\n➜ ALL ART 100% drawn by @StratfordJames\nAnd some by @amazingQ\n➜ Art inspired by Veewo (Super Phantom Cat 2)\n➜ Music by amadeus - legend\n➜ sounds from youtube\n➜ Cooltext for thumbnail text\n\nsymbols I used: ❤️⭐✨❌✔✦✿➜☁️⚠️⛔★\n\n#stratfordjames #games #art #multiplayer #trending #scrolling #platformer #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames\n#amazingQ
Scribble 2 A Platformer #Music #Art #Games #art #tutorials #animations (
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [The Script- Hall of Fame v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n wait (5) seconds\n if <(d) = [1]> then\n switch costume to (player v)\n repeat (5)\n next costume\n end\n wait (0.1) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n else\n switch costume to (player7 v)\n repeat (5)\n next costume\n end\n wait (0.1) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nshow list [3 v]\n\n\n\nwait (pick random (1) to (4)) seconds\nrepeat (5)\n next costume\nend\nwait (0.1) seconds\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\n\n\n\n\n\nwhen flag clicked\nset [deaths v] to [0]\nrepeat until <(The Level) = [15]>\n set [time v] to (timer)\nend\nset [score v] to [1000]\nset [score v] to ((score) - (time))\nset [score v] to ((score) - ((deaths) * (5)))\nshow variable [score v]\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 switch costume to (player v)\n set [d v] to [1]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n switch costume to (player7 v)\n set [d v] to [2]\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 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)?> or <touching (sprite1 v)?>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n change [deaths v] by (1)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <touching (lava v)?> then\n broadcast (Reset v)\n change [deaths v] by (1)\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: (20)\n\ndelete this clone\n\nwhen flag clicked\nhide variable [score v]\nshow variable [time v]\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\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(item (The Level) of [1 v]) = [0]> then\n hide\n else\n show\n set y to (item (The Level) of [3 v])\n end\nend\n\nwhen flag clicked\nforever\n\nadd [0] to [1 v]\nadd [0] to [2 v]\nadd [0] to [3 v]\n\ninsert [0] at (10) of [1 v] \n\nreplace item (11) of [3 v] with [-85]\n\nshow list [1 v]\nshow list [2 v]\nshow list [3 v]\n\nwhen flag clicked\nforever\n if <(item (The Level) of [1 v]) = [0]> then\n hide\n else\n show\n repeat until <(x position) < (item (The Level) of [1 v])>\n change x by (-5)\n switch costume to (costume2 v)\n end\n repeat until <(x position) > (item (The Level) of [2 v])>\n change x by (5)\n switch costume to (costume5 v)\n end\n end\nend\n\nset x to (item (The Level) of [2 v])\n\ngo to x: (36) y: (28)\n\nreplace item (5) of [3 v] with [-60]\n\ndelete (9) of [3 v]\n\n@Thumbnail2\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (100)\npoint in direction (-90)\nshow\nhide variable [time v]\nhide variable [score v]\nrepeat (20)\n change [ghost v] effect by (-5)\n turn left (9) degrees\nend\nforever\n go to [front v] layer\nend\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nshow list [3 v]\nforever\n set [timer v] to (timer)\nend\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Sprite2\n\ngo [forward v] (1) layers\n\ngo to [back v] layer\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 (15) to (25)) 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@Score\n\n@Sprite3\n\nwhen flag clicked\nforever\n switch costume to (The Level)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n
Welcome To The Scribble A Platformer PART 2!!!\n_____________________________________________\n-Instructions-\n-Click the green flag twice-\n-Arrow Keys / W,A,S,D To Move-\n-Avoid Lava,Spikes and Enemies-\n-Try To Get The Highest Score-\n\n\n-Credits-\n -@---AwesomeCode--- For the Platformer Engine-\n-Hall Of Fame By The Script For The Music-\n-Rest By Me-\n\n-Enjoy!-\n\n\nProgress/achievments\n____________________________________________\n19/08/2021 Shared\n21/08/2021 10 Likes\n30/08/2021 on trending! #13 on stories #32 on music #53 on #games !!! #30 on #animations ? Why?!\n03/09/2021 on trending! #13 on stories #18 on music #50 on #games !!! #24 on #animations ? Why Has It Gone Up?\n
Classic Platformer V13
@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (jump through platform v)?> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (jump through platform v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - up and down\nControls - left and right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet costume\n\ndefine Controls - up and down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - left and right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invunerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) Go to x,y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - player v)\n broadcast (Tick - last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go to x,y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) Go to x,y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) Go to x,y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) Go to x,y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene) Go to x,y: (x) (y)\nset [scene # v] to (scene)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Exit Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix collision in direction [0]\nelse\n Fix collision in direction [90]\nend\nSet costume\nbroadcast (Game Loop v)\n\ndefine Fix collision in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\n\ndefine Collide Y - Ceiling or Floor?\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invunerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [50]\nReset and Begin Level\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [scene] (SCENE #))\nStamp Outline\nStamp Shadow\n\ndefine Stamp 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\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nerase all\nchange y by (20)\nclear graphic effects\n\nwhen I receive [exit scene v]\nerase all\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [scene] (SCENE #))\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nif <(SCENE #) = [0]> then\n Spawn [costume1] at [5] [-117] dir [90] turn []\nend\nif <(SCENE #) = [8]> then\n show\n Spawn [circle] at [-14] [-114] dir [90] turn [1]\nend\n\ndefine Animate Platform\nshow\npoint in direction (90)\nforever\n glide (2) secs to x: (x position) y: ((y position) - (90))\n wait (1) seconds\n glide (2) secs to x: (x position) y: ((y position) + (90))\n wait (0) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nAnimate Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Collectible\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [apple] scene [1] xy [-142] [100]\nPlace [apple] scene [1] xy [165] [16]\nPlace [Key 1] scene [1] xy [-27] [-111]\nPlace [apple] scene [2] xy [148] [-48]\nPlace [apple] scene [3] xy [-42] [58]\nPlace [apple] scene [3] xy [55] [57]\nPlace [apple] scene [3] xy [164] [75]\nPlace [apple] scene [4] xy [217] [-99]\nPlace [apple] scene [4] xy [217] [-99]\nPlace [apple] scene [4] xy [0] [0]\nPlace [apple] scene [5] xy [-188] [-97]\nPlace [apple] scene [5] xy [44] [25]\nPlace [apple] scene [5] xy [188] [-97]\nPlace [apple] scene [6] xy [72] [34]\nPlace [apple] scene [6] xy [-117] [-103]\nPlace [apple] scene [7] xy [210] [-114]\nPlace [apple] scene [101] xy [92] [-42]\nPlace [apple] scene [102] xy [131] [-109]\nPlace [apple] scene [103] xy [160] [-151]\nPlace [apple] scene [103] xy [-170] [-151]\nPlace [apple] scene [104] xy [211] [-61]\nPlace [apple] scene [104] xy [26] [-37]\nPlace [apple] scene [105] xy [105] [-160]\nPlace [Green Flag] scene [5] xy [-170] [76]\nPlace [Green Flag] scene [7] xy [195] [-88]\nPlace [apple] scene [9] xy [1] [118]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (40) %\ngo to x: (26) y: (-109)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title screen v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title screen v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Blue] at [75] [-40] dir [-90]\n else\n Spawn [Blue] at [-92] [-121] dir [90]\n end\n Spawn [Blue] at [40] [-80] dir [-90]\nend\nif <(SCENE #) = [7]> then\n Spawn [Blue] at [161] [-104] dir [-90]\nend\nif <(SCENE #) = [102]> then\n Spawn [Blue] at [-10] [-36] dir [90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (blue1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVUNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through platform v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through platform v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player Bounce v)\n start sound [Squish Pop v]\n switch costume to (blue squished v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [scene] (SCENE #))\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Jump Through Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [scene] (SCENE #))\nStamp Outline\nStamp Shadow\n\ndefine Stamp 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\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nerase all\nchange y by (20)\nclear graphic effects\n\n
==========> Controls <==============\nLeft/right arrows to move\nUp arrow to jump\nPro tip: avoid enemies spikes and lava\n\nCHANGELOG:\n\nUPDATE V9:\n-Added apples and keys\n-Locked door + new scene\n-Removed BG music since it was loud with jump and death sound\n\nUPDATE V10:\n-Menu system\n-Checkpoints\n-Game over screen\n\nUPDATE V11:\n-Enemies\n\nUPDATE V11.1: \n-Fixed wall sliding\n\nUPDATE V12:\nAdded rotating platforms\n\nUPDATE V13:\nYou can now jump through platforms
My Platformer
@Stage\n\n@player\n\nwhen flag clicked\nset rotation style [left-right v]\nset [yvelocity v] to [0]\nset [frames v] to [0]\nset [framespercoustume v] to [4]\nforever\n change [yvelocity v] by (-2)\n change y by (Yvelocity)\n change [inair v] by (1)\n HandleGround <(Yvelocity) > [0]>\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n Walk [-6]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n Walk [6]\n end\n if <<not <<key (left arrow v) pressed?> or <key (a v) pressed?>>> and <<not <key (right arrow v) pressed?>> or <key (d v) pressed?>>> then\n set [frames v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n set [yvelocity v] to [0]\n set y to (170)\n end\nend\n\nset x to (170)\n\ndefine HandleGround <movingup>\nswitch costume to (hitboxxxx v)\nrepeat until <not <touching (platformerbackdrophitbox v)?>>\n if <movingup> then\n change y by (-1)\n else\n change y by (1)\n set [inair v] to [0]\n end\n set [yvelocity v] to [0]\nend\nSetCorrectCoustume\n\nHandleGround <>\n\ndefine Walk (steps)\nswitch costume to (hitboxxxx v)\nchange x by (steps)\nset [groundlift v] to [0]\nrepeat until <<not <touching (platformerbackdrophitbox v)?>> or <(GROUNdLIFT) = [8]>>\n change y by (1)\n change [groundlift v] by (1)\nend\nif <(GROUNdLIFT) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nchange [frames v] by ((1) / (FramesPerCoustume))\nSetCorrectCoustume\n\nchange x by (-6)\n\nset [yvelocity v] to [0]\n\nHandleGround <>\n\nHandleGround <>\nchange x by (10)\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(InAir) < [8]>> then\n set [yvelocity v] to [14]\n end\nend\n\nrepeat until <not <touching (sprite1 v)?>>\n set [yvelocity v] to [0]\n change y by (1)\nend\n\nset [yvelocity v] to [0]\n\n\n point in direction (-90)\n Walk [-6]\nend\n\npoint in direction (90)\nWalk [6]\n\ndefine SetCorrectCoustume\nif <(InAir) < [3]> then\n if <(Frames) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((Frames) mod (8))) )\n end\nelse\n if <(Yvelocity) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <(x position) < [-230]> then\n set x to (230)\n if <(y position) < [5]> then\n set y to (5)\n end\n else\n if <(x position) > [230]> then\n set x to (-230)\n end\n end\nend\n\nwhen flag clicked\nforever\n say (username)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\n\nset [☁ coin high score v] to [0]\n\nchange [☁ coin high score v] by (1)\n\n\n\n@coin\n\nwhen flag clicked\nset [coinscollected v] to [0]\nset size to (50) %\nforever\n set [ghost v] effect to (100)\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (80))\n repeat until <not <touching (platformerbackdrophitbox v)?>>\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (80))\n end\n set [ghost v] effect to (0)\n repeat until <touching (player v)?>\n next costume\n end\n wait until <touching (player v)?>\n start sound [Coin v]\n change [coinscollected v] by (1)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(☁ Coin High score) < (CoinsCollected)> then\n set [☁ coin high score v] to (CoinsCollected)\n end\nend\n\nset [coinscollected v] to [70]\n\n@PlatformerBackdrop\n\n@PlatformerBackdropHitbox\n\nplay sound [Itty Bitty 8 Bit v] until done\n\nplay sound [Itty Bitty 8 Bit v] until done\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [☁ coin high score v] to (☁ Coin High score)\nset [time v] to [60]\nforever\n repeat until <(Time) = [0]>\n change [time v] by (-1)\n wait (1) seconds\n end\n if <(Time) = [0]> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [message1 v]\nif <(☁ Coin High score) < (CoinsCollected)> then\n set [☁ coin high score v] to (CoinsCollected)\nend\nsay (join [you have: ] (join (CoinsCollected) (username)))\nwait (1) seconds\nbroadcast (yes v)\n\nwhen flag clicked\nrepeat until <(Time) = [0]>\n play sound [Star Wars Cantina Song v] until done\nend\n\nwhen I receive [yes v]\nforever\n if <(CoinsCollected) > (☁ Coin High score)> then\n set [☁ highscore holder v] to (username)\n say (join [Congrats! you have set the highscore!] (username))\n wait (1) seconds\n stop [all v]\n else\n stop [all v]\n end\nend\n\nwhen flag clicked\n\nset [☁ coin high score v] to [1]\n\nset [coinscollected v] to [110]\n\n
Use arrow keys \nCollect coins before time runs out\nSorry not mobile friendly
Hiker; a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nforever\n if <(Level) = [18]> then\n switch backdrop to (final v)\n end\n if <<(Level) = [1]> or <<(Level) > [1]> and <<(Level) < [15]> or <(Level) = [16]>>>> then\n switch backdrop to (auntum v)\n end\n if <(Level) = [15]> then\n switch backdrop to (arctic v)\n end\n if <(Level) > [18]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [play v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (costume select v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Player\n\ndefine Fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (3)\n end\nend\n\ndefine Y coll\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 coll\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\nswitch costume to (normal v)\nset [level v] to [1]\n\nwhen I receive [start v]\nset volume to (100) %\nset [level v] to [1]\nset [ghost v] effect to (0)\ngo to x: (-160) y: (-120)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.9)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (levels v)?> then\n Fast\n if <touching (levels v)?> then\n change y by (-6)\n X coll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [12]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (Y)\n if <touching (levels v)?> then\n Y coll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <(Y) < [0]>> then\n switch costume to (up v)\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [250]> then\n broadcast (Next level v)\n go to x: (-160) y: (-120)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-160) y: (-120)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-160) y: (-120)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (enemy v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-160) y: (-120)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (enemy 2 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-160) y: (-120)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (sensor v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-160) y: (-120)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (enemy 3 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-160) y: (-120)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (enemy 4 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-160) y: (-120)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (tnt v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-160) y: (-120)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(x position) > [250]> then\n broadcast (Next level v)\n go to x: (-160) y: (-120)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen flag clicked\nset [coins v] to [0]\nswitch costume to (right v)\nset [level v] to [0]\nset volume to (100) %\nstart sound [Dance Celebrate v]\ngo to x: (-132) y: (-120)\n\nwhen backdrop switches to [auntum v]\nshow\n\nwhen backdrop switches to [final v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [arctic v]\nshow\n\nwhen backdrop switches to [costume select v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [n v] key pressed\nset volume to (100) %\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume12 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [costume select v]\nhide\n\nwhen backdrop switches to [arctic v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [final v]\nshow\n\nwhen backdrop switches to [auntum v]\nshow\n\nwhen I receive [play v]\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume8 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen backdrop switches to [final v]\nhide\n\nwhen backdrop switches to [auntum v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen I receive [start v]\nswitch backdrop to (auntum v)\nshow\nswitch costume to (level 1 v)\n\nwhen backdrop switches to [final v]\nshow\n\nwhen backdrop switches to [arctic v]\nshow\n\nwhen backdrop switches to [costume select v]\nhide\n\nwhen I receive [play v]\nhide\n\n@Lava\n\nwhen I receive [next level v]\nnext costume\n\nwhen backdrop switches to [final v]\nhide\n\nwhen backdrop switches to [auntum v]\nshow\n\nwhen I receive [start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nshow\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [final v]\nshow\n\n@Enemy\n\nwhen flag clicked\ngo to x: (174) y: (-94)\nswitch costume to (right v)\nforever\n glide (2) secs to x: (-259) y: (-93)\n switch costume to (left v)\n glide (2) secs to x: (177) y: (-93)\n switch costume to (right v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\n@Enemy 2\n\nwhen flag clicked\ngo to x: (174) y: (-94)\nswitch costume to (right v)\nforever\n glide (1) secs to x: (-9) y: (-94)\n switch costume to (left v)\n glide (1) secs to x: (176) y: (-94)\n switch costume to (right v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\n@Sensor\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [18]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (On final v)\n else\n broadcast (Off final v)\n end\nend\n\n@Enemy 3\n\nwhen flag clicked\ngo to x: (-45) y: (103)\nswitch costume to (left v)\nforever\n glide (0.7) secs to x: (-177) y: (104)\n switch costume to (right v)\n glide (0.7) secs to x: (-45) y: (103)\n switch costume to (left v)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [18]> then\n show\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen backdrop switches to [auntum v]\nhide\n\nwhen backdrop switches to [final v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [costume select v]\nhide\n\nwhen backdrop switches to [arctic v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Enemy 4\n\nwhen flag clicked\ngo to x: (173) y: (-95)\nswitch costume to (left v)\nforever\n glide (1) secs to x: (-190) y: (-95)\n switch costume to (right v)\n glide (1) secs to x: (173) y: (-95)\n switch costume to (left v)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [17]> then\n show\n else\n hide\n end\nend\n\n@Glow-1\n\nwhen flag clicked\nhide\nswitch costume to (glow-1 v)\n\nwhen backdrop switches to [auntum v]\nshow\n\nwhen backdrop switches to [arctic v]\nshow\n\nwhen backdrop switches to [final v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [auntum v]\nhide\n\nwhen this sprite clicked\nbroadcast (Instructions v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\nshow\n\nwhen this sprite clicked\nhide\n\n@TNT\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n switch costume to (1 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n switch costume to (2 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n switch costume to (3 v)\n show\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) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> 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\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 backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Skip\n\nwhen flag clicked\nhide\nset [skip v] to [0]\n\nwhen backdrop switches to [auntum v]\nforever\n if <(Skip) < [9]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (Next level v)\nchange [skip v] by (1)\n\n@Sprite4\n\nwhen backdrop switches to [auntum v]\nforever\n if <(Level) = [15]> then\n hide\n else\n hide\n end\nend\n\nshow\n\nwhen flag clicked\nhide\nset [skip v] to [0]\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n
There are 18 levels in the game!\n\nUp arrow - Jump W - Jump\nLeft arrow - Left A - Left \nRight arrow - Right D - Right \nM - Mute N - Unmute\nNever touch enemies, sensors, spikes or lava!\n\nYou can jump on walls\n\nYour goal should be to escape from enemies!
Platformer! V3.3
@Stage\n\nwhen flag clicked\nswitch backdrop to (circalpha dark v)\nwait (3) seconds\nswitch backdrop to (circalpha dark2 v)\n\nwhen I receive [intro finished v]\nforever\n play sound [Mission Impossible Theme\(full theme\) v] until done\nend\n\nwhen I receive [splash screen v]\nswitch backdrop to (backdrop2 v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset [coins v] to [0]\nset [intro finished v] to [0]\nhide\nwait until <(INTRO FINISHED) = [1]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nwait (3) seconds\nbroadcast (Prologue v) and wait\nbroadcast (Splash Screen v)\nbroadcast (Main Menu v)\nhide\n\ndefine Move - In Steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope Or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling Or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved By Moving Platform\nControls - Up - Down\nControls - Left - Right\nMove - In Steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up - Down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (5))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Wallslide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left - Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (ACCELERATION))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset And Begin\nclear graphic effects\nset size to (50) %\nset [invunerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) Go To X: (SPAWN X) Y: (SPAWN Y)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Enemy v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go To X: [-235] Y: []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) - (1)) Go To X: [235] Y: []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) Go To X: [] Y: [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) - (100)) Go To X: [] Y: [160]\nend\nif <<<touching (danger v)?> or <touching (danger - lava v)?>> or <touching (lightning v)?>> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go To X: (x) Y: (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nbroadcast (Exit Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision In Direction [0]\nelse\n Fix Collision In Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision In Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + (([floor v] of (frame) ) mod (16)))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope Or Wall?\nCheck Wallslide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling Or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Wallslide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invunerable v] to [1]\nif <(LIVES) > [0]> then\n change [lives v] by (-1)\n stop [other scripts in sprite v]\n start sound [Oops v]\n switch costume to (die1b v)\n wait (0.1) seconds\n switch costume to (die2b v)\n wait (0.1) seconds\n switch costume to (die3b v)\n wait (0.1) seconds\n switch costume to (die2b v)\n wait (0.1) seconds\n set [speed y v] to (JUMP FORCE)\n repeat until <(y position) < [-200]>\n change y by (speed y)\n change [speed y v] by (GRAVITY)\n end\n wait (0.5) seconds\n Reset And Begin\nend\nif <(LIVES) = [0]> then\n stop [other scripts in sprite v]\n broadcast (Game Over v)\nend\n\ndefine Moved By Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space To (x position) (y position) Max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space To (x) (y) Max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [tick - last v]\nset rotation style [left-right v]\nif <touching (water v)?> then\n change y by ((10) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen I receive [appel boss fight v]\nstop [other scripts in sprite v]\n\nwhen I receive [cat talk v]\nswitch costume to (cat sad v)\nset language to (zh-cn v)::tts\nset voice to (tenor v)::tts\nspeak [hello]::tts\nswitch costume to (cat angry v)\nwait (0.1) seconds\nswitch costume to (cat angry2 v)\nwait (0.1) seconds\nswitch costume to (cat angry3 v)\nwait (0.1) seconds\nswitch costume to (cat angry4 v)\nwait (0.1) seconds\nswitch costume to (cat angry5 v)\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nset [scene # v] to [1]\nset [gravity v] to [-1.5]\nset [jump force v] to [16]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nset [lives v] to [9]\nReset And Begin\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\nwhen I start as a clone\nforever\n switch costume to (costume3 v)\nend\n\ndefine Make Smoke\nforever\n if <<not <(x) = (x position)>> or <not <(y) = (y position)>>> then\n broadcast (Smoke v)\n end\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [game loop v]\nMake Smoke\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Level\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Shadow\nStamp Outline\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen [t v] key pressed\n\n set [scene # v] to [4]\n broadcast (Change Scene v)\nend\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\npoint in direction (90)\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\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen I receive [intro finished v]\nshow\n\nwhen flag clicked\nswitch costume to (pick random (1) to (65))\nerase all\nStamp Shadow\nStamp Outline\n\n@Text Engine\n\ndefine Type (text) At X: (x) Y: (y)\nswitch costume to ( v)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [index v] to [1]\nrepeat (length of (text))\n set [value v] to (letter (index) of (text))\n create clone of (_myself_ v)\n change [index v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nClone Setup\n\nwhen flag clicked\nbroadcast (Delete All v)\n\nwhen I receive [delete all v]\ndelete this clone\n\ndefine Clone Setup\nshow\nswitch costume to (value)\nrepeat (index)\n change x by (15)\n if <(x position) > [220]> then\n set x to ((x) + (15))\n change y by (-20)\n end\nend\n\nwhen flag clicked\nbroadcast (Delete All v) and wait\n\nwhen I receive [prologue v]\ngo to [front v] layer\nshow\nType [IT WAS A TIME OF GREAT MYSTERY] At X: [-175] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\nType [THE SQUARE DUDE - APPEL - HAD DEFEATED MICRO MANAGER] At X: [-175] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\nType [AND RESTORED PEACE TO PLANET APPELMOESSHAPJE] At X: [-220] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\nType [HOWEVER, THE VIRUS CAPTURED HIM AND TURNED HIM EVIL] At X: [-220] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\nType [NOW HE HAUNTS THE PLANET OF APPELMOESSHAPJE] At X: [-220] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\nType [GRIFFPATCH TRIED TO STOP HIM] At X: [-220] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\nType [BUT APPEL CAPTURED HIM] At X: [-220] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\nType [WHO WILL DEFEAT APPEL AND SAVE GRIFFPATCH?] At X: [-220] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\nType [MABYE, YOU?] At X: [-220] Y: [0]\nwait (1) seconds\nbroadcast (Delete All v) and wait\n\n@Appel\n\nwhen flag clicked\ngo to x: (43) y: (-55)\nset language to (pl v)::tts\nset voice to (giant v)::tts\nclear graphic effects\nhide\n\nwhen I receive [appel boss fight v]\nshow\nspeak [hello scratch cat]::tts\nbroadcast (cat talk v)\n\nwhen I receive [tick - enemy v]\nif <(SCENE #) = [728]> then\n broadcast (Appel Boss Fight v)\nend\n\n@notification\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (6) to (10)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\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@Danger\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\n\n@Danger - Lava\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <<<<(SCENE #) = [3]> or <(SCENE #) = [4]>> or <<(SCENE #) = [3]> or <(SCENE #) = [4]>>> or <<<(SCENE #) = [727]> or <(SCENE #) = [728]>> or <<<(SCENE #) = [720]> or <(SCENE #) = [721]>> or <<(SCENE #) = [722]> or <(SCENE #) = [723]>>>>> then\n forever\n set y to ((10) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\n@Platform\n\nwhen I receive [change scene v]\nstop [other scripts in sprite v]\npoint in direction (90)\nhide\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nbroadcast (Back v)\nif <(SCENE #) = [0]> then\n Spawn [Scene0] At: [-28] [188] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [1]> then\n Spawn [Scene1] At: [92] [141] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [2]> then\n Spawn [Scene2] At: [216] [99] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [4]> then\n Spawn [Key 1] At: [286] [159] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [6]> then\n Spawn [Scene6] At: [286] [159] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [201]> then\n Spawn [Scene201] At: [146] [95] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [203]> then\n Spawn [Scene203] At: [252] [240] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [205]> then\n Spawn [Scene205] At: [83] [60] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [302]> then\n Spawn [Scene302] At: [194] [112] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [303]> then\n Spawn [Scene303] At: [-78] [141] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [304]> then\n Spawn [Scene304] At: [119] [-3] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [305]> then\n Spawn [Scene305] At: [0] [0] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [506]> then\n Spawn [Scene506] At: [-41] [-2] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [606]> then\n Spawn [Scene606] At: [0] [120] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [706]> then\n Spawn [Scene706] At: [0] [-2] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [707]> then\n Spawn [Scene707] At: [0] [-2] Dir [90]\n stop [this script v]\nend\nif <(SCENE #) = [718]> then\n Spawn [Scene718] At: [-11] [-103] Dir [90]\n stop [this script v]\nend\n\ndefine Animate Platform 1\ngo to x: (92) y: (141)\nforever\n glide (0.5) secs to x: (92) y: (200)\n wait (0.5) seconds\n glide (0.5) secs to x: (92) y: (141)\n wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\ndefine Animate Platform 2\ngo to x: (216) y: (99)\nforever\n glide (1) secs to x: (216) y: (200)\n wait (1) seconds\n glide (1) secs to x: (216) y: (99)\n wait (1) seconds\nend\n\ndefine Animate Platform 3\ngo to x: (286) y: (159)\nforever\n glide (0.5) secs to x: (286) y: (272)\n wait (0.5) seconds\n glide (1) secs to x: (286) y: (159)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 4\npoint in direction (90)\ngo to x: (146) y: (95)\nforever\n turn right (1) degrees\nend\n\ndefine Animate Platform 5\ngo to x: (252) y: (240)\nforever\n glide (0.5) secs to x: (252) y: (144)\n wait (0.5) seconds\n glide (0.5) secs to x: (252) y: (240)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 6\ngo to x: (83) y: (60)\nforever\n glide (0.5) secs to x: (83) y: (215)\n wait (0.5) seconds\n glide (0.5) secs to x: (83) y: (60)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 7\ngo to x: (194) y: (112)\nforever\n glide (1) secs to x: (286) y: (112)\n wait (0.5) seconds\n glide (1) secs to x: (194) y: (112)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 8\ngo to x: (-78) y: (141)\nforever\n glide (1) secs to x: (-6) y: (118)\n wait (0.5) seconds\n glide (1) secs to x: (-78) y: (141)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 9\npoint in direction (90)\ngo to x: (119) y: (-3)\nforever\n turn right (1) degrees\nend\n\ndefine Animate Platform 10\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n turn right (1) degrees\nend\n\ndefine Animate Platform 11\ngo to x: (-41) y: (-2)\nforever\n glide (0.5) secs to x: (32) y: (-2)\n wait (0.5) seconds\n glide (0.5) secs to x: (-41) y: (-2)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 12\ngo to x: (0) y: (120)\nforever\n glide (0.5) secs to x: (0) y: (-40)\n wait (0.5) seconds\n glide (0.5) secs to x: (0) y: (120)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 13\ngo to x: (0) y: (-2)\nforever\n glide (0.5) secs to x: (0) y: (-88)\n wait (1) seconds\n glide (1) secs to x: (0) y: (-2)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 14\ngo to x: (0) y: (-2)\nforever\n glide (0.5) secs to x: (0) y: (-88)\n wait (1) seconds\n glide (1) secs to x: (0) y: (-2)\n wait (0.5) seconds\nend\n\ndefine Animate Platform 15\npoint in direction (90)\ngo to x: (-11) y: (-103)\nforever\n turn right (1) degrees\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\ndefine Door At (x) (y) Key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\n\ndefine Animate Platform 0\ngo to x: (-28) y: (188)\nforever\n glide (2) secs to x: (x position) y: ((y position) - (400))\n wait (1) seconds\n glide (2) secs to x: (x position) y: ((y position) + (400))\n wait (1) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Spawn (type) At: (x) (y) Dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [Key 1]?> then\n Door At (x position) (y position) Key (costume [name v])\nend\nif < (costume [name v]) contains [Scene0]?> then\n Animate Platform 0\nend\nif < (costume [name v]) contains [Scene1]?> then\n Animate Platform 1\nend\nif < (costume [name v]) contains [Scene2]?> then\n Animate Platform 2\nend\nif < (costume [name v]) contains [Scene6]?> then\n Animate Platform 3\nend\nif < (costume [name v]) contains [Scene201]?> then\n Animate Platform 4\nend\nif < (costume [name v]) contains [Scene203]?> then\n Animate Platform 5\nend\nif < (costume [name v]) contains [Scene205]?> then\n Animate Platform 6\nend\nif < (costume [name v]) contains [Scene302]?> then\n Animate Platform 7\nend\nif < (costume [name v]) contains [Scene303]?> then\n Animate Platform 8\nend\nif < (costume [name v]) contains [Scene304]?> then\n Animate Platform 9\nend\nif < (costume [name v]) contains [Scene305]?> then\n Animate Platform 10\nend\nif < (costume [name v]) contains [Scene506]?> then\n Animate Platform 11\nend\nif < (costume [name v]) contains [Scene606]?> then\n Animate Platform 12\nend\nif < (costume [name v]) contains [Scene706]?> then\n Animate Platform 13\nend\nif < (costume [name v]) contains [Scene707]?> then\n Animate Platform 14\nend\nif < (costume [name v]) contains [Scene718]?> then\n Animate Platform 15\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Water\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <<<<<(SCENE #) = [711]> or <(SCENE #) = [712]>> or <<(SCENE #) = [612]> or <(SCENE #) = [713]>>> or <<(SCENE #) = [715]> or <(SCENE #) = [716]>>> or <(SCENE #) = [717]>> then\n forever\n set y to ((10) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n if <not <<(type) = [Flag 1]> or <(type) = [Flag 2]>>> then\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\n end\nend\nset [my scene v] to []\nif <(type) = [Coin 1]> then\n start sound [Coin v]\n change [coins v] by (1)\nelse\n if <(type) = [Flag 1]> then\n start sound [Coin v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n set [type v] to [Flag 2]\n switch costume to (flag 2 v)\n repeat (15)\n turn right (1) degrees\n end\n repeat (15)\n turn left (1) degrees\n end\n else\n start sound [Coin v]\n add (type) to [collected v]\n end\nend\nif <not <<(type) = [Flag 1]> or <(type) = [Flag 2]>>> then\n repeat (20)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [setup v]\nset size to (50) %\ndelete all of [collected v]\nset [coins v] to [0]\nset [frame v] to [0]\nhide\nPlace [Coin 1] Scene [1] X: [202] Y: [49]\nPlace [Coin 1] Scene [1] X: [-163] Y: [130]\nPlace [Key 1] Scene [3] X: [-17] Y: [102]\nPlace [Flag 1] Scene [5] X: [-66] Y: [-58]\n\nwhen I receive [change scene v]\nif <(type) = [Coin 1]> then\n forever\n wait (0) seconds\n next costume\n if <(costume [number v]) > [8]> then\n switch costume to (coin 1 v)\n end\n set size to (25) %\n end\nend\nif <(type) = [Key 1]> then\n switch costume to (key 1 v)\n set size to (100) %\nend\n\ndefine Place (costume) Scene (scene) X: (x) Y: (y)\nset [type v] to (costume)\nset [my scene v] to (scene)\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset v]\ndelete this clone\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [Chev1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (85)\n set [brightness v] effect to (100)\n set [svel v] to [0]\n wait until <(((#) / (2)) + (0.5)) < (timer)>\n repeat (15)\n change size by (Svel)\n change [svel v] by (1)\n change [direction v] by (2)\n end\n \n switch costume to (size hack v)\n change size by (Svel)\n change [svel v] by (1)\n switch costume to (chev v)\n change [direction v] by (2)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circ2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n set [svel v] to [5]\n show\n repeat (11)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((650) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circs1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n set [ghost v] effect to (98)\n set [brightness v] effect to (100)\n set [svel v] to [10]\n show\n repeat (((#) * (2)) + (4))\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat until <[6.45] < (timer)>\n switch costume to (size hack v)\n change size by ((((#) * (200)) - (size)) / (6))\n switch costume to (circ1 v)\n end\n wait (0.5) seconds\n set [svel v] to [-1]\n repeat (10)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n change [ghost v] effect by (0.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n set [svel v] to [45]\n set [xvel v] to [30]\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * (0.85))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Shake (vel) (deter) (domain)\nset [var v] to [0]\nset [shakevel v] to (vel)\nrepeat until <(ShakeVel) < [0.01]>\n set [camx v] to (([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camy v] to (([cos v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camd v] to ((([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10))) + (90))\n change [var v] by (domain)\n set [shakevel v] to ((ShakeVel) - (deter))\nend\n\nwhen I start as a clone\nif <not << (ID) contains [par]?> or < (ID) contains [line]?>>> then\n wait (0.1) seconds\n set [defx v] to (x position)\n set [defy v] to (y position)\n forever\n if <not <<[6.4] < (timer)> and <(ID) = [Circ3]>>> then\n go to x: ((DefX) + (CamX)) y: ((DefY) + (CamY))\n point in direction ((CamD) + (Direction))\n end\n end\nend\n\nwhen flag clicked\nhide\nset [camd v] to [90]\nset [camx v] to [0]\nset [defx v] to [0]\nset [defy v] to [0]\nset [camy v] to [0]\nset [shakevel v] to [0]\nset [direction v] to [0]\npoint in direction (90)\nwait until <[1.5] < (timer)>\nShake [75] [4] [5]\nwait until <[2.2] < (timer)>\nShake [75] [4] [5]\nwait until <[3.1] < (timer)>\nShake [25] [4] [5]\nwait until <[3.8] < (timer)>\nShake [75] [4] [5]\nwait until <[4.7] < (timer)>\nShake [75] [4] [5]\nwait until <[5.4] < (timer)>\nShake [50] [4] [5]\nwait until <[6.2] < (timer)>\nShake [75] [4] [5]\nwait until <[6.9] < (timer)>\nShake [75] [4] [5]\nwait until <[7.8] < (timer)>\nShake [75] [4] [5]\n\nwhen I start as a clone\nif <(ID) = [Fade]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (fade v)\n set size to (200) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (50)\n show\n repeat (4)\n change [ghost v] effect by (-6)\n end\n repeat until <[8.6] < (timer)>\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (2)\n delete this clone\n end\nend\n\nwhen I receive [end v]\nif <<(ID) = [name1]> or <<(ID) = [Par2]> or <(ID) = [CircExplo2]>>> then\nbroadcast (Intro Finished v)\nset [intro finished v] to [1]\n\nwhen I start as a clone\nif <(ID) = [CircTop]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (180)\n switch costume to (circ1 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [svel v] to [5]\n show\n repeat (12)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((925) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\ndefine Clone (id) (#)\nset [id v] to (id)\nset [# v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nreset timer\nstart sound [Nightcore - Tonight \(Nurko feat Luma\)2 v]\nwait until <[0.8] < (timer)>\nClone [Circ2] [1]\nClone [Name1] [1]\nClone [Chev1] [15]\nwait until <[1.3] < (timer)>\nClone [Fade] [1]\nClone [Fade2] [1]\nwait until <[1.5] < (timer)>\nClone [Circ3] [1]\nwait until <[2.2] < (timer)>\nClone [CircExplo2] [1]\nClone [Line3] [4]\nwait until <[3] < (timer)>\nClone [Circ4] [1]\nClone [CircExplo1] [1]\nClone [Par1] [7]\nwait until <[3.8] < (timer)>\nClone [CircExplo1] [1]\nClone [Line1] [4]\nwait until <[4.7] < (timer)>\nClone [CircExplo1] [1]\nClone [Line1] [4]\nwait until <[5.4] < (timer)>\nClone [Par1] [7]\nwait until <[6.2] < (timer)>\nClone [Circ5] [1]\nClone [CircExplo2] [1]\nClone [Line3] [4]\nwait until <[6.9] < (timer)>\nClone [CircExplo2] [1]\nClone [Par2] [7]\nClone [Line3] [4]\nwait until <[7.8] < (timer)>\nClone [CircExplo2] [1]\nClone [Par2] [7]\n\nwhen I start as a clone\nif <(ID) = [Par1]> then\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (pick random (3) to (4))\n set size to (pick random (35) to (25.11)) %\n Turn\n turn right (pick random (-25) to (25.1)) degrees\n set [ddir v] to (direction)\n point in direction (pick random (-180) to (180))\n set [vdir v] to (direction)\n set [brightness v] effect to (0)\n set [ghost v] effect to (pick random (10) to (0))\n show\n set [svel v] to (pick random (7) to (13.11))\n repeat (pick random (20) to (30))\n point in direction (DDir)\n move (Svel) steps\n change [vdir v] by (Svel)\n change [svel v] by (((0) - (Svel)) / (9))\n point in direction (VDir)\n end\n repeat (10)\n point in direction (DDir)\n move (Svel) steps\n change [vdir v] by (Svel)\n change [svel v] by (((0) - (Svel)) / (9))\n point in direction (VDir)\n change size by (-2)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Turn\npoint in direction (90)\nrepeat (#)\n turn right ((360) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [Circ1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [svel v] to [5]\n show\n repeat (11)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((650) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CircRight]> then\n hide\n switch costume to (pos hack v)\n go to x: (240) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [svel v] to [9]\n show\n repeat (12)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((1075) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Par2]> then\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (pick random (3) to (4))\n set size to (pick random (35) to (25.11)) %\n Turn\n turn right (pick random (-25) to (25.1)) degrees\n set [ddir v] to (direction)\n point in direction (pick random (-180) to (180))\n set [vdir v] to (direction)\n set [brightness v] effect to (100)\n set [ghost v] effect to (pick random (10) to (0))\n show\n set [svel v] to (pick random (13.11) to (18.11))\n repeat (pick random (20) to (30))\n point in direction (DDir)\n move (Svel) steps\n change [vdir v] by (Svel)\n change [svel v] by (((0) - (Svel)) / (9))\n point in direction (VDir)\n end\n repeat (10)\n point in direction (DDir)\n move (Svel) steps\n change [vdir v] by (Svel)\n change [svel v] by (((0) - (Svel)) / (9))\n point in direction (VDir)\n change size by (-2)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Name1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (text v)\n set size to (500) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [-3]\n show\n repeat (10)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n change [ghost v] effect by (-10)\n end\n repeat until <[1.5] < (timer)>\n change size by (((150) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\n set [svel v] to [4]\n repeat until <[2.2] < (timer)>\n change [brightness v] effect by (15)\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((200) - (size)) / (4)))\n end\n set [svel v] to [4]\n repeat until <[2.5] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((225) - (size)) / (4)))\n end\n set [svel v] to [-1]\n repeat until <[3.05] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n set [svel v] to [6]\n repeat (4)\n change [brightness v] effect by (-25)\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((175) - (size)) / (4)))\n end\n repeat until <[3.4] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((175) - (size)) / (4)))\n end\n set [svel v] to [-2]\n repeat until <[3.8] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n set [svel v] to [6]\n set [rvel v] to [-2]\n repeat (7)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((200) - (size)) / (4)))\n end\n repeat until <[4.7] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((200) - (size)) / (4)))\n change [rvel v] by (((-360) - (Rvel)) / (5))\n set [direction v] to (Rvel)\n end\n set [svel v] to [4]\n repeat until <[5.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((225) - (size)) / (4)))\n change [rvel v] by (((-360) - (Rvel)) / (5))\n set [direction v] to (Rvel)\n end\n set [svel v] to [-1]\n repeat until <[6.3] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n set [svel v] to [6]\n repeat (4)\n change [brightness v] effect by (25)\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((175) - (size)) / (4)))\n end\n repeat until <[7.8] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((175) - (size)) / (4)))\n end\n broadcast (End v)\n set [svel v] to [3]\n repeat until <[8.1] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((225) - (size)) / (4)))\n end\n set [svel v] to [-1]\n repeat (4)\n change size by (Svel)\n change [svel v] by ((Svel) / (44))\n end\n repeat until <(size) < [35]>\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [line2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (spinlines1 v)\n set size to (1) %\n point in direction (((#) * (90)) + (45))\n move (50) steps\n point in direction (Direction)\n set [direction v] to (((#) * (90)) + (-45))\n point in direction (((#) * (90)) + (45))\n set [brightness v] effect to (100)\n set [svel v] to [2]\n show\n repeat (9)\n turn right (Svel) degrees\n change [svel v] by ((Svel) / (12))\n change size by (Svel)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Circ3]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [svel v] to [25]\n show\n repeat (2)\n change size by (Svel)\n change [svel v] by (((0) - (Svel)) / (25))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((650) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [line3]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (spinlines1 v)\n set size to (100) %\n point in direction (((#) * (90)) + (45))\n move (0) steps\n point in direction (Direction)\n set [direction v] to (((#) * (90)) + (-45))\n point in direction (((#) * (90)) + (45))\n set [brightness v] effect to (100)\n set [svel v] to [10]\n show\n repeat (9)\n move (Svel) steps\n set [svel v] to ((Svel) * (0.85))\n next costume\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Circ4]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n go to [back v] layer\n go [forward v] (2) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n set [svel v] to [25]\n show\n repeat (2)\n change size by (Svel)\n change [svel v] by (((0) - (Svel)) / (25))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((650) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Chev1]> then\n wait until <[1.5] < (timer)>\n show\n wait until <[3.2] < (timer)>\n set [brightness v] effect to (0)\n wait until <[6.4] < (timer)>\n repeat (4)\n change [brightness v] effect by (25)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (0)\n set [svel v] to [45]\n set [xvel v] to [30]\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * (0.85))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [line1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (spinlines1 v)\n set size to (100) %\n point in direction (((#) * (90)) + (45))\n move (0) steps\n point in direction (Direction)\n set [direction v] to (((#) * (90)) + (-45))\n point in direction (((#) * (90)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to [10]\n show\n repeat (9)\n move (Svel) steps\n set [svel v] to ((Svel) * (0.85))\n next costume\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Circ5]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n go to [back v] layer\n go [forward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [svel v] to [25]\n show\n repeat (2)\n change size by (Svel)\n change [svel v] by (((0) - (Svel)) / (25))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((650) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\nClone [Par2] [7]\n\nwhen I start as a clone\nif <(ID) = [Fade2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (fade2 v)\n set size to (200) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n show\n repeat (4)\n change [ghost v] effect by (-5)\n end\n repeat until <[8.6] < (timer)>\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (2)\n delete this clone\n end\nend\n\n@Splash Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [splash screen v]\ngo to x: (0) y: (0)\nswitch costume to (title screen v)\ngo to [front v] layer\nshow\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nset size to (10) %\nshow\ngo to x: (0) y: (-85)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start v)\n\n@Score\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n Change Costume To (letter (index) of (COINS))\n set x to ((((index) - (0.5)) - ((length of (COINS)) / (2))) * ((size) / (2)))\n change size by ((0.2) * ((50) - (size)))\nend\n\ndefine Setup\nhide\ngo to x: (0) y: (137)\nset [index v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine Change Costume To (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nwhen I receive [start v]\nSetup\n\n@Lives\n\nwhen flag clicked\ngo to x: (162) y: (152)\nhide\n\nwhen I receive [start v]\nswitch costume to (9 v)\nshow\nforever\n if <(LIVES) < [2]> then\n point in direction (pick random (-180) to (180))\n move (2) steps\n wait (0) seconds\n turn left (180) degrees\n move (2) steps\n end\n go to x: (162) y: (152)\nend\n\nwhen I receive [lose life v]\nnext costume\n\n@Timer\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n Change Costume To (letter (index) of (TIMER))\n set x to ((((index) - (0.5)) - ((length of (TIMER)) / (2))) * ((size) / (2)))\nend\n\ndefine Setup\nhide\nreset timer\ngo to x: (0) y: (-137)\nset [index v] to [1]\nrepeat (8)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine Change Costume To (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\nend\n\nwhen I receive [start v]\nSetup\n\nwhen flag clicked\nforever\n set [timer v] to (([floor v] of ((timer) * (10)) ) / (10))\n if <not < (TIMER) contains [.]?>> then\n set [timer v] to (join (TIMER) [.0])\n end\nend\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [2]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Purple] At: [-47] [-75] Dir [90]\n else\n Spawn [Purple] At: [76] [-75] Dir [-90]\n end\nend\n\nwhen I start as a clone\nset size to (75) %\nclear graphic effects\nshow\nset [frame v] to [0]\nset [speed y v] to [0]\nforever\n switch costume to (purple 1 v)\n set rotation style [don't rotate v]\n Move - Left To Right\n Move Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVUNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Move Down\nchange [speed y v] by (GRAVITY)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left To Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (purple squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) At: (x) (y) Dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\n\n@Smoke\n\nwhen I start as a clone\nshow\nAnimate Smoke\n\nwhen I receive [smoke v]\nMake Smoke\n\ndefine Make Smoke\ncreate clone of (_myself_ v)\n\ndefine Animate Smoke\nset size to (29) %\npoint in direction (pick random (0) to (360))\nset rotation style [all around v]\ngo to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (10))\nswitch costume to (costume1 v)\nrepeat (20)\n move (-2) steps\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n
Arrow Keys to Move\n\n@griffpatch omg griffpatch commented!!!!!!!!!\nmon 6 sept 2021\n\n---------------------------------Story----------------------------------\nIT WAS A TIME OF GREAT MYSTERY.\nTHE SQUARE DUDE - APPEL - HAD DEFEATED MICRO MANAGER.\nAND RESTORED PEACE TO PLANET APPELMOESSHAPJE\nHOWEVER, THE VIRUS CAPTURED HIM AND TURNED HIM EVIL.\nNOW HE HAUNTS THE PLANET OF APPELMOESSHAPJE.\nGRIFFPATCH TRIED TO STOP HIM.\nBUT APPEL CAPTURED HIM.\nWHO WILL DEFEAT APPEL AND SAVE GRIFFPATCH?\nMABYE, YOU?\n\n\n\n------------------------------------Credits----------------------------\n\n@griffpatch\n@df21
Pixel Platformer
@Stage\n\nwhen flag clicked\nswitch costume to (spring v)\nforever\n if <(SCENE #) = [1]> then\n switch backdrop to (spring v)\n end\n if <(SCENE #) = [2]> then\n switch backdrop to (spring v)\n end\n if <(SCENE #) = [3]> then\n switch backdrop to (spring v)\n end\n if <(SCENE #) = [4]> then\n switch backdrop to (spring v)\n end\n if <(SCENE #) = [5]> then\n switch backdrop to (autumn v)\n end\n if <(SCENE #) = [6]> then\n switch backdrop to (autumn v)\n end\n if <(SCENE #) = [7]> then\n switch backdrop to (autumn v)\n end\n if <(SCENE #) = [8]> then\n switch backdrop to (autumn v)\n end\n if <(SCENE #) = [9]> then\n switch backdrop to (winter v)\n end\n if <(SCENE #) = [10]> then\n switch backdrop to (winter v)\n end\n if <(SCENE #) = [11]> then\n switch backdrop to (winter v)\n end\n if <(SCENE #) = [12]> then\n switch backdrop to (summer v)\n end\n if <(SCENE #) = [13]> then\n switch backdrop to (summer v)\n end\n if <(SCENE #) = [14]> then\n switch backdrop to (summer v)\n end\n if <(SCENE #) = [15]> then\n switch backdrop to (summer v)\n end\n if <(SCENE #) = [16]> then\n switch backdrop to (summer v)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [16]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nReset & Begin Level\npoint in direction (90)\n\ndefine Move-In Steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed X) / (steps))\n Check Touching Solid\n if <(Touching?) > [0]> then\n set x to (Last Value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (steps))\n Check Touching Solid\n if <(Touching?) > [0]> then\n set y to (Last Value)\n if <(Speed Y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Check Touching Solid\nif <touching (platforms v)?> then\n set [touching? v] to [1]\nelse\n set [touching? v] to [0]\nend\n\nwhen I receive [tick-player v]\nControls-Y Axis\nControls-X Axis\nMove-In Steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\n\ndefine Controls-Y Axis\nif <key (up arrow v) pressed?> then\n if <(Falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls-X Axis\nif <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (ACCELERATION))\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\n point in direction (90)\nend\nset [speed x v] to ((Speed X) * (RESISTANCE))\n\ndefine Reset & Begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-150) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\nswitch costume to (player v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick-Player v)\n broadcast (Tick-Last v)\n Check Touching Danger\nend\n\nwhen I receive [tick-last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go to X: [-235]\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) Go to X: [235]\nend\n\ndefine Begin Scene # (scene #) Go to X: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collision in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (direction)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (direction)\nrepeat (128)\n Check Touching Solid\n if <(Touching?) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Check Touching Danger\nif <touching (danger v)?> then\n set [scene # v] to [1]\n go to x: (-150) y: (50)\n broadcast (Change Scene v)\nend\nif <(y position) < [-170]> then\n set [scene # v] to [1]\n go to x: (-150) y: (50)\n broadcast (Change Scene v)\nend\n\nwhen this sprite clicked\nnext costume\n\n@Platforms\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\n@Water\n\nwhen flag clicked\nforever\n show\n switch costume to (costume2 v)\n set [ghost v] effect to (55)\n go to x: (0) y: ((-10) - (([sin v] of (s) ) * (5)))\n point in direction ((([cos v] of (s) ) * (5)) + (90))\n change [s v] by (4)\nend\n\n@Art\n\nwhen flag clicked\ngo to x: (2) y: (-2)\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\n if <(SCENE #) = [1]> then\n go to x: (2) y: (-2)\n switch costume to (1 v)\n end\n if <(SCENE #) = [2]> then\n go to x: (2) y: (-2)\n switch costume to (2 v)\n end\n if <(SCENE #) = [3]> then\n show\n switch costume to (3 v)\n go to x: (-3) y: (-2)\n end\n if <(SCENE #) = [4]> then\n show\n switch costume to (4 v)\n go to x: (2) y: (-19)\n end\n if <(SCENE #) = [5]> then\n show\n switch costume to (5 v)\n go to x: (2) y: (-2)\n end\n if <(SCENE #) = [6]> then\n show\n switch costume to (6 v)\n go to x: (2) y: (-2)\n end\n if <(SCENE #) = [7]> then\n show\n switch costume to (7 v)\n go to x: (2) y: (-2)\n end\n if <(SCENE #) = [8]> then\n show\n switch costume to (8 v)\n go to x: (2) y: (-2)\n end\n if <(SCENE #) = [9]> then\n show\n switch costume to (9 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [10]> then\n show\n switch costume to (10 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [11]> then\n show\n switch costume to (11 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [12]> then\n show\n switch costume to (12 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [13]> then\n show\n switch costume to (13 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [14]> then\n show\n switch costume to (14 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [15]> then\n show\n switch costume to (15 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [16]> then\n show\n switch costume to (16 v)\n go to x: (-2) y: (-2)\n end\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (2) y: (-2)\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n if <(SCENE #) = [1]> then\n go to x: (2) y: (-2)\n switch costume to (costume1 v)\n end\n if <(SCENE #) = [2]> then\n go to x: (2) y: (-2)\n switch costume to (costume4 v)\n end\n if <(SCENE #) = [3]> then\n hide\n end\n if <(SCENE #) = [4]> then\n show\n go to x: (-7) y: (-16)\n switch costume to (costume3 v)\n end\n if <(SCENE #) = [5]> then\n show\n switch costume to (costume5 v)\n go to x: (-16) y: (-9)\n end\n if <(SCENE #) = [6]> then\n show\n switch costume to (costume9 v)\n go to x: (2) y: (-2)\n end\n if <(SCENE #) = [7]> then\n show\n switch costume to (costume13 v)\n go to x: (45) y: (-37)\n end\n if <(SCENE #) = [8]> then\n show\n switch costume to (costume6 v)\n go to x: (262) y: (-37)\n end\n if <(SCENE #) = [9]> then\n show\n switch costume to (costume12 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [10]> then\n show\n switch costume to (10 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [11]> then\n show\n switch costume to (11 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [12]> then\n show\n switch costume to (12 v)\n go to x: (21) y: (8)\n end\n if <(SCENE #) = [13]> then\n show\n switch costume to (13 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [14]> then\n show\n switch costume to (14 v)\n go to x: (-19) y: (-3)\n end\n if <(SCENE #) = [15]> then\n show\n switch costume to (15 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [16]> then\n show\n switch costume to (16 v)\n go to x: (-2) y: (-2)\n end\nend\n\n@WIN!!\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [@id v] to [null]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (50)\nchange y by (3)\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(costume [name v]) = [1a]> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n forever\n run\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine run\nif <<mouse down?> and <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>>> then\n broadcast (hide v)\nelse\n if <<mouse down?> and <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>>> then\n switch costume to (continue01 v)\n broadcast (localfade v)\n stop [this script v]\n end\nend\ngo to [front v] layer\nif <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue10 v)\nelse\n if <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue01 v)\n else\n switch costume to (continue00 v)\n end\nend\ngo to [front v] layer\n\nwhen I receive [localfade v]\nif <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n repeat (10)\n change [ghost v] effect by (10)\n reset timer\n end\n forever\n reset timer\n end\nend\n\nwhen flag clicked\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (150) %\n set [pause v] to [1]\n repeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (restart v)\n broadcast (reset v)\n end\nend\n\nwhen flag clicked\nset [time v] to [1]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@End\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(SCENE #) = [16]> then\n show\n go to x: (98) y: (2)\n end\n if <touching (player v)?> then\n broadcast (WIN!! v)\n hide\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (thumbnail v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (thumbnail v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\n\n
Arrow keys to move\n100 views - :o\n200 views - :0\n300 views - :O\n400 views - :OO\n500 views - (⊙_⊙)\n600 views - Why Do you have to keep viewing!?!?!\n700 views - Ok I understand, So can we have 1000 views?\n\n#games #Funnycat000
BACK TO SCHOOL - A MOBILE-FRIENDLY PLATFORMER #GAMES #ALL
@Stage\n\nwhen flag clicked\nbroadcast (\[INTRO\] START v)\nshow list [followers v]\n\ndefine ADD (username) to (level)\nif <(level) = [1]> then\n set [☁ followers v] to (join (☁ followers) (username))\nelse\n if <(level) = [2]> then\n set [☁ 2 v] to (join (☁ 2) (username))\n else\n if <(level) = [3]> then\n set [☁ 3 v] to (join (☁ 3) (username))\n else\n if <(level) = [4]> then\n set [☁ 4 v] to (join (☁ 4) (username))\n else\n if <(level) = [5]> then\n set [☁ 5 v] to (join (☁ 5) (username))\n else\n if <(level) = [6]> then\n set [☁ 6 v] to (join (☁ 6) (username))\n else\n if <(level) = [7]> then\n set [☁ 7 v] to (join (☁ 7) (username))\n else\n if <(level) = [8]> then\n set [☁ 8 v] to (join (☁ 8) (username))\n else\n if <(level) = [9]> then\n set [☁ 9 v] to (join (☁ 9) (username))\n else\n if <(level) = [10]> then\n set [☁ 10 v] to (join (☁ 10) (username))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [nextlevel v]\nif <[followers v] contains (username)?> then\n ADD (username in code) to (level)\nend\n\nwhen flag clicked\nEncode (username)\nbroadcast (It Depends v)\n\ndefine Encode (username)\nset [username in code v] to []\nset [item v] to [0]\nrepeat (length of (username))\n change [item v] by (1)\n set [username in code v] to (join (username in code) (item # of (letter (item) of (username)) in [characters v]))\nend\nset [username in code v] to (join (username in code) [00])\n\ndefine CHECK (username)\nif <[followers v] contains (username)?> then\n if < (☁ 10) contains (username)?> then\n set [level v] to [10]\n else\n if < (☁ 9) contains (username)?> then\n set [level v] to [9]\n else\n if < (☁ 8) contains (username)?> then\n set [level v] to [8]\n else\n if < (☁ 7) contains (username)?> then\n set [level v] to [7]\n else\n if < (☁ 6) contains (username)?> then\n set [level v] to [6]\n else\n if < (☁ 5) contains (username)?> then\n set [level v] to [5]\n else\n if < (☁ 4) contains (username)?> then\n set [level v] to [4]\n else\n if < (☁ 3) contains (username)?> then\n set [level v] to [3]\n else\n if < (☁ 2) contains (username)?> then\n set [level v] to [2]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Fill Out List\n\ndelete all of [followers v]\nset [current follower username v] to []\nset [item2 v] to [-1]\nrepeat ((length of (☁ followers)) / (2))\n change [item2 v] by (2)\n if <(join (letter (item2) of (☁ followers)) (letter ((item2) + (1)) of (☁ followers))) = [00]> then\n add (current follower username) to [followers v]\n set [current follower username v] to []\n else\n set [current follower username v] to (join (current follower username) (item (join (letter (item2) of (☁ followers)) (letter ((item2) + (1)) of (☁ followers))) of [characters v]))\n end\nend\n\ndefine CHECK FOR RGANTZOS\n\nif <(username) = [rgantzos]> then\n Fill Out List\n hide list [followers v]\n ask [Who would you like to add?] and wait\n if <not <[] = (answer)>> then\n if < (answer) contains [/]?> then\n DELETE FOLLOWER (answer)\n else\n set [old username in code v] to (username in code)\n Encode (answer)\n set [☁ followers v] to (join (☁ followers) (username in code))\n set [username in code v] to (old username in code)\n end\n end\n show list [followers v]\nend\n\nwhen I receive [resume v]\nif <[followers v] contains (username)?> then\n CHECK (username in code)\nend\n\ndefine DELETE FOLLOWER (number in list)\nset [code v] to []\nset [delete item v] to [1]\nrepeat ((length of (number in list)) - (1))\n change [delete item v] by (1)\n set [code v] to (join (code) (letter (delete item) of (number in list)))\nend\ndelete (code) of [followers v]\nset [☁ followers v] to []\nset [delete item v] to [0]\nrepeat (length of [followers v])\n change [delete item v] by (1)\n Encode (item (delete item) of [followers v])\n set [☁ followers v] to (join (☁ followers) (username in code))\nend\nFill Out List\n\nwhen I receive [audio off v]\nset volume to (0) %\n\nwhen I receive [audio on v]\nset volume to (100) %\n\nwhen I receive [\[intro\] closing v]\nforever\n play sound [music v] until done\nend\n\n@character\n\nwhen I receive [nextlevel v]\ngo to x: (-190) y: (-30)\nchange [level v] by (1)\nshow\n\ndefine PING\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n set [jump v] to [0]\nend\nchange x by (x)\nif <touching (ground v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <not <touching (ground v)?>> then\n if <[-6] < (x)> then\n change [x v] by (-0.5)\n end\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <not <touching (ground v)?>> then\n if <(x) < [6]> then\n change [x v] by (0.5)\n end\n end\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(jump) = [0]> then\n set [jump v] to [1]\n set [y v] to [13]\n end\nend\nif <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (d v) pressed?> or <<key (a v) pressed?> or <mouse down?>>>>> then\n set [x v] to ((x) * (0.75))\nend\nif <(jump) = [1]> then\n change [y v] by (-0.75)\nend\nif <(jump) = [0]> then\n if <not <touching (ground v)?>> then\n set [jump v] to [1]\n end\nend\n\nwhen flag clicked\nswitch costume to (pick random (1) to (5))\nadd (username) to [followers v]\nset [movable? v] to [0]\nset [fall v] to [0]\nset [jump v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nset [movable? v] to [0]\nset [level v] to [1]\nforever\n if <touching (dangerous v)?> then\n go to x: (-190) y: (-30)\n end\nend\n\nwhen I receive [\[intro\] closing v]\ngo to x: (-190) y: (-30)\nforever\n PING\nend\n\n@ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <[rgantzos] = (username)> then\n if <key (1 v) pressed?> then\n change [level v] by (-1)\n end\n if <key (2 v) pressed?> then\n change [level v] by (1)\n end\n wait until <not <key (any v) pressed?>>\n end\nend\n\n@end\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\nend\n\nwhen flag clicked\nforever\n wait until <touching (character v)?>\n if <not <(level) = [10]>> then\n broadcast (nextLevel v)\n end\n wait until <not <touching (character v)?>>\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@dangerous\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n switch costume to (level)\nend\n\n@message\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nshow\n\nwait (0.1) seconds\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nnext costume\nhide\n\n@skip\n\nwhen flag clicked\nforever\n if <<[followers v] contains (username)?> and <(level) < [10]>> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (nextLevel v)\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@Rain\n\nwhen flag clicked\ngo to x: (0) y: (192)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [layer v] to (pick random (0) to (5))\ngo to [back v] layer\ngo [forward v] (layer) layers\nset x to (pick random (-240) to (240))\nset [ghost v] effect to ((layer) * (5))\nshow\nrepeat until <(y position) < [-150]>\n change y by (((layer) + (1)) * (-3))\nend\ndelete this clone\n\n@volume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nbroadcast (AUDIO ON v)\nshow\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <mouse down?>>\n broadcast (AUDIO OFF v)\n set volume to (0) %\n next costume\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <mouse down?>>\n broadcast (AUDIO ON v)\n set volume to (150) %\n next costume\nend\n\n@Intro by rgantzosFX\n\ndefine CREATE CLONE OF (costume)\nset [costume v] to (costume [name v])\nswitch costume to (costume)\ncreate clone of (_myself_ v)\nswitch costume to (costume)\n\nwhen I start as a clone\nif <(costume [name v]) = [Grid]> then\n if <(cloneID) = [0]> then\n set [cloneid v] to [1]\n go to [front v] layer\n go to x: (0) y: (0)\n show\n forever\n create clone of (_myself_ v)\n turn right (2) degrees\n end\n else\n show\n change y by (5)\n change x by (5)\n set [brightness v] effect to (-20)\n set [ghost v] effect to (80)\n wait (0.05) seconds\n delete this clone\n end\nend\nif <(costume [name v]) = [Line1]> then\n if <(cloneID) = [0]> then\n hide\n set [cloneid v] to [1]\n go to [front v] layer\n wait (0.000001) seconds\n show\n repeat (5)\n wait (0.01) seconds\n next costume\n end\n delete this clone\n else\n show\n change y by (5)\n change x by (5)\n set [brightness v] effect to (-20)\n set [ghost v] effect to (80)\n wait (0.05) seconds\n delete this clone\n end\nend\nif <(costume [name v]) = [Circle]> then\n if <(cloneID) = [0]> then\n set [cloneid v] to [1]\n hide\n go to [front v] layer\n wait (0.000001) seconds\n show\n repeat until <[180] < (y position)>\n change [ghost v] effect by (0.1)\n change y by (pick random (3) to (6))\n create clone of (_myself_ v)\n end\n repeat (25)\n change [ghost v] effect by (4)\n change y by (pick random (3) to (6))\n create clone of (_myself_ v)\n end\n delete this clone\n else\n show\n change y by (5)\n change x by (5)\n set [brightness v] effect to (-20)\n set [ghost v] effect to (80)\n wait (0.05) seconds\n delete this clone\n end\nend\nif <(costume [name v]) = [Logo]> then\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n go to [front v] layer\n show\n go to x: (0) y: (0)\nend\nif <(costume [name v]) = [Circle1]> then\n hide\n go to [front v] layer\n wait (0.000001) seconds\n wait ([abs v] of (((direction) - (45)) / (1000)) ) seconds\n show\n repeat (5)\n go to [front v] layer\n wait (0.01) seconds\n move (5) steps\n next costume\n end\n delete this clone\nend\nif <(costume [name v]) = [Start]> then\n go to [front v] layer\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (2) seconds\n delete this clone\nend\nif <(costume [name v]) = [Diamond]> then\n hide\n go to [front v] layer\n wait (0.001) seconds\n show\n repeat (25)\n SIZE BY ((size) * (0.05))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(costume [name v]) = [Blank]> then\n repeat until <[8] < (timer)>\n wait (0.5) seconds\n BUBBLE\n end\nend\nif <(costume [name v]) = [Dot]> then\n hide\n go to x: (0) y: (0)\n go to [front v] layer\n wait (0.00001) seconds\n show\n set size to (200) %\n clear graphic effects\n set [velocity v] to [5]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-3)\n change [velocity v] by (-0.2)\n turn right (velocity) degrees\n end\n delete this clone\nend\nif <(costume [name v]) = [Loop1]> then\n go to x: (0) y: (0)\n hide\n go to [front v] layer\n wait (0.000001) seconds\n show\n repeat (5)\n change size by (10)\n go to [front v] layer\n wait (0.01) seconds\n next costume\n end\n delete this clone\nend\nif <(costume [name v]) = [Black]> then\n if <(direction) = [90]> then\n go to x: (0) y: (999)\n else\n go to x: (0) y: (-999)\n end\n hide\n wait (2) seconds\n go to [front v] layer\n show\n repeat (15)\n set y to ((y position) * (0.99))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n end\nend\n\ndefine MINI EXPLOSION AT (x) (y) (type) (amount)\ngo to [front v] layer\nset [costume v] to (costume [name v])\nif <(type) = [1]> then\n switch costume to (line1 v)\n point in direction (90)\nelse\n switch costume to (circle1 v)\n point in direction (45)\nend\nset size to (100) %\ngo to x: (x) y: (y)\nrepeat (amount)\n create clone of (_myself_ v)\n turn right ((360) / (amount)) degrees\nend\npoint in direction (90)\nswitch costume to (costume)\n\ndefine BUBBLE\nswitch costume to (circle v)\nset size to (pick random (60) to (100)) %\nset x to (pick random (-267) to (267))\nset y to (-1000)\ncreate clone of (_myself_ v)\n\ndefine CIRCLE\nshow\nswitch costume to (start v)\npoint in direction (91)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\n turn right (([abs v] of ((direction) - (90)) ) * (0.09)) degrees\n create clone of (_myself_ v)\nend\npoint in direction (90)\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] start v]\nset [color v] to (pick random (0) to (1000))\nclear graphic effects\nCREATE CLONE OF [Blank1]\nreset timer\nstart sound [Music v]\nset size to (100) %\ngo to x: (0) y: (0)\nCIRCLE\nBLACK\nset [cloneid v] to [0]\nshow\nCREATE CLONE OF [BG]\ngo to [front v] layer\nswitch costume to (blank v)\nset size to (150) %\nhide\nCREATE CLONE OF [Grid]\nCREATE CLONE OF [Logo]\nCREATE CLONE OF [Blank]\n\nwhen I receive [\[intro\] start v]\nwait until <[4] < (timer)>\nMINI EXPLOSION AT [0] [0] [2] [4]\nCREATE CLONE OF [Loop1]\nwait until <[5.147] < (timer)>\nbroadcast (\[INTRO\] SHAKE v)\nMINI EXPLOSION AT [0] [0] [1] [8]\nCREATE CLONE OF [Loop1]\nwait until <[5.94] < (timer)>\nbroadcast (\[INTRO\] SHAKE v)\nMINI EXPLOSION AT [0] [0] [1] [4]\nCREATE CLONE OF [Loop1]\nwait until <[6.732] < (timer)>\nMINI EXPLOSION AT [0] [0] [1] [8]\nCREATE CLONE OF [Loop1]\nbroadcast (\[INTRO\] SPIN v)\nwait until <[7.3] < (timer)>\nMINI EXPLOSION AT [0] [0] [2] [4]\nCREATE CLONE OF [Loop1]\nbroadcast (\[INTRO\] SPIN v)\nwait until <[8.249] < (timer)>\nMINI EXPLOSION AT [0] [0] [1] [16]\nCREATE CLONE OF [Loop1]\nbroadcast (\[INTRO\] SPIN v)\nwait until <[9.2] < (timer)>\nCREATE CLONE OF [Loop1]\nMINI EXPLOSION AT [0] [0] [2] [4]\nbroadcast (\[INTRO\] SPIN v)\nMINI EXPLOSION AT [-150] [100] [1] [8]\nMINI EXPLOSION AT [-150] [-100] [1] [8]\nMINI EXPLOSION AT [150] [100] [1] [8]\nMINI EXPLOSION AT [150] [-100] [1] [8]\nbroadcast (\[INTRO\] CLOSING v)\n\nwhen I receive [\[intro\] start v]\nwait (3) seconds\nrepeat until <[8] < (timer)>\n point in direction (90)\n go to x: (0) y: (0)\n wait (1) seconds\n CREATE CLONE OF [Diamond]\nend\n\ndefine SIZE BY (amount)\nset [costume v] to (costume [name v])\nswitch costume to (blank v)\nchange size by (amount)\nswitch costume to (costume)\n\nwhen I receive [\[intro\] spin v]\nif <<(costume [name v]) = [Logo]> or <(costume [name v]) = [Diamond]>> then\n point in direction (91)\n repeat (50)\n turn right (([abs v] of ((direction) - (90)) ) * (0.4)) degrees\n end\n point in direction (90)\nend\n\nwhen I receive [\[intro\] closing v]\nif <(costume [name v]) = [BG]> then\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\nelse\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\ndelete this clone\n\ndefine CIRCLES\nif <(costume [name v]) = [Blank1]> then\n point in direction (90)\n repeat (8)\n turn right (45) degrees\n CREATE CLONE OF [Dot]\n end\nend\n\nwhen I receive [\[intro\] spin v]\nCIRCLES\n\nwhen I receive [\[intro\] shake v]\nif <not <(costume [name v]) = [Black]>> then\n repeat (5)\n SIZE BY [4]\n turn right (2) degrees\n end\n repeat (5)\n SIZE BY [-8]\n turn left (4) degrees\n end\n repeat (5)\n SIZE BY [4]\n turn right (2) degrees\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(costume [name v]) = [BG]> or <(costume [name v]) = [Logo]>> or <<(costume [name v]) = [Diamond]> or <<(costume [name v]) = [Start]> or <(costume [name v]) = [Grid]>>>> then\n set [color v] effect to (color)\n end\nend\n\ndefine BLACK\nswitch costume to (black v)\npoint in direction (90)\nrepeat (2)\n turn right (180) degrees\n create clone of (_myself_ v)\nend\n\n@Intro Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [\[intro\] closing v]\nhide\n\n@Button2\n\nwhen I receive [\[intro\] closing v]\nforever\n show\n switch costume to (button2-a v)\n set [ghost v] effect to (100)\n go to x: (150) y: (999)\n set [ad velocity v] to [-10]\n repeat (10)\n change y by (ad velocity)\n change [ghost v] effect by (-10)\n change [ad velocity v] by (1)\n end\n wait (3) seconds\n next costume\n wait (3) seconds\n repeat (10)\n change y by (ad velocity)\n change [ghost v] effect by (10)\n change [ad velocity v] by (1)\n end\n hide\n wait (6) seconds\nend\n\nwhen flag clicked\nhide\n\n
New Halloween Platformer! I'd check it out if I were you!\nhttps://scratch.mit.edu/projects/581760339/\n-----------------------------------------------------------------\n\nArrow Keys, WASD, or Mobile (Only With Premiere Package)\n\nThis game will make you rage. A lot. But that's kind of what it's all about!\n\nTell me if you're looking forward to school starting! I'd love to know! Also, if you like this, please love and favorite! I'm going to have a tutorial coming out about this soon...\n\nCan we get this on most loves? I would really love to... XD I'll bet this game will make you rage more than reading that bad joke.
||Friends|| – A 2 Player Platformer
@Stage\n\n@Thumb\n\nwhen flag clicked\nshow\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nrepeat (10)\n go to x: (0) y: (0)\n set size to (90) %\n show\nend\nforever\n switch costume to (LEVEL)\nend\n\nset [level v] to [7]\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n@Buttons\n\nwhen I receive [tick v]\nset [button? v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (LEVEL)\nif <<touching (player2 v)?> or <touching (player v)?>> then\n if <(Button?) = [0]> then\n change y by (-5)\n set [button? v] to [1]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n else\n change y by (5)\n set [button? v] to [0]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n end\nend\n\n@Saw1\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n go to x: (20) y: (-70)\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n@portal\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn left (3) degrees\nend\n\nwhen I start as a clone\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I receive [tick v]\nif <<touching (player2 v)?> and <touching (player v)?>> then\n broadcast (Next Level v)\nend\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-216) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set size to (100) %\n change [y v] by (-0.5)\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and > then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n start sound [pop v]\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nrepeat (10)\n set [ghost v] effect to (0)\nend\nshow\n\nwhen flag clicked\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\nchange [deaths v] by (1)\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\nforever\n broadcast (Tick v)\n if <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\n end\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\n if <<touching (buttons v)?> and <<key (up arrow v) pressed?> or >> then\n set [y v] to [7]\n end\n if <<key (down arrow v) pressed?> or > then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\n\n@Player2\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-180) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [tick v]\nif <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\nend\nif <touching (zoom v)?> then\n change [x v] by (5)\nend\nif <<touching (buttons v)?> and > then\n set [y v] to [7]\nend\nif then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [tick v]\nforever\n change [y v] by (-0.5)\n if <key (d v) pressed?> then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and <key (w v) pressed?>> then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n start sound [pop v]\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nrepeat (10)\n set [ghost v] effect to (0)\nend\n\nshow\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (100) to (-259))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\n@Notifications\n\nwhen flag clicked\ngo to [front v] layer\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\nrepeat until <(LEVEL) = [7]>\n wait (pick random (14) to (20)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n
Welcome to Friends - A 2 Player Platformer!\nGame Rules:\n\n- Touching spikes or the saw kills you.\n- The buttons remove all danger when you are on them.\n- You must both be on the portal (Blue Spinny Thing) to go to the next level.\n\nPurple Player Controls:\n\n- Move - Arrow Keys\n- Crouch - Down Arrow\n\nBlue Player Controls:\n\n- Move - WAS\n- Crouch - D\n\nHave Fun :D
Serenity - A Platformer #games #trending #all
@Stage\n\n@player\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-3)\n switch costume to (left v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (3)\n switch costume to (right v)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (ground v)?>> then\n set [speed y v] to [14]\n switch costume to (up v)\nend\nchange y by (1)\nif <<not <key (right arrow v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (idle v)\nend\nif <(x position) > [240]> then\n go to x: (-197) y: (-29)\n broadcast (next level v)\nend\n\nwhen flag clicked\ngo to x: (-197) y: (-29)\nswitch costume to (idle v)\nset [speed x v] to [0]\nset [speed y v] to [0]\nforever\n Run Game\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@tn\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n
Platformer Clicker | Platformer and Clicker | #Games #Music #Art #All
@Stage\n\nwhen flag clicked\nforever\n if <(Score) > (☁ record)> then\n set [☁ record v] to (Score)\n broadcast (record broken v)\n end\nend\n\nwhen flag clicked\nset [save open v] to [0]\nforever\n if <(Mode) = [1]> then\n switch backdrop to (backdrop2 v)\n hide variable [# v]\n if <<(Shop Open?) = [0]> and <(save open) = [0]>> then\n show variable [☁ record v]\n else\n hide variable [: v]\n hide variable [☁ record v]\n hide variable [# v]\n end\n else\n switch backdrop to (backdrop1 v)\n hide variable [: v]\n hide variable [☁ record v]\n hide variable [# v]\n end\nend\n\nwhen I receive [save open v]\nset [save open v] to [1]\n\nwhen I receive [back v]\nset [save open v] to [0]\n\n@Less Lag\n\nset [o v] to [No stealing code]\n\n@Player\n\nwhen flag clicked\nset [score v] to [0]\nset [points per click v] to [1]\nset [auto clicks per second v] to [0]\nhide\nbroadcast (Clicker Mode v)\n\nwhen I receive [clicker mode v]\npoint in direction (90)\nset [mode v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n if <(Mode) = [1]> then\n repeat until <(Mode) = [2]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(Mode) = [1]> then\n if <(Have Exploding Cursor?) = [/]> then\n change [score v] by ((Points Per Click) * (3))\n else\n change [score v] by (Points Per Click)\n end\nend\n\nwhen I receive [shop/ v]\nhide\n\nwhen I receive [back v]\n\nwhen flag clicked\nforever\n if <(Enchanted Machine Gun) = [,]> then\n wait ((1) / (2)) seconds\n change [score v] by (Auto Clicks Per Second)\n else\n wait (1) seconds\n change [score v] by (Auto Clicks Per Second)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Fall v)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Show VAR) = [1]> then\n show variable [score v]\n else\n hide variable [score v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Mode) = [2]> then\n hide\n else\n if <(Shop Open?) = [1]> then\n hide\n else\n show\n end\n end\nend\n\nwhen this sprite clicked\nif <(Mode) = [1]> then\n play sound [Click button \(16 sound effects\).mp3 v] until done\nend\n\nwhen flag clicked\nforever\n hide variable [☁ world record: v]\nend\n\nif <(Score) > (☁ World Record:)> then\n set [☁ world record: v] to (Score)\nend\n\nwhen flag clicked\nforever\n\nset [☁ world record: v] to (☁ World Record:)\n\nwhen I receive [stop intro v]\n\nwhen flag clicked\nforever\n if <<(Show VAR) = [1]> and <(Shop Open?) = [0]>> then\n if <(Mode) = [1]> then\n show\n end\n show variable [# v]\n show variable [auto clicks per second v]\n show variable [points per click v]\n else\n hide variable [points per click v]\n hide variable [auto clicks per second v]\n hide variable [world record v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Shop Open?) = [1]>> then\n if <(Mode) = [1]> then\n if <key (space v) pressed?> then\n change [score v] by (Points Per Click)\n broadcast (Fall v)\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Shop Open?) = [1]>> then\n if <(Mode) = [1]> then\n if <key (space v) pressed?> then\n play sound [Click button \(16 sound effects\).mp3 v] until done\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\n\n@Glow\n\nwhen flag clicked\nshow\nforever\n set [timer v] to (timer)\n go to (player v)\n point in direction ((timer) * (40))\n set size to (900) %\n go to [back v] layer\nend\n\nwhen I receive [shop/ v]\nhide\n\nwhen I receive [back v]\n\nshow\n\nwhen flag clicked\nforever\n \nend\n\nwhen I receive [platformer mode v]\nhide\n\nwhen I receive [clicker mode v]\nshow\n\nwhen flag clicked\nforever\n if <<(Show VAR) = [1]> and <(Shop Open?) = [0]>> then\n if <(Mode) = [1]> then\n show\n end\n show variable [# v]\n show variable [auto clicks per second v]\n show variable [points per click v]\n else\n hide variable [points per click v]\n hide variable [auto clicks per second v]\n hide variable [: v]\n end\nend\n\n@Play\n\nwhen this sprite clicked\nif <(Score) > [999]> then\n broadcast (Platformer mode v)\n set [mode v] to [2]\n set [timer v] to [0]\n change [score v] by (-1000)\n hide\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [shop/ v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [clicker mode v]\nshow\n\n@Shop\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Shop/ v)\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [platformer mode v]\nhide\n\nwhen I receive [clicker mode v]\nshow\n\nwhen I receive [stop intro v]\nset volume to (0) %\nrepeat until <(volume) = [80]>\n change volume by (2)\nend\n\n@+1 Click\n\nwhen flag clicked\nhide\n\nwhen I receive [shop/ v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <not <(Score) < [50]>> then\n if <(costume [number v]) = [2]> then\n change [points per click v] by (1)\n end\n change [score v] by (-50)\n play sound [SOUND EFFECT cash register caisse enregistreuse HQ.mp3 v] until done\nelse\n broadcast (Costs too much v)\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <not <(Shop Number) = [1]>> then\n hide\n end\nend\n\n@Background\n\nwhen flag clicked\nset [shop open? v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [shop/ v]\ngo to [back v] layer\ngo [forward v] (4) layers\nshow\nset [shop open? v] to [1]\nhide variable [auto clicks per second v]\nhide variable [points per click v]\n\nwhen I receive [back v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nset [ghost v] effect to (0)\nset [shop open? v] to [0]\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen I receive [shop/ v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Back v)\nhide\n\n@+1 Auto Click\n\nwhen flag clicked\nhide\n\nwhen I receive [shop/ v]\nshow\nhide variable [auto clicks per second v]\nhide variable [points per click v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <not <(Score) < [100]>> then\n if <(costume [number v]) = [2]> then\n change [auto clicks per second v] by (1)\n end\n change [score v] by (-100)\n play sound [SOUND EFFECT cash register caisse enregistreuse HQ.mp3 v] until done\nelse\n broadcast (Costs too much v)\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <not <(Shop Number) = [1]>> then\n hide\n end\nend\n\n@+100 Click\n\nwhen flag clicked\nhide\n\nwhen I receive [shop/ v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <not <(Score) < [1500]>> then\n if <(costume [number v]) = [2]> then\n change [points per click v] by (100)\n end\n change [score v] by (-1500)\n play sound [SOUND EFFECT cash register caisse enregistreuse HQ.mp3 v] until done\nelse\n broadcast (Costs too much v)\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <not <(Shop Number) = [1]>> then\n hide\n end\nend\n\n@Fall\n\nwhen I receive [fall v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [clones v] to [0]\nhide\n\nwhen I start as a clone\nif <(Clones) < [11]> then\n change [clones v] by (1)\n show\n go to x: (pick random (-125) to (125)) y: (155)\n repeat until <touching (_edge_ v)?>\n turn right (pick random (-15) to (15)) degrees\n change y by (pick random (-8) to (-15))\n end\n change [clones v] by (-1)\n delete this clone\nelse\n delete this clone\nend\n\nwait (0.2) seconds\n\n@Random Auto Clicker\n\nwhen flag clicked\nset [have random auto clicker? v] to []\nhide\n\nwhen I receive [shop/ v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <(Have Random Auto Clicker?) = []> then\n if <not <(Score) < [5000]>> then\n if <(costume [number v]) = [2]> then\n set [have random auto clicker? v] to [?]\n end\n change [score v] by (-5000)\n play sound [SOUND EFFECT cash register caisse enregistreuse HQ.mp3 v] until done\n else\n broadcast (Costs too much v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <(Have Random Auto Clicker?) = [?]> then\n wait (pick random (1) to (29)) seconds\n change [score v] by (pick random (100) to (2900))\n end\nend\n\nwhen flag clicked\nforever\n if <(Have Random Auto Clicker?) = [?]> then\n switch costume to (costume3 v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Shop Number) = [1]>> then\n hide\n end\nend\n\n@+100 Auto Click\n\nwhen flag clicked\nhide\n\nwhen I receive [shop/ v]\nshow\nhide variable [auto clicks per second v]\nhide variable [points per click v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <not <(Score) < [3000]>> then\n if <(costume [number v]) = [2]> then\n change [auto clicks per second v] by (100)\n end\n change [score v] by (-3000)\n play sound [SOUND EFFECT cash register caisse enregistreuse HQ.mp3 v] until done\nelse\n broadcast (Costs too much v)\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <not <(Shop Number) = [1]>> then\n hide\n end\nend\n\n@Exploding Cursor\n\nwhen flag clicked\nhide\n\nwhen I receive [shop/ v]\nshow\n\nwhen flag clicked\nset [have exploding cursor? v] to []\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nif <not <(Have Exploding Cursor?) = [/]>> then\n if <not <(Score) < [3500]>> then\n if <(costume [number v]) = [2]> then\n set [have exploding cursor? v] to [/]\n end\n change [score v] by (-3500)\n play sound [SOUND EFFECT cash register caisse enregistreuse HQ.mp3 v] until done\n else\n broadcast (Costs too much v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <(Have Exploding Cursor?) = [/]> then\n switch costume to (costume3 v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Shop Number) = [1]>> then\n hide\n end\nend\n\n@Enchanted Cursor\n\nwhen flag clicked\nhide\n\nwhen I receive [shop/ v]\n\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nif <not <(Score) < [1000000]>> then\n if <(costume [number v]) = [2]> then\n change [points per click v] by (10001)\n end\n change [score v] by (-1000000)\n play sound [SOUND EFFECT cash register caisse enregistreuse HQ.mp3 v] until done\nelse\n broadcast (Costs too much v)\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <(Shop Open?) = [1]> then\n if <(Shop Number) = [2]> then\n show\n else\n hide\n end\n end\nend\n\n\n\n@Enchanted Machine Gun\n\nwhen flag clicked\nhide\n\nwhen I receive [shop/ v]\n\nshow\n\nwhen flag clicked\nforever\n if <not <(Enchanted Machine Gun) = [,]>> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen this sprite clicked\nif <not <(Enchanted Machine Gun) = [,]>> then\n if <not <(Score) < [10000001]>> then\n if <(costume [number v]) = [2]> then\n set [enchanted machine gun v] to [,]\n end\n change [score v] by (-10000000)\n play sound [SOUND EFFECT cash register caisse enregistreuse HQ.mp3 v] until done\n else\n broadcast (Costs too much v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nset [enchanted machine gun v] to []\nforever\n if <(Shop Open?) = [1]> then\n if <(Shop Number) = [2]> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Enchanted Machine Gun) = [,]> then\n switch costume to (costume3 v)\n end\nend\n\n\n\n@Next Shop\n\nwhen flag clicked\nhide\nset [shop number v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nchange [shop number v] by (1)\nbroadcast (Shp 2 v)\nhide\n\nwhen I receive [back v]\nhide\nset [shop number v] to [1]\n\nwhen I receive [shop/ v]\nshow\n\n@Back2\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer mode v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(Mode) = [2]> then\n broadcast (Clicker Mode v)\n set [mode v] to [1]\n hide\nend\n\nwhen flag clicked\nforever\n if <(Mode) = [2]> then\n show variable [timer v]\n wait (1) seconds\n change [timer v] by (1)\n else\n hide variable [timer v]\n end\nend\n\nwhen I receive [clicker mode v]\nhide\n\n@Next Shop2\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nchange [shop number v] by (-1)\nhide\nbroadcast (Shop/ v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [shop/ v]\nrepeat until <not <(Shop Number) = [2]>>\n if <(Shop Number) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [shp 2 v]\nshow\n\n@Platformer\n\ndefine realign\nchange x by ((([abs v] of (tempX) ) / (tempX)) * (20))\nset [count v] to [0]\nrepeat until <<not <touching (levels v)?>> or <(count) = [50]>>\n change [count v] by (1)\n change y by (1)\nend\nchange x by ((([abs v] of (tempX) ) / (tempX)) * (-20))\nchange y by ((count) * (-1))\nif <not <(count) = [50]>> then\n point in direction ((90) - ((round ([atan v] of ((count) / (20)) )) * (([abs v] of (tempX) ) / (tempX))))\nend\n\nwhen flag clicked\n\ndefine Scrolling Code\nchange [y-vel v] by (-1)\nif <key (right arrow v) pressed?> then\n change [x-vel v] by (0.8)\n switch costume to (player v)\nend\nif <key (left arrow v) pressed?> then\n change [x-vel v] by (-0.8)\n switch costume to (player2 v)\nend\nset [x-vel v] to ((x-vel) * (0.9))\nchange x by (x-vel)\nif <touching color (#a2a2a2)?> then\n change y by (1)\nend\nif <touching color (#a2a2a2)?> then\n change y by (1)\nend\nif <touching color (#a2a2a2)?> then\n change y by (1)\nend\nif <touching color (#a2a2a2)?> then\n change y by (1)\nend\nif <touching color (#a2a2a2)?> then\n change y by (-4)\n change x by ((x-vel) * (-1))\n if <key (up arrow v) pressed?> then\n set [y-vel v] to [10]\n if <(x-vel) > [0]> then\n set [x-vel v] to [-9]\n else\n set [x-vel v] to [9]\n end\n else\n set [x-vel v] to [0]\n end\nend\nchange y by (y-vel)\nif <touching color (#a2a2a2)?> then\n change y by ((y-vel) - ((y-vel) * (2)))\n set [y-vel v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#a2a2a2)?>> then\n set [y-vel v] to [15]\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <(Scroll Y) > [600]> then\n Position\nend\n\ndefine Position\nset [scroll x v] to [217]\nset [scroll y v] to [119]\n\nwhen flag clicked\n\nwhen I receive [platformer mode v]\nshow\nrepeat until <(Mode) = [1]>\n realign\nend\n\nwhen I receive [platformer mode v]\nrepeat until <(Mode) = [1]>\n Scrolling Code\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <touching color (#a30000)?>> then\n Position\n end\nend\n\nwhen I receive [clicker mode v]\nhide\n\nwhen flag clicked\n\nwhen I receive [platformer mode v]\nrepeat until <(Mode) = [1]>\n if <touching color (#00a4b6)?> then\n broadcast (Clicker Mode v)\n set [mode v] to [1]\n wait (0.1) seconds\n repeat (((1000) - (Timer)) / (4))\n change [score v] by (4)\n end\n end\nend\n\n@Levels\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer mode v]\nswitch costume to (pick random (1) to (2))\nshow\nset [scroll x v] to [217]\nset [scroll y v] to [119]\n\nwhen I receive [platformer mode v]\nrepeat until <(Mode) = [1]>\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nforever\n\nwhen I receive [clicker mode v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (Stop Intro v)\nhide variable [timer v]\ngo to [front v] layer\nhide\n\nwhen I receive [stop intro v]\nforever\n play sound [Dream Speedrun Music v] until done\nend\n\nwhen flag clicked\nforever\n set [stop butoon var v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Stop butoon var)\nHide all vars\ngo to [front v] layer\nshow\n\ndefine Hide all vars\nshow list [score save v]\nshow list [save code v]\nshow list [secret tunnel xd v]\nshow list [unique v]\nhide variable [☁ world record: v]\nhide variable [1 v]\nhide variable [auto clicks per second v]\nhide variable [clones v]\nhide variable [code2 v]\nhide variable [count v]\nhide variable [enchanted machine gun v]\nhide variable [have exploding cursor? v]\nhide variable [have random auto clicker? v]\nhide variable [mode v]\nhide variable [my variable v]\nhide variable [pie v]\nhide variable [points per click v]\nhide variable [save_code v]\nhide variable [score v]\nhide variable [score when try save v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [shop number v]\nhide variable [show var v]\nhide variable [stop butoon var v]\nhide variable [tempx v]\nhide variable [timer v]\nhide variable [xv v]\nhide variable [yv v]\nhide variable [world record v]\nhide variable [☁ record v]\n\n@Save/Load\n\nwhen flag clicked\nset [save_code v] to []\nshow\n\nwhen this sprite clicked\nask [SAVE OR LOAD] and wait\nif <(answer) = [save]> then\n set [score when try save v] to (Score)\n set [save_code v] to (join [] (join (Score) (join [_] (join (Points Per Click) (join [*] (join (Auto Clicks Per Second) (join [@] (join (Enchanted Machine Gun) (join (Have Random Auto Clicker?) (Have Exploding Cursor?))))))))))\n insert [Here is the save code:] at (1) of [save code v] \n insert (Save_Code) at (2) of [save code v] \n insert [Ctrl + C to copy] at (3) of [save code v] \n insert [Press E to close] at (4) of [save code v] \n broadcast (Save open v)\n hide list [save code v]\nelse\n if <(answer) = [load]> then\n ask [INSERT SAVE CODE] and wait\n if <<< (answer) contains [_]?> and << (answer) contains [*]?> and < (answer) contains [@]?>>> and <not <<<<<<<<< (answer) contains [a]?> or < (answer) contains [b]?>> or < (answer) contains [c]?>> or < (answer) contains [d]?>> or < (answer) contains [e]?>> or < (answer) contains [f]?>> or < (answer) contains [g]?>> or < (answer) contains [h]?>> or < (answer) contains [i]?>>>> then\n delete all of [ppc save v]\n delete all of [score save v]\n delete all of [ppc save v]\n delete all of [secret tunnel xd v]\n Decode Save Var\n say [VALID CODE]\n wait (5) seconds\n say []\n else\n say [INVALID CODE]\n wait (5) seconds\n say []\n end\n end\nend\n\nsay [INVALID CODE]\nwait (5) seconds\nsay []\n\ndefine Decode Save Var\nwait (0.001) seconds\nif < (answer) contains [,]?> then\n set [enchanted machine gun v] to [,]\n delete (item # of [,] in [secret tunnel xd v]) of [secret tunnel xd v]\nend\nif < (answer) contains [?]?> then\n set [have random auto clicker? v] to [?]\nend\ndelete (item # of [?] in [secret tunnel xd v]) of [secret tunnel xd v]\nif < (answer) contains [/]?> then\n set [have exploding cursor? v] to [/]\n delete (item # of [/] in [secret tunnel xd v]) of [secret tunnel xd v]\nend\nrepeat (length of (answer))\n change [pie v] by (1)\n insert (letter (Pie) of (answer)) at (Pie) of [secret tunnel xd v] \nend\nFind Saved SCore\n\nwhen flag clicked\ndelete all of [score save v]\ndelete all of [save code v]\ndelete all of [secret tunnel xd v]\nshow list [save code v]\nforever\n if <(Mode) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Mode) = [1]> then\n if <key (e v) pressed?> then\n delete all of [save code v]\n show\n say []\n show list [save code v]\n broadcast (Back v)\n end\n else\n hide\n end\nend\n\nwhen I receive [back v]\nshow\n\nwhen I receive [shop/ v]\nhide\n\nwhen I receive [clicker mode v]\nshow\n\nwhen flag clicked\nset [pie v] to [0]\nset [pie2 v] to [0]\n\nif <[secret tunnel xd v] contains [;]?> then\n\ndefine Find Saved SCore\ndelete all of [score save v]\nset [pie3 v] to [0]\nrepeat until <[score save v] contains [_]?>\n change [pie2 v] by (1)\n insert (item (Pie2) of [secret tunnel xd v]) at (Pie2) of [score save v] \nend\nset [pie3 v] to [0]\nrepeat (length of [score save v])\n delete (1) of [secret tunnel xd v]\nend\nwait (0.0000001) seconds\ndelete (item # of [_] in [score save v]) of [score save v]\nrepeat (length of [score save v])\n replace item (1) of [score save v] with (join (item (1) of [score save v]) (item (2) of [score save v]))\n wait (0.000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001) seconds\n delete (2) of [score save v]\nend\nset [score v] to (item (1) of [score save v])\nFind PPC\n\nchange [pie3 v] by (1)\n\ndefine Find PPC\ndelete all of [ppc save v]\nwait (0.00001) seconds\nset [pie2 v] to [0]\nrepeat until <[ppc save v] contains [*]?>\n change [pie2 v] by (1)\n insert (item (Pie2) of [secret tunnel xd v]) at (Pie2) of [ppc save v] \nend\nrepeat (length of [ppc save v])\n delete (1) of [secret tunnel xd v]\nend\ndelete (item # of [*] in [ppc save v]) of [ppc save v]\nrepeat (length of [ppc save v])\n replace item (1) of [ppc save v] with (join (item (1) of [ppc save v]) (item (2) of [ppc save v]))\n wait (0.00000001) seconds\n delete (2) of [ppc save v]\nend\nset [points per click v] to (item (1) of [ppc save v])\nFind ACPS\n\ndelete (Pie2) of [secret tunnel xd v]\n\ndefine Find ACPS\ndelete all of [acps save v]\nwait (0.00001) seconds\nset [pie2 v] to [0]\nrepeat until <[acps save v] contains [@]?>\n change [pie2 v] by (1)\n insert (item (Pie2) of [secret tunnel xd v]) at (Pie2) of [acps save v] \nend\nrepeat (length of [acps save v])\n delete (1) of [secret tunnel xd v]\nend\ndelete (item # of [@] in [acps save v]) of [acps save v]\nrepeat (length of [acps save v])\n replace item (1) of [acps save v] with (join (item (1) of [acps save v]) (item (2) of [acps save v]))\n wait (0.00000001) seconds\n delete (2) of [acps save v]\nend\nset [auto clicks per second v] to (item (1) of [acps save v])\n\nhide variable [☁ record v]\n\nwait (0.001) seconds\n\n@record\n\nwhen flag clicked\nset [characters v] to [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_ ]\ndelete all of [last user who viewed this project v]\ndecode\n\ndefine decode\ndelete all of [decoding v]\nswitch costume to (1 v)\nset [# \(2\) v] to [1]\nrepeat ((length of (☁ Record Holder)) / (2))\n repeat until <(costume [number v]) = (join (letter (# \(2\)) of (☁ Record Holder)) (letter ((# \(2\)) + (1)) of (☁ Record Holder)))>\n next costume\n end\n add (letter (costume [number v]) of (characters)) to [decoding v]\n switch costume to (1 v)\n change [# \(2\) v] by (2)\nend\ndelete all of [last user who viewed this project v]\nadd (decoding) to [last user who viewed this project v]\nset [: v] to (join (join (Last User Who Viewed This Project) [ - ]) (☁ record))\n\nwhen I receive [record broken v]\nset [# v] to [1]\nset [# \(2\) v] to [1]\nset [☁ record holder v] to []\nrepeat (length of (username))\n repeat until <(letter (#) of (characters)) = (letter (# \(2\)) of (username))>\n change [# v] by (1)\n end\n switch costume to (#)\n if <(costume [number v]) > [9]> then\n set [☁ record holder v] to (join (☁ Record Holder) (costume [number v]))\n else\n set [☁ record holder v] to (join (☁ Record Holder) (join [0] (costume [number v])))\n end\n change [# \(2\) v] by (1)\n set [# v] to [1]\nend\nif <<(length of (☁ Record Holder)) = [3]> or <<(length of (☁ Record Holder)) = [5]> or <<(length of (☁ Record Holder)) = [7]> or <<(length of (☁ Record Holder)) = [9]> or <<(length of (☁ Record Holder)) = [11]> or <<(length of (☁ Record Holder)) = [13]> or <<(length of (☁ Record Holder)) = [15]> or <<(length of (☁ Record Holder)) = [17]> or <(length of (☁ Record Holder)) = [19]>>>>>>>>> then\n set [☁ record holder v] to (join (☁ Record Holder) [65])\nend\ndecode\n\nwhen flag clicked\nforever\n hide variable [: v]\nend\n\n@Love fave\n\nwhen I receive [heart star follow v]\nswitch costume to (costume1 v)\ngo to x: (0) 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 (-1)\nend\nwait (5) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\nwhen flag clicked\nhide\nforever\n wait (25) seconds\n broadcast (Heart Star Follow v)\nend\n\n
mesa | platformer
@Stage\n\nwhen flag clicked\nwait ((skip intro? :3 \(dev purposes\)) + (1)) seconds\nforever\n play sound [holo ampyx v] until done\nend\n\nplay sound [Vexento - Spark v] until done\nplay sound [Vexento - Sentimento v] until done\nplay sound [Ahrix - Nova v] until done\nplay sound [TheFatRat - Windfall v] until done\nplay sound [Ahxello - Frisbee v] until done\n\nwhen flag clicked\nset [wtdnc \(dev purposes\) v] to [100]\n\nwhen flag clicked\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n wait (WTDNC \(dev purposes\)) seconds\n repeat (100)\n change [color v] effect by (.35)\n change [brightness v] effect by (-.4)\n end\n wait (WTDNC \(dev purposes\)) seconds\n repeat (100)\n change [color v] effect by (-.35)\n change [brightness v] effect by (.4)\n end\nend\n\nwhen flag clicked\nset [skip intro? :3 \(dev purposes\) v] to [9.5]\n\nwhen flag clicked\nforever\n set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\nwhen flag clicked\nforever\n set [coins total v] to ((((level #) * (3)) + (coins)) - (3))\nend\n\n@Sprite1\n\n@player\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (level v)?>> then\n if <touching (water :d v)?> then\n change y by (2)\n if <touching (water :d v)?> then\n change y by (2)\n if <touching (water :d v)?> then\n change y by (2)\n if <touching (water :d v)?> then\n change y by (2)\n if <touching (water :d v)?> then\n change y by (2)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (0.15) seconds\nrepeat (5)\n change [ghost v] effect by (30)\nend\n\nwhen I start as a clone\nif <(skin) = [1]> then\n switch costume to (costume3 v)\nend\nif <(skin) = [2]> then\n switch costume to (costume10 v)\nend\nif <(skin) = [3]> then\n switch costume to (costume11 v)\nend\nif <(skin) = [4]> then\n switch costume to (costume12 v)\nend\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (12)\n change size by (-8)\nend\ndelete this clone\n\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\n set [playery v] to (y position)\nend\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <<(mouse x) > (playerx)> and <(disable mobile engine) = [0]>>>>> then\n change [xvelocity v] by ((running speed) * (1))\n if <(skin) = [1]> then\n switch costume to (costume1 v)\n end\n if <(skin) = [2]> then\n switch costume to (costume4 v)\n end\n if <(skin) = [3]> then\n switch costume to (costume5 v)\n end\n if <(skin) = [4]> then\n switch costume to (costume6 v)\n end\n set size to (100) %\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <<(mouse x) < (playerx)> and <(disable mobile engine) = [0]>>>>> then\n change [xvelocity v] by ((running speed) * (-1))\n if <(skin) = [1]> then\n switch costume to (costume2 v)\n end\n if <(skin) = [2]> then\n switch costume to (costume7 v)\n end\n if <(skin) = [3]> then\n switch costume to (costume8 v)\n end\n if <(skin) = [4]> then\n switch costume to (costume9 v)\n end\nend\nset [xvelocity v] to ((xvelocity) * (friction))\nchange x by (xvelocity)\nif <<touching (level v)?> or <touching (level v)?>> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <<touching (level v)?> or <touching (level v)?>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching (level v)?> or <touching (level v)?>> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (xvelocity) ) )\n if <<touching (level v)?> or <touching (level v)?>> then\n change x by ((([abs v] of (xvelocity) ) / (xvelocity)) * (-1))\n end\n end\n set [xvelocity v] to [0]\n end\nend\nchange y by (yvelocity)\nif <<touching (level v)?> or <touching (level v)?>> then\n repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n if <<touching (level v)?> or <touching (level v)?>> then\n change y by ((([abs v] of (yvelocity) ) / (yvelocity)) * (-1))\n end\n end\n if <<(([abs v] of (yvelocity) ) / (yvelocity)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <<(mouse y) > (playery)> and <(disable mobile engine) = [0]>>> or <touching (jump pad v)?>>>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (-1)\nend\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\ngo to x: (-202) y: (0)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n if <touching (water :d v)?> then\n platform [5] [-1] [0.5] [1.5]\n else\n if <touching (jump pad v)?> then\n platform [20] [-1] [0.7] [2.3]\n else\n if <(jusmp) = [1]> then\n platform [16] [-1] [0.7] [2.3]\n else\n if <(soedn) = [1]> then\n platform [12] [-1] [0.7] [3.5]\n else\n platform [12] [-1] [0.7] [2.3]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [ghost v] effect to (0)\nforever\n if <<touching (evil stuff v)?> or <<touching (evil stuff3 v)?> or <<touching (evil stuff2 v)?> or <(y position) < [-175]>>>> then\n broadcast (respawn muahaha v)\n change [deaths v] by (1)\n end\nend\n\nwhen I receive [respawn muahaha v]\nset [coins v] to [0]\ngo to x: (-202) y: (-60)\n\nwhen flag clicked\nforever\n if <<touching (goal v)?> and <(coins) = [3]>> then\n broadcast (respawn muahaha v)\n broadcast (next level v)\n end\nend\n\ndefine out\n\nwhen flag clicked\nforever\n if <(xvelocity) > [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (-1)\n end\n else\n if <(xvelocity) < [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (1)\n end\n end\n end\nend\n\nwhen flag clicked\nwait (3) seconds\ngo [backward v] (11) layers\n\nwhen flag clicked\nset [skin v] to [1]\n\nwhen flag clicked\nforever\n set size to (100) %\nend\n\nwhen flag clicked\n\nforever\n if <<touching (coin 1 v)?> or <<touching (coin 2 v)?> or <touching (coin 3 v)?>>> then\n wait until <not <<touching (coin 1 v)?> or <<touching (coin 2 v)?> or <touching (coin 3 v)?>>>>\n end\nend\n\nwhen flag clicked\nset [coins total v] to [0]\nforever\n set [coins total v] to (((((level # bc the other one not owkring nvm it is im just an idiot) - (1)) - (skips)) * (3)) + (coins))\nend\n\nwhen flag clicked\nhide variable [fps v]\nwait (10) seconds\nshow variable [fps v]\nforever\n set [fps \(exact\) v] to ((1) / (timer))\n set [fps v] to (join (letter (1) of (fps \(exact\))) (join (letter (2) of (fps \(exact\))) (join (letter (3) of (fps \(exact\))) (letter (4) of (fps \(exact\))))))\n wait (.2) seconds\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n reset timer\nend\n\nhide variable [coins v]\nhide variable [coins v]\n\nwhen flag clicked\nwait until <touching (sprite9catautls uy v)?>\nbroadcast (ptoao v)\n\nwhen flag clicked\nforever\n if <<touching (sprite9catautls uy v)?> and <<(level #) > [1]> and <(level #) < [16]>>> then\n broadcast (respawn muahaha v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\n\nforever\nend\n\nif <not > then\nend\n\nwhen flag clicked\nforever\n if <<touching (water :d v)?> and <touching (level v)?>> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n end\nend\n\n@SKIN SELECTOR\n\nwhen I receive [hi derr v]\nrepeat until <(idk) = [1]>\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [disable mobile engine v] to [0]\n broadcast (hi derr v)\n set [disable mobile engine v] to [0]\n set [idk v] to [0]\n repeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\n end\n switch costume to (costume1 v)\n set size to (80) %\n go to x: (177) y: (-155)\n broadcast (byee :\( v)\nend\n\nwhen this sprite clicked\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n set [disable mobile engine v] to [1]\n broadcast (hi v)\n set [disable mobile engine v] to [1]\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen flag clicked\nset size to (80) %\nset [idk v] to [0]\nswitch costume to (costume1 v)\nbroadcast (hi derr v)\nshow\ngo to x: (177) y: (-155)\npoint in direction (90)\nset size to (80) %\n\nwhen flag clicked\nwait (12) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (35)\n else\n set [ghost v] effect to (0)\n end\nend\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 flag clicked\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset [ghost v] effect to (0)\n\n@cooltext-357180023871607\n\nwhen this sprite clicked\nif <<(skips) < [3]> and <not <(level #) = [4434]>>> then\n broadcast (next level v)\n broadcast (respawn muahaha v)\n change [skips v] by (1)\nend\n\nwhen flag clicked\nset [skips v] to [0]\nshow\n\nforever\n if <(level #) = [21]> then\n hide\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (cooltext-357180023871607 v)\nforever\n if <<(skips) = [3]> or <(level #) = [21]>> then\n switch costume to (cooltext-2 v)\n end\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\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 flag clicked\nshow\ngo to x: (75) y: (-155)\npoint in direction (90)\nset size to (80) %\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (35)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nwait (12) seconds\ngo to [front v] layer\n\n@goal\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\nset size to (100) %\ngo to [front v] layer\nset size to (75) %\nset [brightness v] effect to (-20)\nset [ghost v] effect to (0)\npoint in direction (75)\nforever\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nwait (9.5) seconds\ncreate clone of (_myself_ v)\nforever\n if <(coins) < [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\ngo to x: (212) y: (-85)\nforever\n\nwhen flag clicked\ngo to x: (212) y: (-85)\n\nwhen I start as a clone\nforever\n if <(coins) < [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nforever\n on level [1] go to x: [208] y: [-95]\n on level [13] go to x: [47] y: [96]\n on level [14] go to x: [140] y: [-99]\n on level [15] go to x: [213] y: [-99]\nend\n\nwhen flag clicked\nforever\n on level [1] go to x: [208] y: [-95]\n on level [13] go to x: [47] y: [96]\n on level [14] go to x: [140] y: [-99]\n on level [15] go to x: [213] y: [-99]\nend\n\ndefine on level (#) go to x: (x) y: (y)\nif <(level #) = (#)> then\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\nwait until <(level #) = [16]>\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-337) y: (110)\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n create clone of (_myself_ v)\n wait (10) seconds\nend\n\nwhen I start as a clone\ngo to x: (-337) y: (pick random (185) to (-30))\nset [ghost v] effect to (pick random (30) to (60))\nset size to (pick random (70) to (130)) %\nrepeat (1000)\n change x by (2)\nend\n\nwhen I start as a clone\nwait (11) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (410) y: (110)\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n wait (5) seconds\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\ngo to x: (410) y: (pick random (185) to (-30))\nset [ghost v] effect to (pick random (30) to (60))\nset size to (pick random (70) to (130)) %\nrepeat (1000)\n change x by (-2)\nend\n\nwhen I start as a clone\nwait (11) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nforever\n go to x: ((playerx) / (20)) y: (((playery) / (20)) - (75))\nend\n\nwhen flag clicked\nwait (3.5) seconds\ngo to [back v] layer\n\n@Sprite6\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nforever\n go to x: ((playerx) / (30)) y: (((playery) / (30)) - (75))\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\n\nwhen flag clicked\nwait (3.5) seconds\ngo to [back v] layer\n\n@Sprite5\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nforever\n go to x: ((playerx) / (40)) y: ((playery) / (40))\nend\n\nwhen flag clicked\nwait (2) seconds\ngo to [back v] layer\n\nwhen flag clicked\nwait (3.5) seconds\ngo to [back v] layer\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset [ghost v] effect to (40)\n\nforever\n if <(level #) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-169) y: (131)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset size to (115) %\nrepeat (2)\n create clone of (_myself_ v)\n wait (.75) seconds\nend\nset size to (140) %\nrepeat (2)\n create clone of (_myself_ v)\n wait (.75) seconds\nend\nset size to (80) %\n\nwhen I start as a clone\nset [brightness v] effect to (0)\ngo to [back v] layer\nset [ghost v] effect to (80)\nforever\n repeat (30)\n change size by (1)\n end\n repeat (30)\n change size by (-1)\n end\nend\n\ndelete this clone\n\nset size to (100) %\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nforever\nend\n\nif then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n wait (WTDNC \(dev purposes\)) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n wait (WTDNC \(dev purposes\)) seconds\n repeat (100)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n wait (WTDNC \(dev purposes\)) seconds\n repeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (-2.5)\n end\n wait (WTDNC \(dev purposes\)) seconds\n repeat (100)\n change [brightness v] effect by (-1)\n change [ghost v] effect by (25)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n wait (WTDNC \(dev purposes\)) seconds\n repeat (100)\n change [ghost v] effect by (-1)\n end\n wait (WTDNC \(dev purposes\)) seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\nend\n\n@Sprite9catautls uy\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\nforever\n switch costume to (level #)\nend\n\n@MY FRIEND TOLD ME TO MAKE THIS SPRI9TE\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(level #) = [16]> then\n wait (1) seconds\n show\n go to x: (240) y: (150)\n repeat until <(x position) = [-240]>\n turn left (15) degrees\n change x by (-5)\n end\n hide\nend\n\n@cactus woo\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(level #) = [16]> then\n show\n go to x: (240) y: (150)\n repeat until <(x position) = [-240]>\n turn left (15) degrees\n change x by (-5)\n end\n hide\nend\n\n@level\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n set [level # v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\n\ndefine gggsdga\n\ngggsdga\n\nwait (.1) seconds\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\nwhen flag clicked\nwait (11) seconds\ngo to [front v] layer\n\n@water :D\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\nwait (.5) seconds\n\nwhen flag clicked\nforever\n repeat (7)\n change y by (1.5)\n end\n repeat (7)\n change y by (-1.5)\n end\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\nwait (10) seconds\ngo to [front v] layer\n\n@evil stuff\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\ngo [forward v] (1) layers\n\nwhen I start as a clone\n\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset [ghost v] effect to (0)\n\ngo [forward v] (1) layers\n\n@coin 1\n\nset [y 2 v] to [1.94]\nforever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\nend\n\nforever\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\n\ngo to x: [140] y: [50]\n\ngo to x: [72] y: [72]\n\ngo to x: [44] y: [50]\n\nwhen flag clicked\nset [y 2 v] to [1.5]\nforever\n repeat (30)\n change [y 2 v] by (-0.1)\n change y by (y 2)\n end\n repeat (30)\n change [y 2 v] by (0.1)\n change y by (y 2)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [respawn muahaha v]\nbroadcast (check v)\n\nwait (1) seconds\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\ngo to [front v] layer\nshow\nset size to (80) %\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\ngo to x: (112) y: (-40)\n\nshow\n\ndefine float uwu\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\n\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n change [coins v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [tornadoyay1]> then\n if <not <key (space v) pressed?>> then\n hide variable [fps v]\n hide variable [level # v]\n else\n show variable [fps v]\n show variable [level # v]\n end\n else\n hide variable [fps v]\n hide variable [level # v]\n end\nend\n\nhide variable [coins total v]\n\nset [ghost v] effect to (100)\n\nwhen I receive [respawn muahaha v]\nwait (1) seconds\nwait until <not <touching (player v)?>>\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n if <not <key (space v) pressed?>> then\n hide variable [coins total v]\n else\n show variable [coins total v]\n end\nend\n\nwhen I receive [check v]\nshow\nif <(level #) = [1]> then\n go to x: (112) y: (-40)\nelse\n if <(level #) = [2]> then\n go to x: (-116) y: (-65)\n else\n if <(level #) = [3]> then\n go to x: (-123) y: (-6)\n else\n if <(level #) = [4]> then\n go to x: (-123) y: (-57)\n else\n if <(level #) = [5]> then\n go to x: (-103) y: (-54)\n else\n if <(level #) = [6]> then\n go to x: (-87) y: (38)\n else\n if <(level #) = [7]> then\n go to x: (39) y: (99)\n else\n if <(level #) = [8]> then\n go to x: (-140) y: (-28)\n else\n if <(level #) = [9]> then\n go to x: (-112) y: (129)\n else\n if <(level #) = [10]> then\n go to x: (-136) y: (1)\n else\n if <(level #) = [11]> then\n go to x: (-74) y: (47)\n else\n if <(level #) = [12]> then\n go to x: (210) y: (46)\n else\n if <(level #) = [13]> then\n go to x: (188) y: (67)\n else\n if <(level #) = [14]> then\n go to x: (207) y: (14)\n else\n if <(level #) = [15]> then\n go to x: (86) y: (42)\n else\n set [ghost v] effect to (100)\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\n@coin 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n change [coins v] by (1)\n end\nend\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\ngo to [front v] layer\nshow\nset size to (80) %\nset [ghost v] effect to (0)\n\nforever\n change y by (y 2)\nend\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nfloat uwu\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (-40)\n\nforever\n\ndefine float uwu\n\nwhen flag clicked\ngo to [front v] layer\n\nforever\n\nwhen flag clicked\n\nforever\n hide\nend\n\nset [y 2 v] to [1.94]\nforever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\nend\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\n\ngo to x: [5] y: [-65]\ngo to x: [41] y: [-27]\ngo to x: [134] y: [-45]\n\nwhen flag clicked\nset [y 2 v] to [1.5]\nforever\n repeat (30)\n change [y 2 v] by (-0.1)\n change y by (y 2)\n end\n repeat (30)\n change [y 2 v] by (0.1)\n change y by (y 2)\n end\nend\n\nwhen I receive [check v]\nshow\nif <(level #) = [1]> then\n go to x: (0) y: (-40)\nelse\n if <(level #) = [2]> then\n go to x: (1) y: (19)\n else\n if <(level #) = [3]> then\n go to x: (7) y: (-85)\n else\n if <(level #) = [4]> then\n go to x: (100) y: (52)\n else\n if <(level #) = [5]> then\n go to x: (125) y: (101)\n else\n if <(level #) = [6]> then\n go to x: (177) y: (-3)\n else\n if <(level #) = [7]> then\n go to x: (152) y: (-93)\n else\n if <(level #) = [8]> then\n go to x: (145) y: (-45)\n else\n if <(level #) = [9]> then\n go to x: (-2) y: (165)\n else\n if <(level #) = [10]> then\n go to x: (-21) y: (80)\n else\n if <(level #) = [11]> then\n go to x: (-209) y: (85)\n else\n if <(level #) = [12]> then\n go to x: (-106) y: (138)\n else\n if <(level #) = [13]> then\n go to x: (-134) y: (-22)\n else\n if <(level #) = [14]> then\n go to x: (-134) y: (-22)\n else\n if <(level #) = [15]> then\n go to x: (-199) y: (124)\n else\n set [ghost v] effect to (100)\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 [respawn muahaha v]\nwait (1) seconds\nwait until <not <touching (player v)?>>\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\n@coin 3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n change [coins v] by (1)\n end\nend\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\nset size to (80) %\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nfloat uwu\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (-115) y: (-40)\n\nforever\n\nwhen flag clicked\nset [y 2 v] to [1.5]\nforever\n repeat (30)\n change [y 2 v] by (-0.1)\n change y by (y 2)\n end\n repeat (30)\n change [y 2 v] by (0.1)\n change y by (y 2)\n end\nend\n\nforever\n\ndefine float uwu\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\n\nforever\n hide\nend\n\ndefine go to x: (x) y: (y)\ngo to x: (x) y: (y)\n\ngo to x: [-115] y: [-50]\ngo to x: [-112] y: [31]\ngo to x: [-130] y: [14]\ngo to x: [-116] y: [14]\n\nforever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\nend\n\ngo to [front v] layer\n\nshow\n\nif then\n\nwhen I receive [next level v]\nbroadcast (check v)\n\nwhen flag clicked\nforever\n if <(username) = [tornadoyay1]> then\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n broadcast (next level v)\n end\n end\nend\n\nwhen I receive [check v]\nshow\nif <(level #) = [1]> then\n go to x: (-115) y: (-40)\nelse\n if <(level #) = [2]> then\n go to x: (136) y: (-5)\n else\n if <(level #) = [3]> then\n go to x: (117) y: (-55)\n else\n if <(level #) = [4]> then\n go to x: (205) y: (7)\n else\n if <(level #) = [5]> then\n go to x: (-66) y: (102)\n else\n if <(level #) = [6]> then\n go to x: (59) y: (59)\n else\n if <(level #) = [7]> then\n go to x: (-66) y: (137)\n else\n if <(level #) = [8]> then\n go to x: (-100) y: (155)\n else\n if <(level #) = [9]> then\n go to x: (115) y: (129)\n else\n if <(level #) = [10]> then\n go to x: (139) y: (153)\n else\n if <(level #) = [11]> then\n go to x: (128) y: (138)\n else\n if <(level #) = [12]> then\n go to x: (128) y: (150)\n else\n if <(level #) = [13]> then\n go to x: (42) y: (-70)\n else\n if <(level #) = [14]> then\n go to x: (127) y: (164)\n else\n if <(level #) = [15]> then\n go to x: (1) y: (142)\n else\n set [ghost v] effect to (100)\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 [respawn muahaha v]\nwait (1) seconds\nwait until <not <touching (player v)?>>\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [y v] to [1.94]\nforever\n repeat (16)\n change [y v] by (-0.25)\n end\n repeat (16)\n change [y v] by (0.25)\n end\nend\n\nwhen flag clicked\nforever\n change y by (y)\nend\n\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\ngo [forward v] (1) layers\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwait (9) seconds\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [ptoao v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\n\n@Sprite10\n\nwhen flag clicked\nhide\nwait (skip intro? :3 \(dev purposes\)) seconds\nshow\n\n@jump pad \n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\n@shop\n\nwhen I receive [hi derr v]\nrepeat until <(idk) = [1]>\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [disable mobile engine v] to [0]\n broadcast (hola v)\n set [isdek v] to [0]\n repeat (9)\n change [yyya v] by (1)\n change y by (yyya)\n end\n switch costume to (costume1 v)\n set size to (100) %\n go to x: (-177) y: (150)\n broadcast (byee :\( v)\nend\n\nwhen this sprite clicked\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n set [disable mobile engine v] to [1]\n broadcast (h e l l o v)\n switch costume to (costume2 v)\n set [yyya v] to [0]\n set [isdek v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyya v] by (-1)\n change y by (yyya)\n end\n set [yyya v] to [10]\n broadcast (shw v)\n wait (1) seconds\nend\n\nwhen flag clicked\nset [idk v] to [0]\nswitch costume to (costume1 v)\nbroadcast (hi derr v)\nshow\ngo to x: (-177) y: (155)\npoint in direction (90)\nset size to (80) %\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (skip intro? :3 \(dev purposes\)) seconds\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (35)\n else\n set [ghost v] effect to (0)\n end\nend\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 flag clicked\nset [ghost v] effect to (100)\nwait (skip intro? :3 \(dev purposes\)) seconds\nset [ghost v] effect to (0)\n\n@Sprite13\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n show\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [1]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n show\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [4]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n show\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [2]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite14\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nset [skin v] to [3]\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n show\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite15\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nif <(soedn) = [0]> then\n if <(coins total) > [7]> then\n change [coins v] by (-8)\n set [jusmp v] to [1]\n wait (10) seconds\n set [jusmp v] to [0]\n end\nend\n\nwhen I receive [hola v]\nhide\n\nset [isdek v] to [0]\nrepeat (9)\n change [yyya v] by (1)\n change y by (yyya)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(soedn) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nset [jusmp v] to [0]\n\nchange [yyya v] by (-.5)\n\nwhen I receive [shw v]\nshow\ngo to x: (-61) y: (68)\nset size to (220) %\n\n@Sprite16\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\n\nwhen this sprite clicked\nif <(jusmp) = [0]> then\n if <(coins total) > [9]> then\n change [coins v] by (-10)\n set [soedn v] to [1]\n wait (15) seconds\n set [soedn v] to [0]\n end\nend\n\nwhen I receive [hola v]\nhide\n\nwhen I receive [shw v]\nshow\ngo to x: (55) y: (60)\nset size to (220) %\n\nchange [yyya v] by (-.5)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(jusmp) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nset [jusmp v] to [0]\n\n@jump\n\nwhen flag clicked\nforever\n if <(jusmp) = [1]> then\n show\n else\n hide\n end\nend\n\n@speed\n\nwhen flag clicked\nforever\n if <(soedn) = [1]> then\n show\n else\n hide\n end\nend\n\n@eyeballl :D\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nswitch costume to (background \[pen\] v)\nshow\ngo to [back v] layer\ngo to [back v] layer\ngo to x: (-235) y: (-200)\nclear sound effects\nstart sound [Plugged v]\nset [id v] to [0]\nset [count v] to [0]\nhide variable [id v]\nhide variable [count v]\nDraw background\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nforever\n set [id v] to [3]\n create clone of (_myself_ v)\n change [count v] by (1)\n if <(Count) = [135]> then\n set [id v] to [4]\n create clone of (_myself_ v)\n end\n if <(Count) = [235]> then\n set [id v] to [5]\n create clone of (_myself_ v)\n end\n if <(Count) = [280]> then\n broadcast (Intro: Delete all clones v)\n end\nend\n\ndefine Draw background\nerase all\npen up\nset pen color to (#29c8ec)\nset pen size to (10)\npen down\nrepeat (20)\n change y by (10)\n change x by (-500)\n change pen (brightness v) by (-2)\n change y by (10)\n change x by (500)\n change pen (brightness v) by (-2)\nend\npen up\ngo to x: (-235) y: (-175)\nset pen size to (20)\nset pen color to (#2ac7ef)\npen down\nchange x by (500)\npen up\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (logo v)\n go to x: (0) y: (0)\n point in direction (60)\n set size to (10) %\n show\n repeat (6)\n turn right (5) degrees\n change size by (16)\n end\n repeat (3)\n change size by (-3)\n clear graphic effects\n end\n repeat (3)\n change size by (2)\n end\n repeat (3)\n change size by (-2)\n end\n repeat (3)\n change size by (1)\n end\n forever\n point in direction ((([tan v] of ((150) * (timer)) ) * (5)) + (90))\n change y by (([sin v] of ((200) * (timer)) ) * (5))\n end\nelse\n if <(id) = [2]> then\n switch costume to (lines v)\n go to x: (300) y: (0)\n repeat until <(x position) < [-255]>\n go to [back v] layer\n set [ghost v] effect to (15)\n change x by (-4)\n if <(x position) = [240]> then\n set [id v] to [2]\n create clone of (_myself_ v)\n end\n end\n delete this clone\n else\n if <(id) = [3]> then\n switch costume to (particles v)\n go to x: (0) y: (0)\n go to [back v] layer\n point in direction (pick random (0) to (360))\n set size to (pick random (40) to (65)) %\n set [color v] effect to (0)\n set [ghost v] effect to (pick random (30) to (60))\n go to [back v] layer\n show\n repeat (100)\n change [ghost v] effect by (1)\n move (5) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\n else\n if <(id) = [4]> then\n go to [front v] layer\n switch costume to (tornadoyay1 v)\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (0)\n go to [front v] layer\n go to x: (0) y: (-180)\n go to [front v] layer\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x: [0] y: [0] at speed [8]\n else\n if <(id) = [5]> then\n go to [front v] layer\n switch costume to (screen v)\n go to [front v] layer\n go to x: (0) y: (-400)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n go to [front v] layer\n Smooth Glide to x: [0] y: [0] at speed [8]\n end\n end\n end\n end\nend\n\ndefine Smooth Glide to x: (x) y: (y) at speed (speed)\nrepeat until <<(x) = (x position)> and <(y) = (y position)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n go to [front v] layer\nend\n\nwhen I receive [intro: delete all clones v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\n
-- INSTRUCTIONS --\n- WASD, mobile or arrow keys to move \n- collect all the coins to proceed to the next level\n- avoid cacti (except on the first and last levels) and avoid spikes\n- jump pads make you jump higher\n- press space to see how many coins you have\n-- NOTES --\nfeedback is more than welcome in the comments! and if there are any bugs, PLEASE let me know and I'll try my best to fix it. (unless its a bug I already spent hours on and gave up)\nthis project is meant to be a smaller project to share something while I work on something bigger, which hopefully will be shared within the next 1-2 months :)\nalso I based this off of the mesa biome from Minecraft, and I probably messed the color scheme up a lot, sorry about that..\n-- CREDITS --\n- cooltext.com for the text on the thumbnail and buttons\n- @aqury for my awesome intro :D\n- music is holo by ampyx\n- thanks to the minecraft mesa biome for inspiring me lol\n- @icedsnow''s project for inspiring me to add a day/night cycle (I know they got it from someone else but thats what inspired me anyways, but I made this one myself)\n- thanks to you for (hopefully) playing!\n\n2/23- holy wow almost 400 views? o.O\nalso I fixed a few things that I didnt notice before\n\n42\n\n3/6- also, im sorry that this isnt super intricate and unique. I made this more for myself and to help develop my graphics skills, and this was mainly meant to be something to share while I worked on a different project, so im sorry if you dont like it (and honestly im not the proudest of this myself idk why it got so much attention) but please just tell me why in the comments!\n\n3/7- and a lot of people are complaining about the portal not working. it works fine (according to me and multiple other people) but just make sure you get all the coins first :)
Classic Platformer | Part11.1 | More Enemies!
@Stage\n\nwhen flag clicked\nclear sound effects\nswitch backdrop to (1 v)\nset volume to ((Music?) * (100)) %\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [Vexento & Dexento - Anesthesia 2 v] until done\n else\n play sound (pick random (2) to (5)) until done\n end\nend\n\nwhen I receive [change level v]\nif <(Level #) > [100]> then\n switch backdrop to (>100 v)\n stop [this script v]\nend\nif <(Level #) > [21]> then\n switch backdrop to (3 v)\n stop [this script v]\nend\nif <(Level #) > [11]> then\n switch backdrop to (2 v)\n stop [this script v]\nend\nif <(Level #) < [0]> then\n switch backdrop to (<-98 v)\n stop [this script v]\nend\nswitch backdrop to (1 v)\n\nwhen I receive [lose life v]\nset volume to ((Music?) * (100)) %\nrepeat (90)\n change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nclear sound effects\n\nwhen I receive [menu - open v]\nbroadcast (Change music v)\n\nwhen I receive [menu - close v]\nbroadcast (Change music v)\n\nwhen I receive [change music v]\nif <(MENU) = [1]> then\n set volume to (((Music?) * (100)) - (70)) %\nelse\n set volume to ((Music?) * (100)) %\nend\n\nwhen flag clicked\nset [information v] to [0]\nhide variable [level # v]\nshow list [collected v]\n\nwhen [i v] key pressed\nif <(information) = [0]> then\n set [information v] to [1]\n show variable [level # v]\n hide list [collected v]\nelse\n set [information v] to [0]\n hide variable [level # v]\n show list [collected v]\nend\n\n@Player\n\ndefine Move in steps (step)\nchange [falling v] by (1)\nrepeat (step)\n set [last value v] to (x position)\n change x by ((Speed X) / (step))\n Check touching soild\n if <(touching) > [0]> then\n Collide X - Slope/Wall\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (step))\n Check touching soild\n if <(touching) > [0]> then\n Collie Y - Celling/Floor\n end\nend\n\ndefine Check touching soild\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nset [\(left v] to <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\nset [\(right v] to <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\nset [\(up v] to <<<mouse down?> and <(mouse y) > [0]>> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>\nFix collision with moving platform\nControls - Up and Down\nControls - LR\nMove in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\nSet costume\n\ndefine Controls - Up and Down\nif <(\(Up) = [True]> then\n if <<(Wall Slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(Wall Slide) > [0]> then\n Check Wall Slide\n if <(Speed Y) < [0]> then\n set [speed y v] to ((Speed Y) * (0.6))\n end\nend\n\ndefine Controls - LR\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to ((\(Right) - (\(Left))\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(Wall Slide) < [1]>> then\n set [speed x v] to ((Speed X) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Speed X) ) < [1]> then\n set [frame v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((ACCELERATION) * (KEY X))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed X) * (RESISTANCE))\n\ndefine Reset & Begin\nstop [other scripts in sprite v]\nbroadcast (Setup other thing v)\npoint in direction (90)\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [wall slide v] to [0]\nset [frame v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [twice check v] to [0]\ngo to x: (-150) y: (0)\nBegin Level # (SPAWN SCENE) go to XY (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Moving Platform v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nCheck touching soild\nif <(touching) > [0]> then\n change y by (1)\nend\nif <(x position) > [235]> then\n Begin Level # ((Level #) + (1)) go to XY [-235] []\nend\nif <(x position) < [-235]> then\n Begin Level # ((Level #) - (1)) go to XY [235] []\nend\nif <<(y position) > [180]> and <<<(Level #) > [100]> or <(Level #) = [1]>> or <(Level #) < [0]>>> then\n Begin Level # ((Level #) + (100)) go to XY [] [-170]\nend\nif <<(y position) < [-180]> and <<(Level #) > [100]> or <(Level #) < [2]>>> then\n Begin Level # ((Level #) - (100)) go to XY [] [180]\nend\nif <<(y position) < [-177]> and <<(Level #) < [100]> and <not <(Level #) = [1]>>>> then\n broadcast (Lose Life v)\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Level # (l#) go to XY (x) (y)\nset [level # v] to (l#)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Del enemy clones v)\nbroadcast (Change Level v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check touching soild\n if <(touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\nif <(Level #) > [100]> then\n set [colourful v] to [1]\nelse\n set [colourful v] to [0]\nend\n\ndefine Set costume\nset rotation style [left-right v]\nif <(Wall Slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(Speed Y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check touching soild\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope/Wall\nCheck Wall Slide\nchange y by (1)\nCheck touching soild\nif <(touching) > [0]> then\n change y by (1)\n Check touching soild\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((Speed X) * (0.8))\nend\nset [speed x v] to ((Speed X) * (0.95))\nSlip\n\ndefine Collie Y - Celling/Floor\nset y to (last value)\nif <(Speed Y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((Speed Y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck touching soild\nif <(touching) < [1]> then\n set [falling v] to [0]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck touching soild\nif <(touching) < [1]> then\n set [falling v] to [0]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen [l v] key pressed\nif <not <(username) = [skyhigh173]>> then\n ask [Are you sure you want to cheat?\(Y/N\)] and wait\n if <not < (answer) contains [Y]?>> then\n stop [this script v]\n end\nend\nask [Set level# to?] and wait\nset [level # v] to (answer)\nbroadcast (Change Level v)\nwait (0) seconds\nFix Collision in Direction [0]\n\nwhen [d v] key pressed\nif <(username) = [skyhigh173]> then\n set drag mode [draggable v]\n wait (4) seconds\n set drag mode [not draggable v]\nend\n\ndefine Check Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching soild\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [twice check v] to [1]\nset [shake dx v] to [0]\nset [shake dy v] to [0]\nstart sound [Oops v]\nstop [other scripts in sprite v]\nrepeat (15)\n wait (0.01) seconds\n set [ghost v] effect to (100)\n wait (0.01) seconds\n set [ghost v] effect to (0)\nend\nswitch costume to (jump01 v)\nset [speed x v] to [0]\nset [speed y v] to [20]\nset [temp v] to (costume [number v])\nrepeat until <(y position) < [-220]>\n switch costume to (big v)\n change [speed y v] by (-1)\n change y by (Speed Y)\n switch costume to (Temp)\nend\nwait (0.5) seconds\nchange [/lives v] by (-1)\nif <(/LIVES) > [0]> then\n Reset & Begin\nelse\n broadcast (Game Over v)\nend\n\nwhen I receive [reset v]\nbroadcast (Start Game v)\n\nwhen I receive [wait - ok v]\nshow\nReset & Begin\n\ndefine Fix collision with moving platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck touching soild\nif <(touching) > [0]> then\n Fix collision in all direction:DX (x position) DY (y position) Max [16] Solution [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\nchange x by (SHAKE DX)\nchange y by (SHAKE DY)\n\ndefine Fix collision in all direction:DX (x) DY (y) Max (m) Solution (s)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (m)\n repeat (s)\n go to x: (x) y: (y)\n move (distance) steps\n Check touching soild\n if <(touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n turn right ((360) / (s)) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\nwhen I receive [start game v]\nset [/lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-100]\nset [spawn y v] to [0]\nset drag mode [not draggable v]\nswitch costume to (stand v)\nset size to (50) %\nset rotation style [left-right v]\nset [resistance v] to [0.8]\nset [acceleration v] to [1.5]\nset [jump force v] to [12]\nset [jump duration v] to [7]\nset [gravity v] to [-1.25]\npoint in direction (90)\nhide\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\n\n@Cloud\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (60))\nset [speed x v] to (pick random (1.) to (3.))\nrepeat until <(x position) > [300]>\n change x by (Speed X)\n go to [back v] layer\n go [forward v] (1) layers\n if <(Level #) < [0]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [wait - ok v]\nhide\nswitch costume to (small v)\nset size to (200) %\nset [speed x v] to []\nforever\n go to x: (-280) y: (pick random (0) to (175))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\n@background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nswitch costume to (join [/] (Level #))\nhide\nif <(costume [name v]) = (join [/] (Level #))> then\n show\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (pt11 v)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change level v]\ngo to x: (0) y: (0)\nset [temp v] to (join [L] (Level #))\nswitch costume to (Temp)\nshow\nif <not <(Temp) = (costume [name v])>> then\n hide\n stop [this script v]\nend\nif <<(Level #) = [3]> or <(Level #) = [-98]>> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (200)) ))\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@menu\n\nwhen flag clicked\nset [music? v] to [1]\nset [menu v] to [0]\nswitch costume to (off v)\nset [cloneid v] to [n]\ngo to x: (210) y: (150)\nhide\n\nwhen this sprite clicked\nif <(CloneID) = [1]> then\n stop [this script v]\nend\nset size to (70) %\nstart sound [click v]\nif <(CloneID) = [n]> then\n if <(MENU) = [0]> then\n broadcast (Menu - open v)\n Menu\n set [menu v] to [1]\n else\n broadcast (Menu - close v)\n end\nend\nif <(CloneID) = [2]> then\n ask [Are you sure?\[Y/N\]] and wait\n if < (answer) contains [Y]?> then\n broadcast (RESET v)\n broadcast (Wait - ok v)\n end\nend\nif <(CloneID) = [3]> then\n set [music? v] to ((1) - (Music?))\n broadcast (Change music v)\nend\n\ndefine Menu\nset [cloneid v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\nend\ngo to [front v] layer\nset [cloneid v] to [n]\nbroadcast (Tick - Menu v)\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (100) %\nif <(CloneID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (black v)\n set [ghost v] effect to (50)\n go [backward v] (1) layers\nend\nif <(CloneID) = [2]> then\n go to x: (0) y: (40)\n switch costume to (restart v)\nend\nif <(CloneID) = [3]> then\n go to x: (0) y: (-20)\n switch costume to (music v)\nend\n\nwhen I receive [menu - close v]\nset [menu v] to [0]\ndelete this clone\n\nwhen I receive [tick - menu v]\nforever\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [wait - ok v]\nshow\nbroadcast (Tick - Menu v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Splash\n\nwhen flag clicked\nset [start? v] to [0]\nset [clone? v] to [0]\nbroadcast (RESET v)\nswitch costume to (main v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nwait until <(Start?) = [1]>\nbroadcast (Start button click v)\nrepeat (30)\n change y by (((350) - (y position)) / (6))\nend\nhide\n\nwhen I start as a clone\nif <(ID) = [1]> then\n switch costume to (cloud v)\n go to x: (0) y: (-350)\n go to [front v] layer\n set [clone? v] to [1]\nelse\n switch costume to (play button v)\n go to x: (0) y: (-20)\n go to [front v] layer\n set [clone? v] to [1]\nend\n\nwhen I receive [wait - ok v]\nwait (1) seconds\ndelete this clone\n\nwhen I receive [start button click v]\nif <(Clone?) = [1]> then\n repeat (30)\n change y by (((0) - (y position)) / (6))\n end\n clear graphic effects\n broadcast (Wait - ok v)\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [game over v]\nrepeat (1)\n delete this clone\nend\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen this sprite clicked\nif <(ID) = [2]> then\n set [start? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [wait - ok v]\nhide\n\n@Platform\n\nwhen I receive [reset v]\ngo to [back v] layer\nhide\n\nwhen I receive [wait - ok v]\ngo to [back v] layer\nshow\n\nwhen I receive [change level v]\nshow\nswitch costume to (join (join [L] (Level #)) [L])\nif <not <(costume [name v]) = (join (join [L] (Level #)) [L])>> then\n try door costume\n if <(door?) = [0]> then\n hide\n else\n Animate door\n end\nend\nAnimate Platforms\n\ndefine Animate Platforms\nif <(Level #) = [1]> then\n go to x: (-180) y: (-100)\n forever\n glide (2) secs to x: (-180) y: (-100)\n wait (0.5) seconds\n glide (2) secs to x: (-85) y: (110)\n wait (0.5) seconds\n end\nend\nif <(Level #) = [22]> then\n go to x: (0) y: (41)\n set [speedy v] to [0]\n forever\n change [speedy v] by (-1)\n change y by (SpeedY)\n if <(SpeedY) < [-13]> then\n start sound [Down v]\n repeat (15)\n Shake [5]\n set y to (-64)\n change y by (SHAKE DY)\n end\n set [shake dx v] to [0]\n set [shake dy v] to [0]\n set [speedy v] to [0]\n glide (2) secs to x: (0) y: (41)\n wait (0.5) seconds\n end\n end\nend\nif <(Level #) = [-98]> then\n go to x: (-150) y: (-100)\n forever\n glide (2) secs to x: (150) y: (-100)\n wait (1) seconds\n glide (2) secs to x: (-150) y: (-100)\n wait (1) seconds\n end\nend\nif <(Level #) = [4]> then\n\nwhen I receive [tick - moving platform v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (newx) (newy)\nif <(newy) > (last Y)> then\n change y by (1)\nelse\n set y to ((last Y) + (2))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((newx) - (last X))\n set [platform dy v] to ((newy) - (last Y))\nend\ngo to x: (newx) y: (newy)\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\n\ndefine Shake (dir)\nset [shake dx v] to (pick random ((0) - (dir)) to (dir))\nset [shake dy v] to (pick random ((0) - (dir)) to (dir))\n\ndefine Door at (x) (y) key (key name)\nshow\ngo to [back v] layer\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (16)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (16)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine try door costume\nset [door? v] to [0]\nswitch costume to (l1l v)\nforever\n if < (costume [name v]) contains (join (join [L] (Level #)) [L])?> then\n if < (costume [name v]) contains [Key]?> then\n set [door? v] to [1]\n stop [this script v]\n end\n else\n next costume\n if <(costume [name v]) = [L1L]> then\n stop [this script v]\n end\n end\nend\n\ndefine Animate door\nif <(Level #) = [4]> then\n Door at [-70] [145] key [Key 1 at L4L]\nend\n\n@level\n\nwhen flag clicked\nset [colourful v] to [0]\nset [brightness v] effect to (10)\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [change level v]\nset [shake dx v] to [0]\nset [shake dy v] to [0]\nswitch costume to (join [L] (Level #))\n\nwhen I receive [wait - ok v]\nshow\n\nwhen flag clicked\nbroadcast (Level - Shake Loop v)\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n if <(COLOURFUL) = [1]> then\n stop [other scripts in sprite v]\n go to [back v] layer\n erase all\n Stamp Outline\n Stamp Shadow\n else\n erase all\n wait until <(COLOURFUL) = [1]>\n end\nend\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n go to [front v] layer\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Loop\nforever\n go to x: (0) y: (0)\n change x by (SHAKE DX)\n change y by (SHAKE DY)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [level - shake loop v]\nLoop\n\ndefine Stamp Shadow\nset [brightness v] effect to (-90)\nset [ghost v] effect to (70)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\n@collect\n\nwhen I receive [change level v]\nif <(Level #) = (my level)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <<touching (player v)?> and <(distance to [player v]) < [40]>>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my level v] to []\nif <(costume [name v]) = [coin]> then\n start sound [Collect v]\n change [coins v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n set [spawn scene v] to (Level #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\n change size by (2)\nend\nhide\n\nwhen I receive [setup other thing v]\nrepeat (1)\n delete this clone\nend\ndelete all of [collected v]\nset [frame v] to [0]\nhide\nPlace [coin] level [1] XY [0] [-80]\nPlace [Key 1 at L4L] level [301] XY [200] [100]\nPlace [Green Flag] level [5] XY [-100] [-50]\nPlace [Green Flag] level [11] XY [20] [-85]\nPlace [Green Flag] level [21] XY [20] [-85]\n\ndefine Place (cn) level (l) XY (x) (y)\nswitch costume to (cn)\nset [my level v] to (l)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my level v] to []\n\nwhen I start as a clone\nif <(my level) = (Level #)> then\n show\nend\n\nwhen flag clicked\nset [coins v] to [0]\nset [level # v] to [1]\ndelete all of [collected v]\n\nwhen I receive [lose life v]\nset [coins v] to [0]\ndelete all of [collected v]\n\n@Start Button\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (-90)\nset size to (1) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\nbroadcast (Wait - ok v)\n\n@Enemy\n\nwhen flag clicked\nset [twice check v] to [0]\nset rotation style [left-right v]\nhide\n\nwhen I receive [change level v]\nif <(Level #) = [1]> then\n Spawn [Cube] At [160] [-20] [-90]\nend\nif <(Level #) = [2]> then\n Spawn [Cube] At [170] [-50] [-90]\nend\nif <(Level #) = [3]> then\n Spawn [Cube] At [110] [-50] [-90]\n Spawn [Cube] At [-40] [50] [-90]\nend\n\nwhen I start as a clone\nswitch costume to (cube v)\nset [speed y v] to [0]\nshow\nforever\n Move Down\n Move left/right\n if <<(Twice Check) = [0]> and <touching (player v)?>> then\n if <not <touching (safe v)?>> then\n Touch!\n end\n end\nend\n\nwhen I receive [del enemy clones v]\ndelete this clone\n\ndefine Move Down\nchange [speed y v] by (-1)\nchange y by (speed Y)\nrepeat until <<not <touching (platform v)?>> and <not <touching (level v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move left/right\nmove (2) steps\nchange y by (-4)\nif <not <<touching (_edge_ v)?> or <<touching (platform v)?> or <touching (level v)?>>>> then\n turn right (180) degrees\n move (3) steps\n change y by (4)\n stop [this script v]\nend\nchange y by (4)\nrepeat (4)\n if <not <<touching (_edge_ v)?> or <<touching (platform v)?> or <touching (level v)?>>>> then\n stop [this script v]\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touch!\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player Bounce v)\n start sound [Squish Pop v]\n switch costume to (dead v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (1)\n end\n wait (1) seconds\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (t) At (x) (y) (d)\nswitch costume to (t)\ngo to x: (x) y: (y)\npoint in direction (d)\ncreate clone of (_myself_ v)\n\n@Safe\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\n\n
**part12** soon\nBy -skyhigh173-\n100 loves!!!!\nGriffpatch comment 3 times!! \n\n1000 views!!!!\n——————————\nHelp this get featured\nhttps://scratch.mit.edu/studios/28715018\n——————————\n\nGriffpatch make this on YOUTUBE!!!!!\nTheme 1:L1 to 11\nTheme 2:L12 to 21\nTheme 3 L22\nSky theme added\n\n#game #all #griffpatch #platformer #tutorial\n(Press l to cheat)\n\n@griffpatch
Platformer Assets
@Stage\n\n@Assets\n\n@Thumbnail\n\n
⋆ Platformer assets\n| All art by me ( backdrop from gravityV )\n| Click see inside\n| No credit = report
Platformer
@Stage\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Outline\nStamp Shadow\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp 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\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nif <(SCENE #) = [4]> then\n Door at [-24] [52] key [Key 1]\nend\n\ndefine Animate Platform\npoint in direction (90)\ngo to x: (35) y: (-55)\nforever\n glide (2) secs to x: (31) y: (75)\n wait (1) seconds\n glide (1) secs to x: (175) y: (41)\n wait (1) seconds\n glide (2) secs to x: (35) y: (-55)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to x: (100) y: (75)\npoint in direction (0)\nforever\n glide (0.5) secs to x: (100) y: (-37)\n wait (1) seconds\n glide (2) secs to x: (100) y: (75)\n wait (0.5) seconds\nend\n\ndefine Animate 3\npoint in direction (90)\ngo to x: (-112) y: (-62)\nforever\n wait until <touching (player v)?>\n wait (0.2) seconds\n glide (1) secs to x: (8) y: (-62)\n wait (1) seconds\n glide (2) secs to x: (-112) y: (-62)\n wait (1) seconds\nend\n\ndefine Animate 4\npoint in direction (90)\ngo to x: (-161) y: (-30)\nforever\n glide (10) secs to x: (300) y: (-30)\n wait (1) seconds\n glide (10) secs to x: (-122) y: (-30)\n wait (1) seconds\nend\n\nif <(SCENE #) = [3]> then\n go to [front v] layer\n switch costume to (costume1 v)\n show\n Animate 2\nend\nif <(SCENE #) = [102]> then\n go to [front v] layer\n switch costume to (costume1 v)\n show\n Animate 3\nend\nif <(SCENE #) = [103]> then\n go to [back v] layer\n switch costume to (costume2 v)\n show\n Animate 4\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [apple] scene [1] xy [155] [-25]\nPlace [apple] scene [1] xy [-27] [43]\nPlace [apple] scene [2] xy [16] [-65]\nPlace [apple] scene [103] xy [-132] [48]\nPlace [Key 1] scene [103] xy [192] [4]\nPlace [apple] scene [104] xy [124] [-150]\nPlace [apple big] scene [5] xy [100] [-4]\nPlace [Green Flag] scene [2] xy [160] [-50]\nPlace [Green Flag] scene [4] xy [138] [57]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Heart\n\n@Apple\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [209] [-76] dir [-90]\n else\n Spawn [Red] at [87] [-76] dir [90]\n end\n Spawn [Red] at [0] [34] dir [-90]\nend\nif <(SCENE #) = [4]> then\n Spawn [Red] at [58] [23] dir [-90]\nend\nif <(SCENE #) = [103]> then\n Spawn [Red] at [109] [-39] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-1]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-78)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nshow\nbroadcast (Main Menu v)\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\nwhen flag clicked\nhide variable [lives v]\nhide variable [apples v]\n\nwhen I receive [start game v]\nshow variable [lives v]\nshow variable [apples v]\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n set [speed x v] to [1]\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n set [speed x v] to [-1]\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\nwhen flag clicked\nforever\n Controls - Up and Down\nend\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\n
Arrow keys to move...Not finished yet.\n
Hexed - A Pen Platformer (YellowOS-X)
@Stage\n\n@Blank\n\n@Pen\n\nwhen flag clicked\nbroadcast (start pen platformer v)\n\nwhen I receive [start pen platformer v]\nswitch backdrop to (normal v)\nset [level v] to [1]\nbroadcast (start pen plat v)\nforever\n play sound [Xylo1 v] until done\nend\n\nwhen I receive [start pen plat v]\nset [colour v] to [16]\nset [size v] to [40]\nset [transparency v] to [0]\nset [direction v] to [90]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [die v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [player x v] to [0]\nset [effect v] to []\nset [player y v] to [0]\ndelete all of [platforms v]\nset [layers v] to [10]\nset [player realm v] to [1]\nif <(Level) = [1]> then\n build [1] at x: [10] y: [-60] to x: [200] y: [-30] moving at [0] for [0] times while changing y by [0] at realm [2]\n build [2] at x: [-200] y: [-150] to x: [-110] y: [100] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [210] y: [-150] to x: [400] y: [-50] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [3] at x: [210] y: [-40] to x: [250] y: [0] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [400] y: [300] to x: [800] y: [350] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [400] y: [360] to x: [410] y: [370] moving at [10] for [39] times while changing y by [1] at realm [1]\n build [2] at x: [400] y: [380] to x: [410] y: [390] moving at [5] for [78] times while changing y by [1] at realm [1]\n build [1] at x: [1000] y: [350] to x: [1400] y: [400] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [-100] y: [-150] to x: [0] y: [-50] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [-100] y: [30] to x: [-90] y: [40] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [10] y: [-150] to x: [200] y: [-75] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [4] at x: [1430] y: [484] to x: [1460] y: [514] moving at [0] for [0] times while changing y by [0] at realm [1]\nend\nif <(Level) = [2]> then\n set [effect v] to [blindness]\n build [1] at x: [10] y: [-150] to x: [200] y: [-75] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [210] y: [-150] to x: [470] y: [-90] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [480] y: [-150] to x: [630] y: [-60] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [640] y: [-140] to x: [720] y: [-10] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [680] y: [15] to x: [840] y: [40] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [720] y: [-170] to x: [1100] y: [-145] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [830] y: [-80] to x: [1000] y: [-55] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [980] y: [-40] to x: [1050] y: [200] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [1185] y: [-125] to x: [1320] y: [-100] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1385] y: [-80] to x: [1600] y: [-55] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [3] at x: [1560] y: [-45] to x: [1600] y: [-5] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1400] y: [270] to x: [1475] y: [295] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [1600] y: [120] to x: [1650] y: [365] moving at [0] for [10] times while changing y by [0] at realm [1]\n build [1] at x: [1700] y: [270] to x: [1800] y: [300] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [4] at x: [1830] y: [325] to x: [1860] y: [355] moving at [0] for [0] times while changing y by [0] at realm [1]\nend\nif <(Level) = [3]> then\n set [effect v] to [colourblind]\n build [1] at x: [-50] y: [-140] to x: [50] y: [-120] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [80] y: [-60] to x: [200] y: [-25] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [200] y: [-25] to x: [655] y: [-60] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [-50] y: [50] to x: [50] y: [70] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [270] y: [10] to x: [550] y: [30] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [150] y: [150] to x: [250] y: [170] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [270] y: [50] to x: [290] y: [350] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [700] y: [15] to x: [810] y: [35] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [475] y: [105] to x: [575] y: [125] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [315] y: [180] to x: [415] y: [200] moving at [0] for [1] times while changing y by [0] at realm [1]\n build [1] at x: [485] y: [265] to x: [585] y: [285] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [-50] y: [250] to x: [50] y: [270] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [3] at x: [555] y: [300] to x: [585] y: [330] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [650] y: [400] to x: [670] y: [650] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [600] y: [700] to x: [700] y: [720] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [900] y: [-100] to x: [1300] y: [150] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [4] at x: [1400] y: [200] to x: [1430] y: [230] moving at [0] for [0] times while changing y by [0] at realm [1]\nend\nif <(Level) = [4]> then\n set [effect v] to [mad]\n build [1] at x: [-50] y: [-150] to x: [50] y: [-50] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [65] y: [-80] to x: [230] y: [-50] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [250] y: [15] to x: [400] y: [150] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [3] at x: [250] y: [-50] to x: [500] y: [0] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [3] at x: [255] y: [165] to x: [285] y: [195] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [325] y: [415] to x: [345] y: [475] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [325] y: [350] to x: [740] y: [400] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [325] y: [500] to x: [425] y: [550] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [440] y: [505] to x: [540] y: [525] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [2] at x: [555] y: [475] to x: [580] y: [630] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [755] y: [100] to x: [900] y: [150] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [920] y: [250] to x: [1000] y: [275] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [920] y: [100] to x: [940] y: [235] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1020] y: [225] to x: [1120] y: [245] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [955] y: [100] to x: [1250] y: [120] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [1135] y: [200] to x: [1155] y: [500] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [1320] y: [100] to x: [1385] y: [120] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1410] y: [100] to x: [1430] y: [300] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1200] y: [-50] to x: [1375] y: [-30] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1200] y: [50] to x: [1500] y: [70] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [2] at x: [1350] y: [-15] to x: [1365] y: [0] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [1440] y: [-50] to x: [1550] y: [-30] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1565] y: [-25] to x: [1580] y: [125] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1350] y: [-150] to x: [1700] y: [-130] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1800] y: [1425] to x: [2250] y: [1475] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [1850] y: [1515] to x: [2000] y: [1550] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [1900] y: [1560] to x: [2000] y: [1595] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [1950] y: [1605] to x: [2000] y: [1640] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [2260] y: [1510] to x: [2280] y: [1680] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [3] at x: [1725] y: [-120] to x: [1775] y: [50] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [700] y: [100] to x: [730] y: [330] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [1] at x: [910] y: [340] to x: [960] y: [600] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [4] at x: [2300] y: [1700] to x: [2330] y: [1730] moving at [0] for [0] times while changing y by [0] at realm [1]\nend\nif <(Level) = [5]> then\n set [effect v] to [player gone]\n Spawn player at x [-50] y [0]\n build [1] at x: [-100] y: [-150] to x: [0] y: [-100] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [20] y: [-140] to x: [120] y: [-90] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [140] y: [-150] to x: [240] y: [-100] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [260] y: [-140] to x: [360] y: [-90] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [380] y: [-150] to x: [480] y: [-100] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [500] y: [-140] to x: [600] y: [-90] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [620] y: [-150] to x: [720] y: [-100] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [740] y: [-140] to x: [840] y: [-90] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [860] y: [-150] to x: [960] y: [-100] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [980] y: [-140] to x: [1080] y: [-90] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [-100] y: [75] to x: [0] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [2] at x: [20] y: [75] to x: [120] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [2] at x: [140] y: [75] to x: [240] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [2] at x: [260] y: [75] to x: [360] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [2] at x: [380] y: [75] to x: [480] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [2] at x: [500] y: [75] to x: [600] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [2] at x: [620] y: [75] to x: [720] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [2] at x: [740] y: [75] to x: [840] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [2] at x: [860] y: [75] to x: [960] y: [125] moving at [0] for [10] times while changing y by [1] at realm [1]\n build [3] at x: [1050] y: [-70] to x: [1080] y: [-40] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [1120] y: [-50] to x: [1170] y: [0] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [870] y: [150] to x: [960] y: [200] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [845] y: [140] to x: [855] y: [185] moving at [0] for [20] times while changing y by [5] at realm [1]\n build [1] at x: [750] y: [200] to x: [830] y: [250] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [725] y: [140] to x: [735] y: [185] moving at [0] for [20] times while changing y by [5] at realm [1]\n build [1] at x: [630] y: [150] to x: [710] y: [200] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [605] y: [240] to x: [615] y: [285] moving at [0] for [20] times while changing y by [-5] at realm [1]\n build [1] at x: [510] y: [200] to x: [590] y: [250] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [485] y: [140] to x: [495] y: [185] moving at [0] for [20] times while changing y by [5] at realm [1]\n build [1] at x: [390] y: [150] to x: [470] y: [200] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [365] y: [240] to x: [375] y: [285] moving at [0] for [20] times while changing y by [-5] at realm [1]\n build [1] at x: [260] y: [200] to x: [350] y: [250] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [235] y: [240] to x: [245] y: [285] moving at [0] for [20] times while changing y by [-5] at realm [1]\n build [1] at x: [130] y: [150] to x: [220] y: [200] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [105] y: [140] to x: [115] y: [185] moving at [0] for [20] times while changing y by [5] at realm [1]\n build [1] at x: [0] y: [200] to x: [90] y: [250] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [-25] y: [140] to x: [-15] y: [185] moving at [0] for [20] times while changing y by [5] at realm [1]\n build [1] at x: [-130] y: [200] to x: [-40] y: [250] moving at [0] for [35] times while changing y by [6] at realm [1]\n build [1] at x: [35] y: [620] to x: [125] y: [670] moving at [-1] for [35] times while changing y by [-6] at realm [1]\n build [1] at x: [140] y: [570] to x: [240] y: [670] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [260] y: [640] to x: [360] y: [665] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [335] y: [570] to x: [435] y: [595] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [410] y: [500] to x: [610] y: [525] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [800] y: [425] to x: [900] y: [525] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [920] y: [475] to x: [1120] y: [525] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [920] y: [880] to x: [1020] y: [900] moving at [0] for [22] times while changing y by [-15] at realm [1]\n build [2] at x: [880] y: [600] to x: [900] y: [800] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [3] at x: [1090] y: [545] to x: [1120] y: [575] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [920] y: [920] to x: [1020] y: [970] moving at [0] for [22] times while changing y by [-15] at realm [1]\n build [1] at x: [1050] y: [900] to x: [1120] y: [950] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [800] y: [950] to x: [900] y: [1000] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [575] y: [950] to x: [775] y: [1000] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [2] at x: [400] y: [1020] to x: [675] y: [1050] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [400] y: [1020] to x: [675] y: [1050] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [3] at x: [700] y: [1010] to x: [740] y: [1050] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [2] at x: [400] y: [1550] to x: [675] y: [1600] moving at [] for [interactive] times while changing y by [] at realm [1]\n build [1] at x: [200] y: [1100] to x: [350] y: [1150] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [1] at x: [200] y: [1200] to x: [250] y: [1250] moving at [0] for [0] times while changing y by [0] at realm [1]\n build [4] at x: [200] y: [1350] to x: [250] y: [1400] moving at [0] for [0] times while changing y by [0] at realm [1]\nend\nrepeat until <not <(Die) = []>>\n if <(Platforms) = []> then\n erase all\n switch backdrop to (thumb v)\n stop [all v]\n else\n draw screen\n player movements\n hide variable [level v]\n if <<<(mouse x) < [-110]> and <(mouse y) > [100]>> and <<[-240] < (mouse x)> and <[180] > (mouse y)>>> then\n show variable [level v]\n end\n end\nend\nif <<(Die) = [fall]> or <(Die) = [impale]>> then\n start sound [Glass Breaking v]\n set [transparency v] to [100]\n repeat (30)\n build [player] at x: (Player X) y: (Player Y) to x: (Player X) y: (Player Y) moving at (pick random (-20) to (20)) for (pick random (0) to (20)) times while changing y by (pick random (0) to (20)) at realm [ispark]\n end\n set [player x v] to [9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999]\n set [player y v] to [999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999]\n repeat (25)\n draw screen\n end\nend\nif <(Die) = [burn]> then\n start sound [burn v]\n repeat (8)\n change [colour v] by (-2)\n change [player y v] by (2)\n change [transparency v] by (14)\n draw screen\n end\nend\nif <(Die) = [crush]> then\n start sound [Crunch v]\n repeat (3)\n change [size v] by (-8)\n change [player y v] by (-8)\n draw screen\n end\n repeat (5)\n change [direction v] by (180)\n change [transparency v] by (20)\n change [size v] by (50)\n draw screen\n end\nend\nif <(Die) = [Win]> then\n check collision\n set [frozen times v] to (over times)\n repeat (60)\n Point towards item (frozen times)\n change [direction v] by (75)\n change [player x v] by ((round (((((item x) - (Player X)) * ((item x) - (Player X))) + (((item y) - (Player Y)) * ((item y) - (Player Y)))) / (60))) * ([sin v] of (direction) ))\n change [player y v] by ((round (((((item x) - (Player X)) * ((item x) - (Player X))) + (((item y) - (Player Y)) * ((item y) - (Player Y)))) / (60))) * ([cos v] of (direction) ))\n change [transparency v] by (1)\n draw screen\n end\n change [level v] by (1)\nend\nbroadcast (start pen plat v)\n\ndefine draw screen\nerase all\nset pen size to (10)\nset [over times v] to [0]\nrepeat until <(over times) > ((length of [platforms v]) / (layers))>\n if <(item (((over times) * (layers)) + (7)) of [platforms v]) = [interactive]> then\n if <<<((Player X) + (24)) > ((item (((over times) * (layers)) + (2)) of [platforms v]) - (5))> and <((Player X) - (24)) < ((item (((over times) * (layers)) + (4)) of [platforms v]) + (5))>> and <<((Player Y) + (24)) > ((item (((over times) * (layers)) + (3)) of [platforms v]) - (5))> and <((Player Y) - (24)) < ((item (((over times) * (layers)) + (5)) of [platforms v]) + (7))>>> then\n if <(item (((over times) * (layers)) + (10)) of [platforms v]) = (player realm)> then\n if <((Player Y) - (24)) < ((item (((over times) * (layers)) + (5)) of [platforms v]) + (5))> then\n if <(x velocity) > [0]> then\n replace item (((over times) * (layers)) + (6)) of [platforms v] with ((x velocity) + (1))\n else\n replace item (((over times) * (layers)) + (6)) of [platforms v] with ((x velocity) - (1))\n end\n end\n if <<<((Player Y) + ((24) + (y velocity))) < ((item (((over times) * (layers)) + (3)) of [platforms v]) + (10))> and <(y velocity) > [0]>> or <<((Player Y) - (24)) > ((item (((over times) * (layers)) + (5)) of [platforms v]) - (10))> and <(y velocity) < [1]>>> then\n replace item (((over times) * (layers)) + (9)) of [platforms v] with (y velocity)\n end\n end\n end\n if <not <<(item (((over times) * (layers)) + (9)) of [platforms v]) = []> and <(item (((over times) * (layers)) + (6)) of [platforms v]) = []>>> then\n replace item (((over times) * (layers)) + (9)) of [platforms v] with ((item (((over times) * (layers)) + (9)) of [platforms v]) - (1))\n replace item (((over times) * (layers)) + (3)) of [platforms v] with ((item (((over times) * (layers)) + (3)) of [platforms v]) + (item (((over times) * (layers)) + (9)) of [platforms v]))\n replace item (((over times) * (layers)) + (5)) of [platforms v] with ((item (((over times) * (layers)) + (5)) of [platforms v]) + (item (((over times) * (layers)) + (9)) of [platforms v]))\n item collision\n if <(block collision) = [1]> then\n repeat until <not <(block collision) = [1]>>\n if <(item (((over times) * (layers)) + (9)) of [platforms v]) > [0]> then\n replace item (((over times) * (layers)) + (3)) of [platforms v] with ((item (((over times) * (layers)) + (3)) of [platforms v]) - (1))\n replace item (((over times) * (layers)) + (5)) of [platforms v] with ((item (((over times) * (layers)) + (5)) of [platforms v]) - (1))\n else\n replace item (((over times) * (layers)) + (3)) of [platforms v] with ((item (((over times) * (layers)) + (3)) of [platforms v]) + (1))\n replace item (((over times) * (layers)) + (5)) of [platforms v] with ((item (((over times) * (layers)) + (5)) of [platforms v]) + (1))\n end\n item collision\n end\n if <(item (((over times) * (layers)) + (9)) of [platforms v]) > [7]> then\n start sound [soft thud v]\n end\n replace item (((over times) * (layers)) + (9)) of [platforms v] with [0]\n end\n if <(item (((over times) * (layers)) + (6)) of [platforms v]) > [0]> then\n replace item (((over times) * (layers)) + (6)) of [platforms v] with ((item (((over times) * (layers)) + (6)) of [platforms v]) - (1))\n else\n if <(item (((over times) * (layers)) + (6)) of [platforms v]) < [0]> then\n replace item (((over times) * (layers)) + (6)) of [platforms v] with ((item (((over times) * (layers)) + (6)) of [platforms v]) + (1))\n end\n end\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) + (item (((over times) * (layers)) + (6)) of [platforms v]))\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) + (item (((over times) * (layers)) + (6)) of [platforms v]))\n item collision\n if <(block collision) = [1]> then\n repeat until <not <(block collision) = [1]>>\n if <(item (((over times) * (layers)) + (6)) of [platforms v]) > [0]> then\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) - (1))\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) - (1))\n else\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) + (1))\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) + (1))\n end\n item collision\n end\n replace item (((over times) * (layers)) + (6)) of [platforms v] with [0]\n end\n if <(block collision) = [2]> then\n start sound [burn v]\n if <not <((item (((over times) * (layers)) + (2)) of [platforms v]) + (1)) > (item (((item collision counter) * (layers)) + (2)) of [platforms v])>> then\n build (item (((over times) * (layers)) + (1)) of [platforms v]) at x: (item (((over times) * (layers)) + (2)) of [platforms v]) y: (item (((over times) * (layers)) + (3)) of [platforms v]) to x: ((item (((item collision counter) * (layers)) + (2)) of [platforms v]) - (11)) y: (item (((over times) * (layers)) + (5)) of [platforms v]) moving at (item (((over times) * (layers)) + (6)) of [platforms v]) for (item (((over times) * (layers)) + (7)) of [platforms v]) times while changing y by (item (((over times) * (layers)) + (9)) of [platforms v]) at realm (item (((over times) * (layers)) + (10)) of [platforms v])\n repeat (10)\n build [2] at x: (item (((item collision counter) * (layers)) + (2)) of [platforms v]) y: (((item (((over times) * (layers)) + (3)) of [platforms v]) + (item (((over times) * (layers)) + (5)) of [platforms v])) / (2)) to x: (item (((item collision counter) * (layers)) + (2)) of [platforms v]) y: (((item (((over times) * (layers)) + (3)) of [platforms v]) + (item (((over times) * (layers)) + (5)) of [platforms v])) / (2)) moving at (pick random (-20) to (20)) for (pick random (-20) to (20)) times while changing y by (pick random (-20) to (20)) at realm [spark]\n end\n end\n if <not <((item (((item collision counter) * (layers)) + (4)) of [platforms v]) + (1)) > (item (((over times) * (layers)) + (4)) of [platforms v])>> then\n build (item (((over times) * (layers)) + (1)) of [platforms v]) at x: ((item (((item collision counter) * (layers)) + (4)) of [platforms v]) + (11)) y: (item (((over times) * (layers)) + (3)) of [platforms v]) to x: (item (((over times) * (layers)) + (4)) of [platforms v]) y: (item (((over times) * (layers)) + (5)) of [platforms v]) moving at (item (((over times) * (layers)) + (6)) of [platforms v]) for (item (((over times) * (layers)) + (7)) of [platforms v]) times while changing y by (item (((over times) * (layers)) + (9)) of [platforms v]) at realm (item (((over times) * (layers)) + (10)) of [platforms v])\n repeat (10)\n build [2] at x: (item (((item collision counter) * (layers)) + (4)) of [platforms v]) y: (((item (((over times) * (layers)) + (3)) of [platforms v]) + (item (((over times) * (layers)) + (5)) of [platforms v])) / (2)) to x: (item (((item collision counter) * (layers)) + (4)) of [platforms v]) y: (((item (((over times) * (layers)) + (3)) of [platforms v]) + (item (((over times) * (layers)) + (5)) of [platforms v])) / (2)) moving at (pick random (-20) to (20)) for (pick random (-20) to (20)) times while changing y by (pick random (-20) to (20)) at realm [spark]\n end\n end\n repeat (10)\n delete (((over times) * (layers)) + (1)) of [platforms v]\n end\n end\n end\n if <<<((Player X) + (24)) > ((item (((over times) * (layers)) + (2)) of [platforms v]) - (5))> and <((Player X) - (24)) < ((item (((over times) * (layers)) + (4)) of [platforms v]) + (5))>> and <<((Player Y) + (24)) > ((item (((over times) * (layers)) + (3)) of [platforms v]) - (5))> and <((Player Y) - (24)) < ((item (((over times) * (layers)) + (5)) of [platforms v]) + (5))>>> then\n if <(player realm) = (item (((over times) * (layers)) + (10)) of [platforms v])> then\n check stuck\n if <(block collision) = [1]> then\n set [die v] to [crush]\n else\n if <<(item (((over times) * (layers)) + (9)) of [platforms v]) > [0]> and <(item (((over times) * (layers)) + (3)) of [platforms v]) > ((Player Y) - (item (((over times) * (layers)) + (9)) of [platforms v]))>> then\n set [die v] to [impale]\n else\n if <<(item (((over times) * (layers)) + (9)) of [platforms v]) < [0]> and <(item (((over times) * (layers)) + (5)) of [platforms v]) < ((Player Y) + (item (((over times) * (layers)) + (9)) of [platforms v]))>> then\n set [die v] to [impale]\n end\n end\n end\n end\n end\n item collision\n if <(block collision) = [3]> then\n replace item (((over times) * (layers)) + (9)) of [platforms v] with ((item (((over times) * (layers)) + (9)) of [platforms v]) + (5))\n end\n else\n if <<(item (((over times) * (layers)) + (10)) of [platforms v]) = [spark]> or <(item (((over times) * (layers)) + (10)) of [platforms v]) = [ispark]>> then\n replace item (((over times) * (layers)) + (9)) of [platforms v] with ((item (((over times) * (layers)) + (9)) of [platforms v]) - (1))\n if <(item (((over times) * (layers)) + (6)) of [platforms v]) > [0]> then\n replace item (((over times) * (layers)) + (6)) of [platforms v] with ((item (((over times) * (layers)) + (6)) of [platforms v]) - (1))\n else\n if <(item (((over times) * (layers)) + (6)) of [platforms v]) < [0]> then\n replace item (((over times) * (layers)) + (6)) of [platforms v] with ((item (((over times) * (layers)) + (6)) of [platforms v]) + (1))\n end\n end\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) + (item (((over times) * (layers)) + (6)) of [platforms v]))\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) + (item (((over times) * (layers)) + (6)) of [platforms v]))\n replace item (((over times) * (layers)) + (3)) of [platforms v] with ((item (((over times) * (layers)) + (3)) of [platforms v]) + (item (((over times) * (layers)) + (9)) of [platforms v]))\n replace item (((over times) * (layers)) + (5)) of [platforms v] with ((item (((over times) * (layers)) + (5)) of [platforms v]) + (item (((over times) * (layers)) + (9)) of [platforms v]))\n replace item (((over times) * (layers)) + (8)) of [platforms v] with ((item (((over times) * (layers)) + (8)) of [platforms v]) + (5))\n else\n if <not <<(item (((over times) * (layers)) + (9)) of [platforms v]) = [0]> and <(item (((over times) * (9)) + (6)) of [platforms v]) = [0]>>> then\n if <(item (((over times) * (layers)) + (7)) of [platforms v]) > [0]> then\n if <<<((Player X) + (24)) > ((item (((over times) * (layers)) + (2)) of [platforms v]) - (5))> and <((Player X) - (24)) < ((item (((over times) * (layers)) + (4)) of [platforms v]) + (5))>> and <<((Player Y) + (24)) > ((item (((over times) * (layers)) + (3)) of [platforms v]) - (5))> and <((Player Y) - (26)) < ((item (((over times) * (layers)) + (5)) of [platforms v]) + (5))>>> then\n change [player x v] by (item (((over times) * (9)) + (6)) of [platforms v])\n end\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) + (item (((over times) * (layers)) + (6)) of [platforms v]))\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) + (item (((over times) * (layers)) + (6)) of [platforms v]))\n replace item (((over times) * (layers)) + (3)) of [platforms v] with ((item (((over times) * (layers)) + (3)) of [platforms v]) + (item (((over times) * (layers)) + (9)) of [platforms v]))\n replace item (((over times) * (layers)) + (5)) of [platforms v] with ((item (((over times) * (layers)) + (5)) of [platforms v]) + (item (((over times) * (layers)) + (9)) of [platforms v]))\n end\n if <(item (((over times) * (layers)) + (7)) of [platforms v]) < [0]> then\n if <<<((Player X) + (24)) > ((item (((over times) * (layers)) + (2)) of [platforms v]) - (5))> and <((Player X) - (24)) < ((item (((over times) * (layers)) + (4)) of [platforms v]) + (5))>> and <<((Player Y) + (24)) > ((item (((over times) * (9)) + (3)) of [platforms v]) - (5))> and <((Player Y) - (26)) < ((item (((over times) * (9)) + (5)) of [platforms v]) + (5))>>> then\n change [player x v] by (() - (item (((over times) * (layers)) + (6)) of [platforms v]))\n end\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) - (item (((over times) * (layers)) + (6)) of [platforms v]))\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) - (item (((over times) * (layers)) + (6)) of [platforms v]))\n replace item (((over times) * (layers)) + (3)) of [platforms v] with ((item (((over times) * (layers)) + (3)) of [platforms v]) - (item (((over times) * (layers)) + (9)) of [platforms v]))\n replace item (((over times) * (layers)) + (5)) of [platforms v] with ((item (((over times) * (layers)) + (5)) of [platforms v]) - (item (((over times) * (layers)) + (9)) of [platforms v]))\n if <([abs v] of (item (((over times) * (layers)) + (7)) of [platforms v]) ) > ((item (((over times) * (layers)) + (8)) of [platforms v]) - (1))> then\n replace item (((over times) * (layers)) + (7)) of [platforms v] with ((item (((over times) * (layers)) + (8)) of [platforms v]) + (1))\n end\n end\n replace item (((over times) * (layers)) + (7)) of [platforms v] with ((item (((over times) * (layers)) + (7)) of [platforms v]) - (1))\n end\n end\n end\n if <<<(item (((over times) * (layers)) + (10)) of [platforms v]) = (player realm)> or <(item (((over times) * (layers)) + (10)) of [platforms v]) > (player realm)>> or < (item (((over times) * (layers)) + (10)) of [platforms v]) contains [spark]?>> then\n set pen size to ((10) - ((2) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n set pen (transparency v) to (0)\n pen up\n if <(effect) = [colourblind]> then\n set pen color to (#ffffff)\n else\n if <(effect) = [mad]> then\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [1]> then\n set pen color to (#ff00f6)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [2]> then\n set pen color to (#00ff21)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [3]> then\n set pen color to (#ff0000)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [4]> then\n set pen color to (#0041ff)\n end\n if <(item (((over times) * (layers)) + (10)) of [platforms v]) = [ispark]> then\n set pen color to (#ffe900)\n end\n else\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [1]> then\n set pen color to (#0041ff)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [2]> then\n set pen color to (#ff0000)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [3]> then\n set pen color to (#ff00f6)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [4]> then\n set pen color to (#00ff21)\n end\n if <(item (((over times) * (layers)) + (10)) of [platforms v]) = [ispark]> then\n set pen color to (#ffe900)\n end\n end\n end\n if <<(item (((over times) * (layers)) + (10)) of [platforms v]) = [ispark]> or <(item (((over times) * (layers)) + (10)) of [platforms v]) = [spark]>> then\n set pen (transparency v) to (item (((over times) * (layers)) + (8)) of [platforms v])\n end\n change pen (transparency v) by (((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)) * (20))\n go to x: (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) y: (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n if <<<([abs v] of (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]> or <([abs v] of (((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]>> and <([abs v] of (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [181]>> then\n pen down\n if <(effect) = [blindness]> then\n pen up\n end\n end\n set x to (((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n pen up\n if <<<([abs v] of (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [180]> or <([abs v] of (((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [180]>> and <([abs v] of (((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]>> then\n pen down\n if <(effect) = [blindness]> then\n pen up\n end\n end\n set y to (((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n pen up\n if <<<([abs v] of (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]> or <([abs v] of (((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]>> and <([abs v] of (((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [181]>> then\n pen down\n if <(effect) = [blindness]> then\n pen up\n end\n end\n set x to (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n pen up\n if <<<([abs v] of (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [180]> or <([abs v] of (((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [180]>> and <([abs v] of (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]>> then\n pen down\n if <(effect) = [blindness]> then\n pen up\n end\n end\n set y to (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n pen up\n end\n if <<<(item (((over times) * (layers)) + (10)) of [platforms v]) = [ispark]> or <(item (((over times) * (layers)) + (10)) of [platforms v]) = [spark]>> and <(item (((over times) * (layers)) + (8)) of [platforms v]) > [100]>> then\n repeat (layers)\n delete (((over times) * (layers)) + (1)) of [platforms v]\n end\n else\n if <<(item (((over times) * (layers)) + (7)) of [platforms v]) = [interactive]> and <(item (((over times) * (layers)) + (4)) of [platforms v]) < ((item (((over times) * (layers)) + (2)) of [platforms v]) + (1))>> then\n repeat (layers)\n delete (((over times) * (layers)) + (1)) of [platforms v]\n end\n else\n change [over times v] by (1)\n end\n end\nend\nif <not <(effect) = [player gone]>> then\n set pen color to (#fff600)\n set pen (color v) to (colour)\n set pen (transparency v) to (transparency)\n set pen size to ((size) / (5))\n point in direction (direction)\n go to x: ((Player X) - (scroll X)) y: ((Player Y) - (scroll Y))\n move (() - ((size) / (2))) steps\n turn right (90) degrees\n move ((size) / (2)) steps\n pen down\n repeat (4)\n turn left (90) degrees\n move (size) steps\n end\nelse\n if <(pick random (1) to (5)) = [2]> then\n set pen color to (#fff600)\n set pen (color v) to (colour)\n set pen (transparency v) to (transparency)\n set pen size to ((size) / (5))\n point in direction (direction)\n go to x: ((Player X) - (scroll X)) y: ((Player Y) - (scroll Y))\n move (() - ((size) / (2))) steps\n turn right (90) degrees\n move ((size) / (2)) steps\n pen down\n repeat (4)\n turn left (90) degrees\n move (size) steps\n end\n end\nend\nset [over times v] to [0]\nrepeat ((length of [platforms v]) / (layers))\n if <(item (((over times) * (layers)) + (10)) of [platforms v]) < (player realm)> then\n set pen size to ((10) - ((2) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n set pen (transparency v) to (0)\n pen up\n if <(effect) = [colourblind]> then\n set pen color to (#ffffff)\n else\n if <(effect) = [mad]> then\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [1]> then\n set pen color to (#00ff21)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [2]> then\n set pen color to (#ff00f6)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [3]> then\n set pen color to (#ff0000)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [4]> then\n set pen color to (#0041ff)\n end\n if <(item (((over times) * (layers)) + (10)) of [platforms v]) = [ispark]> then\n set pen color to (#ffe900)\n end\n else\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [1]> then\n set pen color to (#0041ff)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [2]> then\n set pen color to (#ff0000)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [3]> then\n set pen color to (#ff00f6)\n end\n if <(item (((over times) * (layers)) + (1)) of [platforms v]) = [4]> then\n set pen color to (#00ff21)\n end\n if <(item (((over times) * (layers)) + (10)) of [platforms v]) = [ispark]> then\n set pen color to (#ffe900)\n end\n end\n end\n if <<(item (((over times) * (layers)) + (10)) of [platforms v]) = [ispark]> or <(item (((over times) * (layers)) + (10)) of [platforms v]) = [spark]>> then\n set pen (transparency v) to (item (((over times) * (layers)) + (8)) of [platforms v])\n end\n change pen (transparency v) by (((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)) * (20))\n go to x: (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) y: (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n if <<<([abs v] of (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]> or <([abs v] of (((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]>> and <([abs v] of (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [181]>> then\n pen down\n if <(effect) = [blindness]> then\n pen up\n end\n end\n set x to (((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n pen up\n if <<<([abs v] of (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [180]> or <([abs v] of (((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [180]>> and <([abs v] of (((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]>> then\n pen down\n if <(effect) = [blindness]> then\n pen up\n end\n end\n set y to (((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n pen up\n if <<<([abs v] of (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]> or <([abs v] of (((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (4)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]>> and <([abs v] of (((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [181]>> then\n pen down\n if <(effect) = [blindness]> then\n pen up\n end\n end\n set x to (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n pen up\n if <<<([abs v] of (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [180]> or <([abs v] of (((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (5)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [180]>> and <([abs v] of (((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) - ((((item (((over times) * (layers)) + (2)) of [platforms v]) - (scroll X)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm)))) ) < [241]>> then\n pen down\n if <(effect) = [blindness]> then\n pen up\n end\n end\n set y to (((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) - ((((item (((over times) * (layers)) + (3)) of [platforms v]) - (scroll Y)) / (5)) * ((item (((over times) * (layers)) + (10)) of [platforms v]) - (player realm))))\n pen up\n end\n change [over times v] by (1)\nend\n\ndefine build (item) at x: (x) y: (y) to x: (x2) y: (y2) moving at (dist per s) for (tick) times while changing y by (y dist) at realm (realm)\nadd (item) to [platforms v]\nadd (x) to [platforms v]\nadd (y) to [platforms v]\nadd (x2) to [platforms v]\nadd (y2) to [platforms v]\nadd (dist per s) to [platforms v]\nadd (tick) to [platforms v]\nadd (tick) to [platforms v]\nadd (y dist) to [platforms v]\nadd (realm) to [platforms v]\n\ndefine check collision\nset [collision v] to []\nset [over times v] to [0]\nrepeat ((length of [platforms v]) / (layers))\n if <<<((Player X) + (24)) > ((item (((over times) * (layers)) + (2)) of [platforms v]) - (5))> and <((Player X) - (24)) < ((item (((over times) * (layers)) + (4)) of [platforms v]) + (5))>> and <<((Player Y) + (24)) > ((item (((over times) * (layers)) + (3)) of [platforms v]) - (5))> and <((Player Y) - (24)) < ((item (((over times) * (layers)) + (5)) of [platforms v]) + (5))>>> then\n if <(player realm) = (item (((over times) * (layers)) + (10)) of [platforms v])> then\n set [collision v] to (item (((over times) * (layers)) + (1)) of [platforms v])\n stop [this script v]\n end\n end\n change [over times v] by (1)\nend\n\ndefine player movements\nchange [y velocity v] by (-1)\nchange [player y v] by (y velocity)\nchange [in air v] by (1)\ncheck collision\nif <(collision) = [1]> then\n repeat until <not <(collision) = [1]>>\n if <(y velocity) < [0]> then\n change [player y v] by (1)\n set [in air v] to [0]\n else\n change [player y v] by (-1)\n end\n check collision\n end\n if <(y velocity) < [-9]> then\n start sound [soft thud v]\n end\n set [y velocity v] to [0]\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > ((Player X) - (scroll X))> and <mouse down?>>> then\n if <(x velocity) < [10]> then\n change [x velocity v] by (1)\n end\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < ((Player X) - (scroll X))> and <mouse down?>>> then\n if <(x velocity) > [-10]> then\n change [x velocity v] by (-1)\n end\nend\nif <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <not <(mouse x) = ((Player X) - (scroll X))>>>>> then\n if <(x velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n if <(x velocity) < [0]> then\n change [x velocity v] by (1)\n end\nend\nchange [player x v] by (x velocity)\ncheck collision\nif <not <(item (((over times) * (layers)) + (7)) of [platforms v]) = [interactive]>> then\n if <(collision) = [1]> then\n repeat until <not <(collision) = [1]>>\n if <(x velocity) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n check collision\n end\n set [x velocity v] to [0]\n end\nelse\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) + (x velocity))\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) + (x velocity))\n item collision\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) - (x velocity))\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) - (x velocity))\n if <(block collision) = [1]> then\n repeat until <not <(collision) = [1]>>\n if <(x velocity) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n check collision\n end\n set [x velocity v] to [0]\n end\nend\nif <<<key (up arrow v) pressed?> or <<(mouse y) > ((Player Y) - (scroll Y))> and <mouse down?>>> and <(in air) = [0]>> then\n set [y velocity v] to [15]\nend\ncheck collision\nif <(Player Y) < [-179]> then\n set [die v] to [fall]\nend\nif <(collision) = [2]> then\n set [die v] to [burn]\nend\nif <(collision) = [3]> then\n change [y velocity v] by (10)\nend\nif <(collision) = [4]> then\n set [die v] to [Win]\nend\nchange [scroll x v] by (round (((Player X) - (scroll X)) / (10)))\nchange [scroll y v] by (round (((Player Y) - (scroll Y)) / (10)))\nif <(scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(scroll X) < [0]> then\n set [scroll x v] to [0]\nend\n\ndefine item collision\nset [block collision v] to []\nset [item collision counter v] to [0]\nrepeat ((length of [platforms v]) / (layers))\n if <not <(item collision counter) = (over times)>> then\n if <<<((item (((over times) * (layers)) + (4)) of [platforms v]) + (5)) > ((item (((item collision counter) * (layers)) + (2)) of [platforms v]) - (5))> and <((item (((over times) * (layers)) + (2)) of [platforms v]) - (5)) < ((item (((item collision counter) * (layers)) + (4)) of [platforms v]) + (5))>> and <<((item (((over times) * (layers)) + (5)) of [platforms v]) + (5)) > ((item (((item collision counter) * (layers)) + (3)) of [platforms v]) - (5))> and <((item (((over times) * (layers)) + (3)) of [platforms v]) - (5)) < ((item (((item collision counter) * (layers)) + (5)) of [platforms v]) + (5))>>> then\n if <(item (((item collision counter) * (layers)) + (10)) of [platforms v]) = (item (((over times) * (layers)) + (10)) of [platforms v])> then\n set [block collision v] to (item (((item collision counter) * (layers)) + (1)) of [platforms v])\n stop [this script v]\n end\n end\n end\n change [item collision counter v] by (1)\nend\n\ndefine check stuck\nset [block collision v] to []\nset [item collision counter v] to [0]\nrepeat ((length of [platforms v]) / (layers))\n if <not <(item collision counter) = (over times)>> then\n if <<<((Player X) + (24)) > ((item (((item collision counter) * (layers)) + (2)) of [platforms v]) - (5))> and <((Player X) - (24)) < ((item (((item collision counter) * (layers)) + (4)) of [platforms v]) + (5))>> and <<((Player Y) + ((24) + (y velocity))) > ((item (((item collision counter) * (layers)) + (3)) of [platforms v]) - (5))> and <((Player Y) - ((24) + (() - (y velocity)))) < ((item (((item collision counter) * (layers)) + (5)) of [platforms v]) + (5))>>> then\n if <(player realm) = (item (((item collision counter) * (layers)) + (10)) of [platforms v])> then\n set [block collision v] to (item (((item collision counter) * (layers)) + (1)) of [platforms v])\n end\n end\n end\n change [item collision counter v] by (1)\nend\n\nwhen [w v] key pressed\nchange [player realm v] by (1)\ncheck collision\nif <(collision) = [1]> then\n change [player realm v] by (-1)\nend\n\nwhen [s v] key pressed\nchange [player realm v] by (-1)\ncheck collision\nif <(collision) = [1]> then\n change [player realm v] by (1)\nend\n\ndefine Point towards item (over times)\nset [item x v] to ((item (((over times) * (layers)) + (2)) of [platforms v]) + (((item (((over times) * (layers)) + (4)) of [platforms v]) - (item (((over times) * (layers)) + (2)) of [platforms v])) / (2)))\nset [item y v] to ((item (((over times) * (layers)) + (3)) of [platforms v]) + (((item (((over times) * (layers)) + (5)) of [platforms v]) - (item (((over times) * (layers)) + (3)) of [platforms v])) / (2)))\nif <(item y) > (Player Y)> then\n set [direction v] to ([atan v] of (((item x) - (Player X)) / ((item y) - (Player Y))) )\nelse\n set [direction v] to (([atan v] of (((item x) - (Player X)) / ((item y) - (Player Y))) ) + (180))\nend\n\ndefine Spawn player at x (x) y (y)\nset [player x v] to (x)\nset [player y v] to (y)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\n\nrepeat until <not <(block collision) = [2]>>\n if <(item (((over times) * (layers)) + (6)) of [platforms v]) > [0]> then\n replace item (((over times) * (layers)) + (4)) of [platforms v] with ((item (((over times) * (layers)) + (4)) of [platforms v]) - (1))\n else\n replace item (((over times) * (layers)) + (2)) of [platforms v] with ((item (((over times) * (layers)) + (2)) of [platforms v]) + (1))\n end\n item collision\nend\nstart sound [burn v]\nrepeat (pick random (3) to (10))\n if <(item (((over times) * (layers)) + (6)) of [platforms v]) > [0]> then\n build [2] at x: (item (((over times) * (layers)) + (4)) of [platforms v]) y: ((item (((over times) * (layers)) + (3)) of [platforms v]) + (((item (((over times) * (layers)) + (5)) of [platforms v]) - (item (((over times) * (layers)) + (3)) of [platforms v])) / (2))) to x: (item (((over times) * (layers)) + (4)) of [platforms v]) y: ((item (((over times) * (layers)) + (3)) of [platforms v]) + (((item (((over times) * (layers)) + (5)) of [platforms v]) - (item (((over times) * (layers)) + (3)) of [platforms v])) / (2))) moving at (pick random (-20) to (20)) for (pick random (1) to (20)) times while changing y by (pick random (0) to (20)) at realm [spark]\n else\n build [2] at x: (item (((over times) * (layers)) + (2)) of [platforms v]) y: ((item (((over times) * (layers)) + (3)) of [platforms v]) + (((item (((over times) * (layers)) + (5)) of [platforms v]) - (item (((over times) * (layers)) + (3)) of [platforms v])) / (2))) to x: (item (((over times) * (layers)) + (2)) of [platforms v]) y: ((item (((over times) * (layers)) + (3)) of [platforms v]) + (((item (((over times) * (layers)) + (5)) of [platforms v]) - (item (((over times) * (layers)) + (3)) of [platforms v])) / (2))) moving at (pick random (-20) to (20)) for (pick random (1) to (20)) times while changing y by (pick random (0) to (20)) at realm [spark]\n end\nend\n\n
HEALTH WARNING - THIS GAME CONTAINS FLASHING GRAPHICS. IT IS NOT SUITABLE FOR PEOPLE SUFFERING FROM PHOTOPHOBIA EPILEPSY
(Collab) Desert Quest || ☁ Multiplayer Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (100) %\nforever\n play sound [Popsicle v] until done\nend\n\n@Blank\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n play sound [Connect v] until done\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [timeout v]\nplay sound [Disconnect v] until done\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [-80]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n broadcast (checkpoint v)\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [964] [248]\nClone at [2406] [15]\nClone at [3363] [-137]\nset [x v] to [-99999]\n\nwhen I receive [win v]\nhide\n\nwhen I receive [checkpoint v]\nplay sound [Magic Spell v] until done\n\n@Trampoline\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (2 v)\nClone at [480] [0]\nClone at [2480] [10]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n play sound [Big Boing v] until done\n set volume to (200) %\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [x v] to [-99999]\n\nwhen I receive [win v]\nhide\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\n\n@Spinning wheel of death\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [650] [-160]\nClone at [1725] [100]\nClone at [2050] [-10]\nClone at [3506] [-50]\nClone at [3763] [-150]\nClone at [4117] [-170]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nhide\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\nwhen I receive [win v]\nhide\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Coins\n\nwhen I start as a clone\nforever\n change [effects v] by (1)\n set size to ((8000) / ((80) + (([sin v] of (Effects) ) * (9)))) %\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (coin v)\n change [coins v] by (1)\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [0] [0]\nClone at [0] [70]\nClone at [320] [-90]\nClone at [489] [-90]\nClone at [164] [-60]\nClone at [164] [-30]\nClone at [594] [42]\nClone at [594] [14]\nClone at [759] [23]\nClone at [759] [-3]\nClone at [1076] [323]\nClone at [1324] [-30]\nClone at [1350] [100]\nClone at [1350] [74]\nClone at [1484] [222]\nClone at [1639] [120]\nClone at [1639] [146]\nClone at [1903] [185]\nClone at [2011] [243]\nClone at [2174] [170]\nClone at [2174] [145]\nClone at [2233] [68]\nClone at [2575] [55]\nClone at [2963] [225]\nClone at [3185] [-127]\nClone at [3210] [-127]\nClone at [3235] [-127]\nClone at [3255] [-127]\nClone at [3280] [-127]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\nwhen I receive [win v]\nhide\n\nwhen I receive [coin v]\nplay sound [Coin v] until done\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\nwhen I receive [win v]\nhide\n\n@_shadow\n\nwhen I receive [green flag v]\nset [ghost v] effect to (60)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\nClone at [0] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo [backward v] (2) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [win v]\nhide\n\n@Platforms_Art2\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [w v] to [0]\nswitch costume to (1 v)\ngo to [front v] layer\nClone at [480] [-80] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) - (([sin v] of (Effects) ) * (w))) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y) moving: (w)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nset [w v] to (w)\nnext costume\n\ngo to [front v] layer\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@Background particles\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [speed v] to (pick random (1) to (5))\nshow\nset size to (pick random (30) to (150)) %\nset [ghost v] effect to (pick random (60) to (92))\ngo to (random position v)\nset x to (260)\npoint in direction (pick random (-60) to (-105))\nrepeat until <<(x position) < [-239]> or <(y position) > [179]>>\n move (speed) steps\n turn right (pick random (-1) to (1.0)) degrees\nend\ndelete this clone\n\nwhen I receive [win v]\nhide\n\n@win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\ngo to [front v] layer\nshow\nplay sound [Triumph v] until done\nstop all sounds\n\n@end\n\nwhen I receive [tick v]\nswitch costume to (costume1 v)\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [4269] [-100]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n change [effects v] by (1)\n set size to ((8000) / ((80) + (([cos v] of (Effects) ) * (9)))) %\nend\n\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\nwhen I start as a clone\nforever\n\nwhen I receive [win v]\nhide\n\nwhen I receive [win v]\nhide\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [964]\n set [y v] to [248]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [2406]\n set [y v] to [15]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set [x v] to [3363]\n set [y v] to [-137]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset rotation style [left-right v]\nshow\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [14]\n end\n end\nend\nif <touching (trampoline v)?> then\n set [sy v] to [23]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\nif <touching (end v)?> then\n broadcast (win v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinning wheel of death v)?> or <touching (danger v)?>> then\n broadcast (die v)\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (blue v)\nforever\n if < (shop) contains [red]?> then\n switch costume to (middle2 v)\n end\n if < (shop) contains [green]?> then\n switch costume to (middle3 v)\n end\n if < (shop) contains [PurpleHat]?> then\n switch costume to (middle4 v)\n end\n if < (shop) contains [BlueCrown]?> then\n switch costume to (middle5 v)\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\nset [scroll x v] to (x)\n\nwhen I receive [die v]\nplay sound [Crunch v] until done\n\n@shop\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(the shop is open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(the shop is open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nset [shop v] to []\nset [the shop is open v] to [0]\nforever\n if <key (s v) pressed?> then\n set [the shop is open v] to [1]\n wait until <not <key (s v) pressed?>>\n wait until <key (s v) pressed?>\n set [the shop is open v] to [0]\n end\n wait until <not <key (s v) pressed?>>\nend\n\nwhen flag clicked\nforever\n if <(the shop is open) = [1]> then\n if <<<key (1 v) pressed?> and <(COINS) > [4]>> and <not <([costume # v] of [player v]) = [2]>>> then\n set [shop v] to (join (shop) [red])\n change [coins v] by (-5)\n wait until <not <key (1 v) pressed?>>\n end\n if <<<key (2 v) pressed?> and <(COINS) > [9]>> and <not <([costume # v] of [player v]) = [3]>>> then\n set [shop v] to (join (shop) [green])\n change [coins v] by (-10)\n wait until <not <key (2 v) pressed?>>\n end\n if <<<key (3 v) pressed?> and <(COINS) > [19]>> and <not <([costume # v] of [player v]) = [4]>>> then\n set [shop v] to (join (shop) [PurpleHat])\n change [coins v] by (-20)\n wait until <not <key (3 v) pressed?>>\n end\n if <<<key (4 v) pressed?> and <(COINS) > [29]>> and <not <([costume # v] of [player v]) = [5]>>> then\n set [shop v] to (join (shop) [BlueCrown])\n change [coins v] by (-30)\n wait until <not <key (4 v) pressed?>>\n end\n end\nend\n\n
--Desert Quest--\n --Multiplayer Scrolling Platformer--\n\n -How to play-\n➡ Use Arrow keys, or tap to use (Mobile)\n ➡ Watch out for spikes, lava, and saws\n➡ Press "s" to open and close shop, and press a number corresponding to the thing you want to buy to purchase it.\n \n -Other info-\n➡ There are three checkpoints\n➡ Collect coins to buy skins and powerups from the shop\n➡ Took roughly 24+ hours to make which was spread over about a week, as there were lots of glitches (for example cloud data/multiplayer not working\n\n -Storyline-\nA young cube named Jack went out to travel the world in his plane. As he was flying over a great desert, his ancient artifact sensor started beeping. He decided to land. He looked over, and there was a huge obstacle course gradually appearing before his eyes. He got slowly closer and his sensor started beeping louder and faster. He decided to give the obstacle course a try. After almost dying multiple times. He eventually found the artifact. He traveled back to his plane and sent it to a museum. Now, the whole world knows his name as the cube that discovered the long-lost priceless artifact.
Simple Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nshow variable [??? v]\nset [??? v] to (join [x:] (join (round ((Scroll x) - (mouse x))) (join [y:] (round ((Scroll y) - (mouse y))))))\n\nwhen I receive [message1 v]\nforever\n broadcast (Tick v)\nend\n\n@Player\n\ndefine Scrolling code\nchange [y v] by (-1)\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <(Scroll y) > [290]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [188]\n set [scroll y v] to [-140]\nend\n\nwhen I receive [message1 v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nforever\n Scrolling code\nend\n\nwhen I receive [creeper!!!!! v]\nswitch costume to (creeper-16715068 v)\n\nwhen I receive [guy v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nbroadcast (Guy v)\ngo to [back v] layer\n\n@Ground\n\ndefine GoTo xPos: (x) yPos (y)\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n go to x: (((Scroll x) - (x)) + (Player Spawn x)) y: (((Scroll y) - (y)) + (Player Spawn y))\n show\nend\n\nwhen I receive [level2 v]\n\nwhen I receive [level2 v]\ndelete this clone\n\nswitch costume to (level 1 - 3 v)\nset [scroll x v] to [188]\nset [scroll y v] to [-140]\nwait (0) seconds\nGoTo xPos: [188] yPos [-140]\n\nwhen I receive [message1 v]\ngo [backward v] (99) layers\ngo to [back v] layer\nswitch costume to (costume1 v)\nset size to (([size v] of [player v]) + (15)) %\nswitch costume to (leve1 - 1 v)\nset [player spawn x v] to [150]\nset [player spawn y v] to [-140]\nset [scroll x v] to [188]\nset [scroll y v] to [-140]\nGoTo xPos: [188] yPos [-140]\nGoTo xPos: [-500] yPos [-140]\nGoTo xPos: [-950] yPos [-140]\nGoTo xPos: [-1750] yPos [-140]\nGoTo xPos: [-2385] yPos [-140]\n\n@Finish Flag\n\nwhen flag clicked\ngo to [back v] layer\nset [x v] to [-627]\nset [y v] to [-250]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [tick v]\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n broadcast (Level2 v)\n end\n go to x: ((Scroll x) - (x)) y: ((Scroll y) - (y))\nend\n\n@Backround\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [creeper!!!!! v]\nswitch costume to (costume2 v)\n\nwhen I receive [guy v]\nswitch costume to (costume1 v)\n\n@Play button\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-69)\nset [dir v] to [0]\nforever\n change [dir v] by (5)\n point in direction ((([sin v] of (Dir) ) * (8)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [swich v]\nwait (0.6) seconds\nhide\n\nwhen I receive [shop close v]\nshow\n\n@Title\n\nwhen flag clicked\nshow\ngo to x: (0) y: (128)\nset [dir v] to [0]\nwait (0.1) seconds\nforever\n change [dir v] by (5)\n if <(direction) > [90]> then\n change size by (((125) - (size)) / (15))\n else\n change size by (((100) - (size)) / (15))\n end\n point in direction ((([sin v] of (Dir) ) * (15)) + (90))\nend\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\n\n@⚙️\n\nwhen flag clicked\nshow\ngo to x: (210) y: (-73)\nset [dir v] to [0]\nforever\n change [dir v] by (5)\n point in direction ((([sin v] of (Dir) ) * (8)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Swich v)\n end\nend\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [swich v]\nhide\n\nwhen I receive [shop close v]\nshow\n\n@Done\n\nwhen flag clicked\nhide\ngo to x: (-130) y: (94)\nset [dir v] to [0]\nforever\n change [dir v] by (5)\n point in direction ((([sin v] of (Dir) ) * (8)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Shop close v)\n end\n go to [front v] layer\nend\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [swich v]\nwait (1) seconds\nshow\n\nwhen I receive [shop close v]\nhide\n\n@Shop bg\n\nwhen flag clicked\ngo to x: (0) y: (-1000)\nhide\n\nwhen I receive [swich v]\nshow\nrepeat until <(y position) > [0]>\n change y by (10)\nend\n\nwhen I receive [shop close v]\nrepeat until <(y position) < [-280]>\n change y by (-10)\nend\nhide\n\n@?\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [swich v]\nwait (1) seconds\ngo to x: (-143) y: (18)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Guy v)\n end\nend\n\n@??\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [swich v]\nwait (1) seconds\ngo to x: (-65) y: (18)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Creeper!!!!! v)\n end\nend\n\n@Sprite1\n\nwhen I receive [creeper!!!!! v]\ngo to [front v] layer\ngo to (?? v)\nshow\n\nwhen I receive [guy v]\ngo to (? v)\nshow\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [swich v]\ngo to [front v] layer\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to [back v] layer\nhide\nhide\nhide\nrepeat (2)\n hide\nend\n\n
Winter Night A platformer!!
@Stage\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (1) to (5)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (4) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (0.5) to (5)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (6) 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@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@snowflake\n\nwhen flag clicked\nerase all\nhide\nset size to (20) %\nforever\n create clone of (_myself_ v)\n wait (0.007) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (180)\nchange size by (pick random (-3) to (5))\nshow\nforever\n change y by (-3)\n change x by (pick random (-.8) to (.8))\n if <(y position) < [-175]> then\n delete this clone\n end\n if <touching (ghost v)?> then\n play sound [Coin v] until done\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n play sound [why ar u here v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [speed x v] to [0]\nset [gravity v] to [-1]\nset [speed y v] to [0]\ngo to x: (-156) y: (50)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [15]> then\n set [speed y v] to [12]\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\n change [camera x v] by (-6)\n change [speed v] by (-6)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\n change [camera x v] by (6)\n change [speed v] by (6)\n end\n set [speed x v] to ((speed x) * (0.8))\n change [speed y v] by (GRAVITY)\n Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine Move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#00ff19)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#00ff19)?> then\n set y to (last value)\n set [speed y v] to [0]\n set [falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if then\n go to x: (-150) y: (50)\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(falling) < [13]> then\n set [speed y v] to [12]\n end\n end\n if <mouse down?> then\n change [speed x v] by (1.5)\n end\nend\n\n
Welcome to my Latest platformer Winter Night platformer \nUse Arrow keys Or tap on screen\nAnd proposed it :D\nAds will be deleted and reported
Forest Blaze || A multiplayer platformer v0.2 #art #games #all
@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 [Minecraft - Calm 2 v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-1.98)\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 (1.98)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen I receive [begin v]\nforever\n if <(☁ P1) = (offline)> then\n hide\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 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)\nrepeat (9)\n create clone of (_myself_ v)\n change [platforms: x v] by (x)\n change [platforms: y v] by (y)\n next costume\nend\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\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)\nrepeat (9)\n create clone of (_myself_ v)\n change [danger: x v] by (x)\n change [danger: y v] by (y)\n next costume\nend\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\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)\nrepeat (9)\n create clone of (_myself_ v)\n change [platforms: x v] by (x)\n change [platforms: y v] by (y)\n next costume\nend\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\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@Intro\n\nwhen I receive [start intro v]\ngo to x: (0) y: (0)\nswitch costume to (main sprite v)\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\npoint in direction (90)\n\nwhen I receive [start intro v]\nclear sound effects\nset volume to (100) %\nstart sound [Arrested Youth - VANS \(It's Different Remix\) CUT LPS \(1\) v]\nClone\n\ndefine Clone\nset [clone id v] to [flash]\ncreate clone of (_myself_ v)\nset [clone id v] to [black bars]\ncreate clone of (_myself_ v)\nset [clone id v] to [timer]\ncreate clone of (_myself_ v)\nInitial Start\nwait (0.3) seconds\nset [clone id v] to [bg]\ncreate clone of (_myself_ v)\nset [clone id v] to [logo shadow]\ncreate clone of (_myself_ v)\nset [clone id v] to [logo]\ncreate clone of (_myself_ v)\n\ndefine Initial Start\ngo to x: (0) y: (150)\nswitch costume to (main sprite v)\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nrepeat (6)\n set [clone id v] to [Bar 1]\n create clone of (_myself_ v)\n change y by (-60)\n wait () seconds\nend\nswitch costume to (main sprite v)\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (150)\nrepeat (6)\n set [clone id v] to [Bar 2]\n create clone of (_myself_ v)\n change y by (-60)\n wait () seconds\nend\nswitch costume to (main sprite v)\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Bar 1]> then\n switch costume to (bar 1 v)\n set x to (-507)\n go to [front v] layer\n set [smooth x change v] to [10]\n set [ghost v] effect to (100)\n set [brightness v] effect to (-50)\n set size to (20) %\n repeat until <(x position) > [-1]>\n change x by (Smooth X change)\n change [smooth x change v] by (1)\n change [ghost v] effect by (-6)\n change [brightness v] effect by (3)\n change size by (6)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Bar 2]> then\n switch costume to (bar 2 v)\n set x to (507)\n go to [front v] layer\n set [smooth x change v] to [-10]\n set [ghost v] effect to (100)\n set [brightness v] effect to (-25)\n set size to (20) %\n repeat until <[1] > (x position)>\n change x by (Smooth X change)\n change [smooth x change v] by (-1)\n change [ghost v] effect by (-6)\n change [brightness v] effect by (1.5)\n change size by (6)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo]> then\n go to [front v] layer\n set size to (150) %\n repeat (8)\n set size to (125) %\n repeat (20)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (40)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (40)) * (0.1)))\n change size by (((75) - (size)) / (11))\n end\n Circles\n end\n repeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (0.5)\n change size by (-0.25)\n end\n repeat (60)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n change size by (-0.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [black bars]> then\n switch costume to (black bars v)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [timer]> then\n switch costume to (timer bar v)\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [timer]> then\n switch costume to (timer bar v)\n set x to (-507)\n repeat until <(x position) > [-22]>\n change x by (1.7)\n end\n repeat (10)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [black bars]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-15)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [timer]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-15)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo]> then\n switch costume to (name v)\n wait (1.3) seconds\n switch costume to (logo v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [black bars]> then\n wait (1) seconds\n repeat (8)\n switch costume to (main sprite v)\n clear graphic effects\n set size to (150) %\n switch costume to (black bars v)\n repeat (20)\n switch costume to (main sprite v)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((100) - (size)) / (11))\n switch costume to (black bars v)\n end\n end\n repeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (0.5)\n change size by (-0.25)\n end\n repeat (60)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n change size by (-0.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo shadow]> then\n go to [front v] layer\n set size to (150) %\n repeat (8)\n set size to (125) %\n repeat (20)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (40)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (40)) * (0.1)))\n change size by (((75) - (size)) / (11))\n end\n end\n repeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (0.5)\n change size by (-0.25)\n end\n broadcast (ending v)\n repeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n change size by (-0.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo shadow]> then\n switch costume to (name shadow v)\n wait (1.3) seconds\n switch costume to (logo shadow v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo shadow]> then\n set [ghost v] effect to (90)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo]> then\n wait (0.8) seconds\n set [x2 v] to [100]\n point in direction (90)\n repeat (58)\n point in direction ((([tan v] of ((x2) * (150)) ) * (5)) + (90))\n change [x2 v] by (0.01)\n end\n point in direction (90)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo shadow]> then\n wait (0.8) seconds\n set [x2 v] to [100]\n point in direction (90)\n repeat (58)\n point in direction ((([tan v] of ((x2) * (150)) ) * (5)) + (90))\n change [x2 v] by (0.01)\n end\n point in direction (90)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [bg]> then\n repeat (2)\n switch costume to (main sprite v)\n set size to (150) %\n switch costume to (triangles v)\n repeat (20)\n switch costume to (main sprite v)\n change size by (((100) - (size)) / (11))\n switch costume to (triangles v)\n end\n end\n repeat (2)\n switch costume to (main sprite v)\n set size to (150) %\n switch costume to (lines v)\n repeat (20)\n switch costume to (main sprite v)\n change size by (((100) - (size)) / (11))\n switch costume to (lines v)\n end\n end\n repeat (2)\n switch costume to (main sprite v)\n set size to (150) %\n switch costume to (bars v)\n repeat (20)\n switch costume to (main sprite v)\n change size by (((100) - (size)) / (11))\n switch costume to (bars v)\n end\n end\n repeat (2)\n switch costume to (main sprite v)\n set size to (150) %\n switch costume to (squares v)\n repeat (20)\n switch costume to (main sprite v)\n change size by (((100) - (size)) / (11))\n switch costume to (squares v)\n end\n end\n repeat (20)\n switch costume to (main sprite v)\n change [brightness v] effect by (1)\n change [ghost v] effect by (0.5)\n change size by (-0.25)\n switch costume to (squares v)\n end\n repeat (60)\n switch costume to (main sprite v)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n change size by (-0.25)\n switch costume to (squares v)\n end\n delete this clone\nend\n\ndefine Circles\npoint in direction (90)\nrepeat (16)\n set [clone id v] to [circle]\n create clone of (_myself_ v)\n turn right (22.5) degrees\nend\n\nwhen I start as a clone\nif <(Clone ID) = [circle]> then\n go to [front v] layer\n switch costume to (circle v)\n set [smooth position change v] to [25]\n repeat until <(Smooth position change) < [3]>\n move (Smooth position change) steps\n change [smooth position change v] by (-2)\n turn right (5) degrees\n end\n repeat (10)\n move (5) steps\n turn right (2) degrees\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [circle]> then\n forever\n set size to (150) %\n repeat (20)\n change size by (((75) - (size)) / (11))\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [flash]> then\n wait (1) seconds\n repeat (9)\n switch costume to (flash v)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.3) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [flash]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [ending v]\nwait (0.3) seconds\nbroadcast (Intro Has Ended v)\n\nwhen flag clicked\nbroadcast (Start Intro v)\n\n
https://scratch.mit.edu/projects/565465440\n#6 on trending! Wow! \nTop loved project!\nServer 2! https://scratch.mit.edu/projects/566143255\n___________________________________________________________@Jona690 _________________ \nI am very excited to present to you, Forest Blaze! I have been working on it for a while, and I was anyways not that interested in posting a new project during summer break. But I anyways decided to go ahead and make a project and look what happens! It goes on trending! If my calculations are correct, this project will get 1000+ views in just 8 more hours! ____________________________________________\nIt's a multiplayer game! There is also a chat button to communicate to other players. \nInstructions:\n- Arrow keys to move\n- Dodge the spikes\n- Don't touch the water or fall in a pit either! \n____________________________________________\n
Pixelated - A platformer #platformer #all #games
@Stage\n\nwhen I receive [start game v]\nset volume to (100) %\nforever\n play sound [Alan Walker - Faded v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (RESET v) and wait\nbroadcast (Start game v) and wait\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\nset [sp y v] to [37]\nset [sp x v] to [-210]\nset [exit v] to []\nset [lev # v] to [1]\nset [last level v] to [7]\ngo to x: (SP X) y: (SP Y)\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nforever\n repeat until <(EXIT) > []>\n Game Loop\n end\n Die animation\nend\n\ndefine Game Loop\nPlayer with: [1] [15] with Resist [0.8] , Gravity [1]\nCheck...\n\ndefine Player with: (x) (y) with Resist (resist) , Gravity (gravity)\ngo to [front v] layer\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (x)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by ((0) - (x))\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\nelse\n set [x v] to ((x) * (resist))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <(lock movement) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to (y)\n set [lock movement v] to [1]\n end\n end\nelse\n set [lock movement v] to [0]\n change [y v] by ((0) - (gravity))\n if <(y) < [-22]> then\n set [y v] to [-22]\n end\nend\n\ndefine Check...\nFall into void\nNext level\nDanger\n\ndefine Next level\nif <(x position) > [240]> then\n go to x: (SP X) y: (SP Y)\n change [lev # v] by (1)\nend\n\ndefine Danger\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Die animation\nstart sound [Wilhelm Scream v]\nset [exit v] to []\nrepeat (10)\n turn right (2) degrees\n change y by (2)\n change [ghost v] effect by (10)\nend\ngo to x: (SP X) y: (SP Y)\npoint in direction (90)\nset [ghost v] effect to (0)\n\ndefine Fall into void\nif <(y position) < [-180]> then\n set [exit v] to [die]\nend\n\nwhen [v v] key pressed\nif <not <(LEV #) = ((LAST LEVEL) + (1))>> then\n go to x: (SP X) y: (SP Y)\n change [lev # v] by (1)\n wait until <not <key (v v) pressed?>>\nend\n\n@Level\n\nwhen flag clicked\nforever\n if <not <(LEV #) = ((LAST LEVEL) + (1))>> then\n go to x: (0) y: (0)\n switch costume to (LEV #)\n end\nend\n\n@Danger\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (LEV #)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0.1)\nset [speed v] to [35]\ngo to x: (0) y: (360)\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n change y by ((0) - (speed))\n set [speed v] to ((speed) * (0.9))\nend\n\n
⏩Story⏪\n\nThe evil Pixelater made everything in the world \n pixelated! Find your way around this weird and blocky world. Mysterious things can happen, I warn you. (This is only Part 1)\n\n⏩Instructions⏪\n\n> Use arrow keys to move or WASD or mobile\n> Avoid red spikes\n\n\n\n#games #platformer #all #pixel
Classic Platformer: Griffpatch e1
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-150) y: (50)\nset [gravity v] to [-1.5]\nset [jumpforce v] to [15]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JumpForce)\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (Acceleration))\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (Acceleration)\n end\n set [speed x v] to ((speed x) * (Resistance))\n change [speed y v] by (Gravity)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#9966ff)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#9966ff)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\n
Like this project as much as me? Please love and fave if you enjoyed! And maybe a follow as well for more helpful assets?\n\nPress arrow keys
Labyrinth || A Platformer || A WORK IN PROGRESS
@Stage\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset [resistance v] to [0.8]\nset [acceleration v] to [2]\nset [jump force v] to [15]\nset [gravity v] to [-1.5]\nset [jump duration v] to [6]\nbroadcast (Setup v) and wait\nReset and begin Level\nset size to (50) %\n\ndefine Move In Steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed X) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n Colide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n Colide Y - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level hitbox v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick player v]\nMoved - By Moving Platform\nswitch backdrop to <touching (level hitbox v)?>\nControls - Up and Down\nControls - Left and Right\nMove In Steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(Wall slide) > [0]> and <(Jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(Jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<[0] < (Jumping)> and <(Jumping) < (Jump Duration)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls - Left and Right\nif <(Long Jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(Key X) = [0]> then\n if <<(Falling) > [2]> and <(Wall slide) < [1]>> then\n set [speed x v] to ((Speed X) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Speed X) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((Key X) * (Acceleration))\n point in direction ((Key X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed X) * (Resistance))\nif <(Wall slide) > [0]> then\n Check Can Wall Slide\n if <(Speed Y) < [0]> then\n set [speed y v] to ((Speed Y) * (0.6))\n end\nend\n\ndefine Reset and begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # [1] Go to X & Y [-150] [50]\n\nwhen I receive [game loop v]\nclear graphic effects\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) Go to X & Y [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) Go to X & Y [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) Go to X & Y [] [-140]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene #) + (-100)) Go to X & Y [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to X & Y (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [tempt v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Tempt)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(Speed Y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(Frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((Frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(Touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Colide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(Touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(Touching) > [0]> then\n change y by (-2)\n set x to (Last Value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((Speed X) * (0.8))\nend\nset [speed x v] to ((Speed X) * (0.95))\nSlip\n\ndefine Colide Y - Ceiling or Floor?\nset y to (Last Value)\nif <[0] < (Speed Y)> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <[0] < (Falling)> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((Speed Y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nstart sound [Crunch v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nReset and begin Level\n\ndefine Moved - By Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Touching Solid\nif <(Touching) > [0]> then\n Find Closest Space To (x position) (y position) Max [16]\n if <(Touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space To (x) (y) Max (max)\nset [tempt v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (Distance) steps\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Tempt)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Tempt)\n\nBegin Scene # [912] Go to X & Y [-150] [50]\n\nBegin Scene # [1] Go to X & Y [-150] [50]\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\nBegin Scene # [1] Go to X & Y [-150] [50]\n\nBegin Scene # [1] Go to X & Y [-150] [50]\n\nBegin Scene # [1] Go to X & Y [-150] [50]\n\nBegin Scene # [1] Go to X & Y [-150] [50]\n\n@Level Hitbox\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\nset [scene # v] to [0]\n\n@Level Costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\nerase all\nStamp Shadow\nStamp Outline\n\nset [scene # v] to [0]\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (10)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\ngo to x: (0) y: (0)\nif <(Scene #) = [3]> then\n forever\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [6]> then\n forever\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [109]> then\n forever\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [912]> then\n forever\n set y to ((155) * ([sin v] of ((timer) * (50)) ))\n end\nend\ngo to x: (0) y: (0)\n\nset [scene # v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (scratch v)\nshow variable [scene # v]\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\nhide\n\nwhen [9 v] key pressed\nif <(username) = [sayguy120]> then\n switch backdrop to (backdrop1 v)\n go [forward v] (100) layers\n set [ghost v] effect to (0)\n switch costume to (scratch v)\n hide variable [scene # v]\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (100) %\n clear graphic effects\n show\n stop [all v]\nend\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(Scene #) = [1]> then\n switch costume to (costume1 v)\n show\n Animate Platform\nend\nif <(Scene #) = [110]> then\n switch costume to (costume2 v)\n show\n Animate 2\nend\n\ndefine Animate Platform\ngo to x: (-25) y: (-95)\nforever\n go to x: (-25) y: (-95)\n glide (2) secs to x: (-5) y: (-5)\n wait (1) seconds\n glide (2) secs to x: (120) y: (-5)\n wait (1) seconds\n glide (2) secs to x: (-25) y: (-95)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last Y)> then\n change y by (1)\nelse\n set y to ((Last Y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last X))\n set [platform dy v] to ((new y) - (Last Y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to x: (-14) y: (-47)\nforever\n glide (5) secs to x: (286) y: (-47)\n wait (1) seconds\n glide (5) secs to x: (-456) y: (-47)\n wait (1) seconds\nend\n\n@Level Sign\n\nwhen flag clicked\ngo to x: (0) y: (160)\nshow\nforever\n go to [front v] layer\nend\n\n@Shadow\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to (player v)\n show\nend\n\nshow\n\nif <(Scene #) = [412]> then\n hide\nend\n\nhide\n\n@Collectables\n\nwhen I receive [change scene v]\nif <(Scene #) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nwait until <touching (player v)?>\nset [my scene v] to []\nstart sound [Wood Tap v]\nhide\n\nwhen I receive [setup v]\n\nset [my scene v] to [1]\nswitch costume to (wood v)\ngo to x: (188) y: (57)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\n
This is just a platformer that I am working on using @griffpatch's Platforming Resources.\n\nThis is a free platformer. You don't have to always to right unless you want to. You are free to go up and down, left and right. There is no specific way to have to go.\n\nRemember, this is a work in progress, so it is not the full thing.\n\nToo laggy? Play it here: https://turbowarp.org/562204484\n\n@griffpatch commented!
TROPICAL JUMP - CLOUD MULTIPLAYER PLATFORMER #GAMES #ALL #TRENDING
@Stage\n\nwhen flag clicked\nshow list [followers v]\nforever\n play sound [Wherever I Go v] until done\nend\n\nwhen flag clicked\nforever\n CHECK FOR PLAYERS\n if <<key (space v) pressed?> and <(username) = [rgantzos]>> then\n show variable [players v]\n else\n hide variable [players v]\n end\nend\n\ndefine CHECK FOR PLAYERS\nset [players v] to [0]\nif <not <(item (1) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (2) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (3) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (4) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (5) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (6) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (7) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (8) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (9) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\nif <not <(item (10) of [cloud levels v]) = [0]>> then\n change [players v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop3 v)\n end\nend\n\n@character\n\nwhen flag clicked\nset [movable? v] to [0]\nset [fall v] to [0]\nset [jump v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nwait until <(movable?) = [1]>\nreset timer\nforever\n if <<[0] = (jump)> and <[0] = (fall)>> then\n if <[0] = (object below)> then\n set [fall v] to [1]\n set [y velocity v] to [0]\n repeat until <(object below) = [1]>\n change [y velocity v] by (-0.5)\n end\n set [y velocity v] to [0]\n set [fall v] to [0]\n GO TO TOP\n end\n end\nend\n\nwhen flag clicked\nwait until <(movable?) = [1]>\nforever\n if <<(fall) = [0]> and <(jump) = [0]>> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>> then\n set [jump v] to [1]\n set [y velocity v] to [10]\n change y by (10)\n set [fall v] to [1]\n set [jump v] to [0]\n repeat (20)\n change [y velocity v] by (-0.5)\n end\n set [y velocity v] to [0]\n set [fall v] to [0]\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-190) y: (-30)\nshow\nforever\n change y by (y velocity)\n change x by (x velocity)\n if <(object above) = [1]> then\n if <[0] < (y velocity)> then\n set [y velocity v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <[0] < (x velocity)> then\n if <[1] = (object on right)> then\n set [x velocity v] to [0]\n end\n end\n if <[0] > (x velocity)> then\n if <[1] = (object on left)> then\n set [x velocity v] to [0]\n end\n end\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-190) y: (-30)\nchange [level v] by (1)\nshow\n\nwhen flag clicked\nforever\n if <touching (dangerous v)?> then\n go to x: (-190) y: (-30)\n end\nend\n\nwhen I receive [it depends v]\nif <(username) = [rgantzos]> then\n switch costume to (costume6 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (pick random (1) to (4))\n else\n switch costume to (frost by asc-095 v)\n end\nend\n\ndefine GO TO TOP\nif <touching color (#fff1a6)?> then\n repeat until <<touching color (#fff1a6)?> = [false]>\n change y by (1)\n end\n change y by (-1)\nelse\n repeat until <<touching color (#fff1a6)?> = [true]>\n change y by (-1)\n end\n change y by (1)\nend\n\nwhen flag clicked\nwait until <(movable?) = [1]>\nforever\n if <<<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<key (a v) pressed?> and <not <key (d v) pressed?>>>> then\n if <[-6] < (x velocity)> then\n if <(object on left) = [0]> then\n change [x velocity v] by (-0.5)\n end\n end\n else\n if <<<<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> or <<mouse down?> and <(x position) < (mouse x)>>> or <<key (d v) pressed?> and <not <key (a v) pressed?>>>> then\n if <[6] > (x velocity)> then\n if <(object on right) = [0]> then\n change [x velocity v] by (0.5)\n end\n end\n else\n if <[0] < (x velocity)> then\n if <(object on right) = [0]> then\n change [x velocity v] by (-0.5)\n else\n set [x velocity v] to [0]\n end\n end\n if <[0] > (x velocity)> then\n if <(object on left) = [0]> then\n change [x velocity v] by (0.5)\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nbroadcast (It Depends v)\n\n@ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <[rgantzos] = (username)> then\n if <key (1 v) pressed?> then\n change [level v] by (-1)\n end\n if <key (2 v) pressed?> then\n change [level v] by (1)\n end\n wait until <not <key (any v) pressed?>>\n end\nend\n\n@sensor\n\nwhen flag clicked\nforever\n RUN\nend\n\ndefine RUN\ngo to x: ([x position v] of [character v]) y: ([y position v] of [character v])\nshow\nset [ghost v] effect to (100)\nif <touching (ground v)?> then\n set [object below v] to [1]\nelse\n set [object below v] to [0]\nend\n\n@sensor2\n\nwhen flag clicked\nforever\n go to (character v)\nend\n\nwhen flag clicked\nforever\n RUN\nend\n\ndefine RUN\nshow\nset [ghost v] effect to (100)\nif <touching (ground v)?> then\n set [object on right v] to [1]\nelse\n set [object on right v] to [0]\nend\n\n@sensor3\n\nwhen flag clicked\nforever\n go to (character v)\nend\n\nwhen flag clicked\nforever\n RUN\nend\n\ndefine RUN\nshow\nset [ghost v] effect to (100)\nif <touching (ground v)?> then\n set [object on left v] to [1]\nelse\n set [object on left v] to [0]\nend\n\n@sensor4\n\nwhen flag clicked\nforever\n RUN\nend\n\ndefine RUN\ngo to x: ([x position v] of [character v]) y: ([y position v] of [character v])\nshow\nset [ghost v] effect to (100)\nif <touching (ground v)?> then\n set [object above v] to [1]\nelse\n set [object above v] to [0]\nend\n\n@end\n\nwhen flag clicked\nforever\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n show\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n wait until <touching (character v)?>\n if <not <(level) = [10]>> then\n broadcast (nextLevel v)\n end\n wait until <not <touching (character v)?>>\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.03)\nrepeat (10)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\n\n@package\n\nwhen I receive [start v]\nset [movable? v] to [1]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n if <<<(mouse x) > [-70]> and <(mouse x) < [70]>> and <<(mouse y) > [-35]> and <(mouse y) < [35]>>> then\n broadcast (START v)\n end\nend\n\nwhen I receive [it depends v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@dangerous\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n switch costume to (level)\nend\n\n@message\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [found spot v]\nswitch costume to (costume3 v)\n\nwhen I receive [no room v]\nswitch costume to (costume2 v)\nwait (3) seconds\nswitch costume to (costume3 v)\n\n@cloud\n\ndefine FIND SPOT 1\nif <(☁ P1) = [0]> then\n wait (0.5) seconds\n if <(☁ P1) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [1]\n else\n FIND SPOT 2\n end\nelse\n FIND SPOT 2\nend\n\nwhen flag clicked\nset [playerid v] to [0]\nforever\n set [currentsecond v] to (current [second v])\n wait until <not <(currentsecond) = (current [second v])>>\n PING\nend\n\ndefine FIND SPOT 5\nif <(☁ P5) = [0]> then\n wait (0.5) seconds\n if <(☁ P5) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [5]\n else\n FIND SPOT 6\n end\nelse\n FIND SPOT 6\nend\n\ndefine FIND SPOT 4\nif <(☁ P4) = [0]> then\n wait (0.5) seconds\n if <(☁ P4) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [4]\n else\n FIND SPOT 5\n end\nelse\n FIND SPOT 5\nend\n\ndefine FIND SPOT 3\nif <(☁ P3) = [0]> then\n wait (0.5) seconds\n if <(☁ P3) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [3]\n else\n FIND SPOT 4\n end\nelse\n FIND SPOT 4\nend\n\nwhen flag clicked\nwait (1) seconds\nFIND SPOT 1\n\ndefine FIND SPOT 8\nif <(☁ P8) = [0]> then\n wait (0.5) seconds\n if <(☁ P8) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [8]\n else\n FIND SPOT 9\n end\nelse\n FIND SPOT 9\nend\n\ndefine FIND SPOT 7\nif <(☁ P7) = [0]> then\n wait (0.5) seconds\n if <(☁ P7) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [7]\n else\n FIND SPOT 8\n end\nelse\n FIND SPOT 8\nend\n\ndefine FIND SPOT 9\nif <(☁ P9) = [0]> then\n wait (0.5) seconds\n if <(☁ P9) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [9]\n else\n FIND SPOT 10\n end\nelse\n FIND SPOT 10\nend\n\ndefine FIND SPOT 10\nif <(☁ P10) = [0]> then\n wait (0.5) seconds\n if <(☁ P10) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [10]\n else\n broadcast (NO ROOM v)\n end\nelse\n broadcast (NO ROOM v)\nend\n\ndefine FIND SPOT 6\nif <(☁ P6) = [0]> then\n wait (0.5) seconds\n if <(☁ P6) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [6]\n else\n FIND SPOT 7\n end\nelse\n FIND SPOT 7\nend\n\ndefine FIND SPOT 2\nif <(☁ P2) = [0]> then\n wait (0.5) seconds\n if <(☁ P2) = [0]> then\n broadcast (found spot v)\n set [playerid v] to [2]\n else\n FIND SPOT 3\n end\nelse\n FIND SPOT 3\nend\n\ndefine PING\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\n\nwhen flag clicked\nset [playerid v] to [0]\nforever\n if <(playerID) = [1]> then\n set [☁ p1 v] to (encoded)\n end\n if <(playerID) = [2]> then\n set [☁ p2 v] to (encoded)\n end\n if <(playerID) = [3]> then\n set [☁ p3 v] to (encoded)\n end\n if <(playerID) = [4]> then\n set [☁ p4 v] to (encoded)\n end\n if <(playerID) = [5]> then\n set [☁ p5 v] to (encoded)\n end\n if <(playerID) = [6]> then\n set [☁ p6 v] to (encoded)\n end\n if <(playerID) = [7]> then\n set [☁ p7 v] to (encoded)\n end\n if <(playerID) = [8]> then\n set [☁ p8 v] to (encoded)\n end\n if <(playerID) = [9]> then\n set [☁ p9 v] to (encoded)\n end\n if <(playerID) = [10]> then\n set [☁ p10 v] to (encoded)\n end\nend\n\n@cloud decode\n\nwhen flag clicked\ndelete all of [cloud levels v]\ndelete all of [cloud x v]\ndelete all of [cloud y v]\nrepeat (10)\n add [] to [cloud levels v]\n add [] to [cloud x v]\n add [] to [cloud y v]\n add [] to [rgantzos v]\nend\nforever\n LEVEL PING\nend\n\ndefine LEVEL PING\nreplace item (1) of [rgantzos v] with (letter (9) of (☁ P1))\nreplace item (2) of [rgantzos v] with (letter (9) of (☁ P2))\nreplace item (3) of [rgantzos v] with (letter (9) of (☁ P3))\nreplace item (4) of [rgantzos v] with (letter (9) of (☁ P4))\nreplace item (5) of [rgantzos v] with (letter (9) of (☁ P5))\nreplace item (6) of [rgantzos v] with (letter (9) of (☁ P6))\nreplace item (7) of [rgantzos v] with (letter (9) of (☁ P7))\nreplace item (8) of [rgantzos v] with (letter (9) of (☁ P8))\nreplace item (9) of [rgantzos v] with (letter (9) of (☁ P9))\nreplace item (10) of [rgantzos v] with (letter (9) of (☁ P10))\nreplace item (1) of [cloud levels v] with (join (letter (1) of (☁ P1)) (letter (2) of (☁ P1)))\nreplace item (2) of [cloud levels v] with (join (letter (1) of (☁ P2)) (letter (2) of (☁ P2)))\nreplace item (3) of [cloud levels v] with (join (letter (1) of (☁ P3)) (letter (2) of (☁ P3)))\nreplace item (4) of [cloud levels v] with (join (letter (1) of (☁ P4)) (letter (2) of (☁ P4)))\nreplace item (5) of [cloud levels v] with (join (letter (1) of (☁ P5)) (letter (2) of (☁ P5)))\nreplace item (6) of [cloud levels v] with (join (letter (1) of (☁ P6)) (letter (2) of (☁ P6)))\nreplace item (7) of [cloud levels v] with (join (letter (1) of (☁ P7)) (letter (2) of (☁ P7)))\nreplace item (8) of [cloud levels v] with (join (letter (1) of (☁ P8)) (letter (2) of (☁ P8)))\nreplace item (9) of [cloud levels v] with (join (letter (1) of (☁ P9)) (letter (2) of (☁ P9)))\nreplace item (10) of [cloud levels v] with (join (letter (1) of (☁ P10)) (letter (2) of (☁ P10)))\nreplace item (1) of [cloud x v] with (join (letter (3) of (☁ P1)) (join (letter (4) of (☁ P1)) (letter (5) of (☁ P1))))\nreplace item (2) of [cloud x v] with (join (letter (3) of (☁ P2)) (join (letter (4) of (☁ P2)) (letter (5) of (☁ P2))))\nreplace item (3) of [cloud x v] with (join (letter (3) of (☁ P3)) (join (letter (4) of (☁ P3)) (letter (5) of (☁ P3))))\nreplace item (4) of [cloud x v] with (join (letter (3) of (☁ P4)) (join (letter (4) of (☁ P4)) (letter (5) of (☁ P4))))\nreplace item (5) of [cloud x v] with (join (letter (3) of (☁ P5)) (join (letter (4) of (☁ P5)) (letter (5) of (☁ P5))))\nreplace item (6) of [cloud x v] with (join (letter (3) of (☁ P6)) (join (letter (4) of (☁ P6)) (letter (5) of (☁ P6))))\nreplace item (7) of [cloud x v] with (join (letter (3) of (☁ P7)) (join (letter (4) of (☁ P7)) (letter (5) of (☁ P7))))\nreplace item (8) of [cloud x v] with (join (letter (3) of (☁ P8)) (join (letter (4) of (☁ P8)) (letter (5) of (☁ P8))))\nreplace item (9) of [cloud x v] with (join (letter (3) of (☁ P9)) (join (letter (4) of (☁ P9)) (letter (5) of (☁ P9))))\nreplace item (10) of [cloud x v] with (join (letter (3) of (☁ P10)) (join (letter (4) of (☁ P10)) (letter (5) of (☁ P10))))\nreplace item (1) of [cloud y v] with (join (letter (6) of (☁ P1)) (join (letter (7) of (☁ P1)) (letter (8) of (☁ P1))))\nreplace item (2) of [cloud y v] with (join (letter (6) of (☁ P2)) (join (letter (7) of (☁ P2)) (letter (8) of (☁ P2))))\nreplace item (3) of [cloud y v] with (join (letter (6) of (☁ P3)) (join (letter (7) of (☁ P3)) (letter (8) of (☁ P3))))\nreplace item (4) of [cloud y v] with (join (letter (6) of (☁ P4)) (join (letter (7) of (☁ P4)) (letter (8) of (☁ P4))))\nreplace item (5) of [cloud y v] with (join (letter (6) of (☁ P5)) (join (letter (7) of (☁ P5)) (letter (8) of (☁ P5))))\nreplace item (6) of [cloud y v] with (join (letter (6) of (☁ P6)) (join (letter (7) of (☁ P6)) (letter (8) of (☁ P6))))\nreplace item (7) of [cloud y v] with (join (letter (6) of (☁ P7)) (join (letter (7) of (☁ P7)) (letter (8) of (☁ P7))))\nreplace item (8) of [cloud y v] with (join (letter (6) of (☁ P8)) (join (letter (7) of (☁ P8)) (letter (8) of (☁ P8))))\nreplace item (9) of [cloud y v] with (join (letter (6) of (☁ P9)) (join (letter (7) of (☁ P9)) (letter (8) of (☁ P9))))\nreplace item (10) of [cloud y v] with (join (letter (6) of (☁ P10)) (join (letter (7) of (☁ P10)) (letter (8) of (☁ P10))))\n\nwhen flag clicked\nset [encoded v] to [1]\nforever\n ENCODE X\n ENCODE Y\n if <(username) = [rgantzos]> then\n if <(length of (level)) = [1]> then\n set [encoded v] to (join (join (join [0] (level)) (join (encoded x) (join (encoded y) [1]))) (name encoded))\n else\n set [encoded v] to (join (join (level) (join (encoded x) (join (encoded y) [1]))) (name encoded))\n end\n else\n if <(length of (level)) = [1]> then\n set [encoded v] to (join (join (join [0] (level)) (join (encoded x) (join (encoded y) [0]))) (name encoded))\n else\n set [encoded v] to (join (join (level) (join (encoded x) (join (encoded y) [0]))) (name encoded))\n end\n end\nend\n\ndefine ENCODE X\nif <(length of ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240))) = [1]> then\n set [encoded x v] to (join [00] ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240)))\nelse\n if <(length of ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240))) = [2]> then\n set [encoded x v] to (join [0] ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240)))\n else\n set [encoded x v] to ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240))\n end\nend\n\ndefine ENCODE Y\nif <(length of ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240))) = [1]> then\n set [encoded y v] to (join [00] ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240)))\nelse\n if <(length of ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240))) = [2]> then\n set [encoded y v] to (join [0] ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240)))\n else\n set [encoded y v] to ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240))\n end\nend\n\n@opponent\n\nwhen flag clicked\nhide\n\ndefine CREATE CLONES\nset [clone v] to [0]\nrepeat (9)\n change [clone v] by (1)\n if <(playerID) = (clone)> then\n change [clone v] by (1)\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [found spot v]\nwait (0.05) seconds\nCREATE CLONES\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n wait (0.01) seconds\n BE A GOOD CLONE\nend\n\ndefine BE A GOOD CLONE\nif <<(level) = (item (clone) of [cloud levels v])> or <<key (space v) pressed?> and <(username) = [rgantzos]>>> then\n if <(Turbo Mode On?) = [1]> then\n show\n else\n hide\n end\nelse\n hide\nend\nif <<key (space v) pressed?> and <(username) = [rgantzos]>> then\n hide list [players v]\n say (item (clone) of [players v])\nelse\n show list [players v]\n say []\nend\nif <key (space v) pressed?> then\n if <(level) = (item (clone) of [cloud levels v])> then\n say (item (clone) of [players v])\n else\n say []\n end\nelse\n say []\nend\n\ndefine BE IN THE RIGHT PLACE AT THE RIGHT TIME\ngo to x: ((item (clone) of [cloud x v]) - (240)) y: ((item (clone) of [cloud y v]) - (240))\nif <(item (clone) of [rgantzos v]) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nforever\n BE IN THE RIGHT PLACE AT THE RIGHT TIME\nend\n\n@players detector\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n if <[players v] contains [rgantzos]?> then\n switch costume to (costume1 v)\n else\n if <(Players) < [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\n end\nend\n\n@names\n\nwhen flag clicked\nENCODE\nforever\n MAKE PLAYERS LIST\nend\n\ndefine ENCODE\nset [name encoded v] to []\nset [current item in decode v] to [0]\nrepeat (length of (username))\n change [current item in decode v] by (1)\n set [name encoded v] to (join (name encoded) (item # of (letter (current item in decode) of (username)) in [characters v]))\nend\n\ndefine DECODE (name)\nset [code so far v] to []\nset [current item in decode v] to [10]\nrepeat (((length of (name)) - (8)) / (2))\n set [code so far v] to (join (code so far) (item (join (letter (current item in decode) of (name)) (letter ((current item in decode) + (1)) of (name))) of [characters v]))\n change [current item in decode v] by (2)\nend\nset [name decoded v] to (code so far)\n\ndefine MAKE PLAYERS LIST\ndelete all of [players v]\nDECODE (☁ P1)\nadd (name decoded) to [players v]\nDECODE (☁ P2)\nadd (name decoded) to [players v]\nDECODE (☁ P3)\nadd (name decoded) to [players v]\nDECODE (☁ P4)\nadd (name decoded) to [players v]\nDECODE (☁ P5)\nadd (name decoded) to [players v]\nDECODE (☁ P6)\nadd (name decoded) to [players v]\nDECODE (☁ P7)\nadd (name decoded) to [players v]\nDECODE (☁ P8)\nadd (name decoded) to [players v]\nDECODE (☁ P9)\nadd (name decoded) to [players v]\nDECODE (☁ P10)\nadd (name decoded) to [players v]\n\n@skip\n\nwhen flag clicked\nforever\n show\nend\n\nwhen this sprite clicked\nbroadcast (nextLevel v)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@Turbo Mode Sensor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n change [current v] by (1)\nend\n\nwhen flag clicked\nforever\n set [previous v] to (current)\n wait (0.00000000000001) seconds\n if <((previous) + (1)) < (current)> then\n set [turbo mode on? v] to [1]\n else\n set [turbo mode on? v] to [0]\n end\nend\n\nwhen flag clicked\nwait (1.01) seconds\nwait until <(Turbo Mode On?) = [1]>\nshow\nstop [all v]\n\nwhen [timer v] > (0.03)\ngo to [front v] layer\n\n@Banned\n\nwhen flag clicked\nhide\nforever\n if <[banned v] contains (username)?> then\n go to x: (0) y: (0)\n show\n end\nend\n\n
#20 on Trending Games? Wow, Thanks!\n\nThanks to @ASC-095 for donating the character Frost, which you have a 1 in 2 chance of getting!\n\nArrow keys, WASD or mobile to play! Hold space to view the names of other players!\n\nSorry for the delay, I know I released it at a terrible time (9PM), but I worked really hard on it and I hope you like it! :)\n\nIf you do like it, please love, favorite and follow! It's a cloud multiplayer platformer, so you can soak up the last of the summer vibe! 5 random followers will get to play my next game early!
・:*+.\ cooperation platformer /.:+
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [ten v]\nnext backdrop\n\n@PIN\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\nshow\ngo to x: (-205) y: (100)\nset [x🧨 v] to [0]\nset [y💣 v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [スタート v]\nforever\n say [1p]\n set [x🧨 v] to ((x🧨) * (0.9))\n change x by (x🧨)\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x🧨 v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x🧨 v] by (-1)\n point in direction (-90)\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((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 <<[-45] < (mouse y)> and <mouse down?>>> then\n if <touching color (#000000)?> then\n set [y💣 v] to [15]\n end\n end\n if <(y position) < [-190]> then\n hide\n go to x: (-205) y: (100)\n show\n end\n change y by (y💣)\n change [y💣 v] by (-1)\n if <touching color (#000000)?> then\n change y by ((y💣) * (-1))\n set [y💣 v] to [0]\n end\n if <(x position) > [240]> then\n change [クリア v] by (1)\n repeat until <(クリア) = [0]>\n set [x🧨 v] to [0]\n set [y💣 v] to [0]\n say []\n end\n end\nend\n\nwhen I receive [ten v]\ngo to x: (-205) y: (100)\nrepeat (50)\n say []\nend\n\n@PON\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\nshow\ngo to x: (-205) y: (30)\nset [x⭐️ v] to [0]\nset [y❤️ v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [ten v]\ngo to x: (-205) y: (30)\nrepeat (50)\n say []\nend\n\nwhen I receive [スタート v]\nforever\n say [2p]\n set [x⭐️ v] to ((x⭐️) * (0.9))\n change x by (x⭐️)\n if <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x⭐️ v] by (1)\n point in direction (90)\n end\n if <<key (a 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 <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x⭐️) * (-1))\n change y by (-5)\n if <<key (w 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 (w v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <touching color (#000000)?> then\n set [y❤️ v] to [15]\n end\n end\n if <(y position) < [-190]> then\n hide\n go to x: (-205) y: (100)\n show\n end\n change y by (y❤️)\n change [y❤️ v] by (-1)\n if <touching color (#000000)?> then\n change y by ((y❤️) * (-1))\n set [y❤️ v] to [0]\n end\n if <(x position) > [240]> then\n change [クリア v] by (1)\n repeat until <(クリア) = [0]>\n say []\n set [x⭐️ v] to [0]\n set [y❤️ v] to [0]\n end\n end\nend\n\n@審判\n\nwhen flag clicked\nforever\n if <<[240] < ([x position v] of [pin v])> and <[240] < ([x position v] of [pon v])>> then\n broadcast (NEXT v)\n end\nend\n\n@NEXT\n\nwhen flag clicked\nset [動く v] to [15]\ngo to x: (0) y: (800)\nhide\n\nwhen I receive [next v]\nshow\nrepeat until <(y position) < [0]>\n change [動く v] by (-1)\n change y by (((動く) * (-3)) / (-5))\nend\nbroadcast (Ten v)\nset [動く v] to [15]\nset [クリア v] to [0]\nwait (0.5) seconds\nrepeat until <(y position) < [-350]>\n change [動く v] by (-1)\n change y by (((動く) * (-3)) / (-5))\nend\nhide\ngo to x: (0) y: (500)\nset [動く v] to [15]\n\n@ボタン\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nforever\n if <(backdrop [number v]) = [3]> then\n go to x: (140) y: (110)\n show\n if <<touching (pin v)?> or <touching (pon v)?>> then\n switch costume to (コスチューム3 v)\n broadcast (起動 v)\n wait (1) seconds\n hide\n else\n switch costume to (コスチューム1 v)\n end\n else\n hide\n end\nend\n\n@ギミック\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (143) y: (86)\nhide\nwait until <(backdrop [number v]) = [3]>\nshow\nwait until <(backdrop [number v]) = [4]>\nhide\n\nwhen I receive [起動 v]\nglide (5) secs to x: (143) y: (-110)\n\n@Intro\n\nwhen I start as a clone\nset [aid v] to [0]\nwait until <(Aid) = [1]>\ndelete this clone\n\nwhen flag clicked\nshow\nset [aid v] to [0]\nset [kai v] to [0]\nset [to v] to [0]\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (-800)\nswitch costume to (コスチューム2 v)\nstart sound [Panda Eyes - Radiate \[NCS Release\] v]\nrepeat until <[-5] < (y position)>\n change [kai v] by (1)\n change y by (((Kai) * (3)) / (5))\nend\ncreate clone of (_myself_ v)\nwait (0.3) seconds\ngo to x: (0) y: (-250)\nswitch costume to (コスチューム3 v)\nset [kai v] to [35]\nrepeat (15)\n change [kai v] by (-1)\n change y by (((Kai) * (1)) / (2))\nend\nwait (0.6) seconds\nset size to (100) %\nswitch costume to (コスチューム3 v)\nrepeat (200)\n change [ん v] by (2.9)\n change size by ([cos v] of ((ん) * (10)) )\n turn right ([cos v] of ((ん) * (10)) ) degrees\nend\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム4 v)\ngo to x: (0) y: (-800)\npoint in direction (90)\nset size to (100) %\nrepeat until <[360] < (y position)>\n change [to v] by (1)\n change y by ((To) * (1))\n if <[0] < (y position)> then\n set [aid v] to [1]\n end\nend\nhide\nbroadcast (スタート v)\n\n@バグって音出ないからここで\n\nwhen flag clicked\nwait (11) seconds\nforever\n play sound [Inferno v] until done\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [2 v] to [0]\nforever\n set [1 v] to (timer)\nend\n\nwhen [timer v] > (お正月)\nif <[0] = (節分)> then\n change [節分 v] by (1)\n broadcast (終わりんご v)\nend\n\nwhen I receive [終わりんご v]\ngo to [front v] layer\nshow\n\n
2体の主人公をWASDと十字キーで操作しよう!\n1p:十字キー\n2p:WASD\n\nさんしょうすう20000とっぱ!?\nはーととほし300とっぱ!?
Platformer ( My Adventure) Crystal Cave
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [end v]\nswitch backdrop to (backdrop13 v)\nchange [color v] effect by (25)\n\nwhen I receive [music end' v]\nrepeat (10000000000000000000)\n play sound [Nebula v] until done\nend\n\n@Player\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [steep v] to [0]\nrepeat until <<(Steep) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [steep v] by (1)\nend\nif <(Steep) = [8]> then\n change x by ((-1) * (speed))\n change y by (-8)\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <touching (platform 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 I receive [music end' v]\nshow\nset rotation style [left-right v]\ngo to x: (-224) y: (136)\nforever\n if <touching (bounce pad v)?> then\n set [speed y v] to [20]\n end\n change [speed y v] by (-1)\n change y by (Speed Y)\n change [falling? v] by (1)\n Touch Ground <(Speed Y) > [0]>\n set [speed x v] to ((Speed X) * (0.85))\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [speed x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [speed x v] by (-1)\n end\n if <(Speed X) < [-0]> then\n Walk [-90] (Speed X)\n else\n if <(Speed X) > [0]> then\n Walk [90] (Speed X)\n end\n end\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <(Falling?) < [6]>> then\n set [speed y v] to [10]\n end\n if <(x position) > [230]> then\n broadcast (Next Level v)\n go to x: (-200) y: (50)\n set [falling? v] to [6]\n end\n if <<touching color (#6f0000)?> or <touching color (#ff0000)?>> then\n go to x: (-200) y: (50)\n set [falling? v] to [6]\n end\nend\n\nwhen flag clicked\nhide\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [music end' v]\nshow\nswitch costume to (costume9 v)\nforever\n set [my variable v] to (costume [number v])\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [music end' v]\nshow\nswitch costume to (costume2 v)\ngo to x: (-12) y: (-76)\n\nwhen flag clicked\nhide\n\n@Bounce Pad\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [music end' v]\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [music end' v]\nclear graphic effects\nshow\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [music end' v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\nif <<touching (fireball v)?> and <(costume [number v]) = [11]>> then\n hide\nend\n\nwhen I receive [music end' v]\nset size to (100) %\nshow\nswitch costume to (costume1 v)\ngo to x: (145) y: (-85)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen [space v] key pressed\nif <touching (fireball v)?> then\n set size to (0) %\nend\n\nwhen I receive [music end' v]\nshow\nset size to (100) %\nswitch costume to (costume1 v)\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen this sprite clicked\nsay [Long time know see !] for (1) seconds\nwait (1) seconds\nnext costume\nsay [Meet me at the royal palace !] for (2) seconds\nwait (2) seconds\nhide\n\nwhen flag clicked\nclear graphic effects\nshow\n\nwhen I receive [next level v]\nshow\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite10\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite11\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen this sprite clicked\nshow\nsay [Oh, my lovely brother. You have take all my crystal and give it to the stupid villager. I will Find another way to be the king of the world. Bye.] for (6.8) seconds\nwait (0.5) seconds\nhide\nset [ghost v] effect to (100)\nbroadcast (help v)\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [help v]\nwait (1) seconds\nshow\ngo to [front v] layer\n\n@Sprite2\n\n@Free Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (10) 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 (2) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (3) 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]\nplay sound [VexentoLonelyDance-Lonely-5418298 v] until done\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 (2) 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 (2) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (6) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (15) seconds\nbroadcast (Music end' v)\nstop [this script v]\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 (1.5) seconds\n switch costume to (diamonds v)\n wait (0.7) seconds\n switch costume to (hexagon pattern v)\n wait (1) seconds\n switch costume to (triangle pattern v)\n wait (1) seconds\n switch costume to (checkerboard pattern v)\n wait (1) 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 (2) 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) 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) 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) seconds\n point in direction (105)\n repeat (5)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (5)\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 (5) 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 (2.5) 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 (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 (5) seconds\n point in direction (105)\n repeat (8)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (8)\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) seconds\n point in direction (105)\n repeat (8)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (8)\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) seconds\n point in direction (105)\n repeat (8)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (8)\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 (3) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (6) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (2) 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 [whirl2 v] to (((whirl2) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (whirl2)\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) 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 [whirl2 v] to (((whirl2) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (whirl2)\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 (2) 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 [whirl2 v] to (((whirl2) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (whirl2)\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) 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 [whirl2 v] to (((whirl2) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (whirl2)\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) 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 [whirl2 v] to (((whirl2) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (whirl2)\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\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nplay sound [VexentoLonelyDance-Lonely-2 v] until done\n\n@Love and Fav!\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n set [ghost v] effect to (100)\n show\n switch costume to (nooooo v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n create clone of (_myself_ v)\n go to [front v] layer\n wait (2) seconds\n switch costume to (love v)\n wait (2) seconds\n switch costume to (fav v)\n wait (2) seconds\n switch costume to (follow v)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (180) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (cursor v)\ngo to x: (0) y: (140)\nglide (2) secs to x: (60) y: (140)\nstart sound [Click v]\nwait (1) seconds\nglide (1) secs to x: (105) y: (140)\nstart sound [Click v]\nwait (1) seconds\nglide (1) secs to x: (190) y: (140)\nstart sound [Click v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n
Use arrows key to move.\nRemember this game is possible.\nThe Plot: The main character name's Jacob. He has a twin brother name's Nick. But Nick Is a bad boy, he run away to find a way to be the king of the world. Now, He is Staying at the Crystal Village. Come there to rescue the villager. \nI have a youtube channel about Scratch: https://www.youtube.com/watch?v=HI-M7QCM2sk
Platformer Starter!
@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [1.5]\nset [resistents v] to [0.8]\nset [animation v] to [1]\nset [dir v] to [90]\nset [speed y v] to [0]\ngo to x: (-150) y: (55)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\n if <key (left arrow v) pressed?> then\n set [dir v] to [-90]\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <key (right arrow v) pressed?> then\n set [dir v] to [90]\n change [speed x v] by (ACCELERATION)\n end\n set [speed x v] to ((speed x) * (RESISTENTS))\n change [speed y v] by (GRAVITY)\n Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine Move in steps (steps)\nif <(animation) > [18]> then\n set [animation v] to [1]\nend\nswitch costume to (hitbox v)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <<touching color (#ff6f00)?> or <<touching color (#ff6f00)?> or <touching color (#ff6f00)?>>> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <<touching color (#ff6f00)?> or <<touching color (#ff6f00)?> or <touching color (#ff6f00)?>>> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\npoint in direction ((dir) - (0))\nswitch costume to (animation)\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(falling) = [0]>> then\n if <<<(animation) > [1]> or <(animation) = [1]>> and <not <(animation) = [16]>>> then\n if <<<(animation) > [1]> or <(animation) = [1]>> and <not <(animation) = [16]>>> then\n change [animation v] by (1)\n end\n else\n set [animation v] to [1]\n end\n end\n if <(speed y) > [0.1]> then\n set [animation v] to [17]\n switch costume to (jump01 v)\n end\n if <<(speed y) < [-0.1]> and <not <(falling) = [0]>>> then\n set [animation v] to [18]\n switch costume to (run_j2 v)\n end\n if <<(falling) = [0]> and <not <key (any v) pressed?>>> then\n set [animation v] to [1]\n switch costume to (stand v)\n end\nend\n\n
Starter on a platformer!
❄Ice  Platformer❄ ❄アイスプラットフォーマー❄
@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Candyland \[NCS Release\]2 v] until done\nend\n\n@主人公\n\nwhen flag clicked\nset [ステージ v] to [0]\n初期化\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-0.7)\n end\n change x by (x)\n if <<(y position) = [-180]> or <touching (トゲ v)?>> then\n set rotation style [all around v]\n change y by (4)\n set [y v] to [18]\n repeat until <(y position) < [-179]>\n change y by (y)\n change [y v] by (-1)\n turn right (14) degrees\n end\n 初期化\n end\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n broadcast (NEXT v)\n end\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 <<(mouse y) > (y position)> 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 [y v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n set [x v] to ((x) * (0.96))\n if <<key (up arrow v) pressed?> or <<(mouse y) > [-25]> and <mouse down?>>> then\n if <touching (ステージ v)?> then\n set [y v] to [15]\n end\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\nend\n\nwhen I receive [next v]\n初期化\n\nwhen I receive [next v]\nglide (1) secs to x: (-200) y: (-56)\n\ndefine 初期化\nset size to (100) %\nset [ghost v] effect to (100)\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (-200) y: (-56)\nset [y v] to [0]\nset [x v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [0]> then\n switch costume to (0 v)\n end\n if <(ステージ) = [1]> then\n switch costume to (1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (7 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (8 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (9 v)\n end\nend\n\n@トゲ\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [1]> then\n switch costume to (9 v)\nend\n\nwhen flag clicked\nswitch costume to (0 v)\n\n@NEXT\n\nwhen I receive [next v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (-500)\nrepeat until <(y position) > [412]>\n change y by (45)\nend\nhide\n\nwhen flag clicked\nhide\nchange [ghost v] effect by (60)\n\n@雪\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nset x to (pick random (-240) to (240))\nset size to (pick random (39) to (100)) %\nshow\nglide (pick random (4) to (7)) secs to x: (pick random (-238) to (238)) y: (-180)\ndelete this clone\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\nhide\ngo to x: (0) y: (180)\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\n next costume\n wait (0.075) seconds\nend\n\n@SNOW\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
矢印キーで操作\nモバイル対応は青いのがタップしている所に向かって\n進むかたちになるのでちょっとやりにくいかも\nしれません \n♪★と♡ちょ~だ~い♪\n\n\n\n\n一応氷っていう定でやってるから滑る\n\n\n「おいおいなんだこの簡単なプラットフォーマーは!\nこれはもはやプラットフォーマーとは呼べん!」\nって方はマウス、またはタブレットやスマホなどで\nどうぞ。
Wings of Fire platformer 6
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop11 v)\nhide variable [dragon: v]\nhide variable [scrolls v]\nhide variable [cactuses v]\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [scrolls v]\nshow variable [cactuses v]\n\n@lvl\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop11 v)\n\nswitch costume to (costume1 v)\n\nbroadcast (show v) and wait\nstop [all v]\n\nwhen I receive [go to background 3 v]\nswitch costume to (costume3 v)\nswitch backdrop to (backdrop3 v)\n\ngo to x: (0) y: (0)\n\nwhen I receive [go to back ground 7 v]\nshow\nswitch backdrop to (backdrop7 v)\nswitch costume to (costume6 v)\n\nwhen I receive [get out v]\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop2 v)\nshow\n\nwhen I receive [go to background 4 v]\nshow\nswitch costume to (costume4 v)\nswitch backdrop to (backdrop4 v)\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [go to 5 v]\nswitch backdrop to (backdrop5 v)\nswitch costume to (costume5 v)\ngo to [back v] layer\n\nwhen I receive [go to 6 v]\nswitch costume to (costume5-2 v)\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [go to 8 v]\nswitch costume to (costume7 v)\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [go to 9 v]\nswitch backdrop to (backdrop9 v)\nswitch costume to (costume8 v)\n\nwhen I receive [go to 10 v]\nswitch backdrop to (backdrop10 v)\nswitch costume to (costume9 v)\n\nwhen I receive [the game is on v]\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Wings of Fire - UPDATED Dragonet Prophecy Song \(iTunes quality\) v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\ngo to x: (-208) y: (-111)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n platform gravity: [-1] jump height: [15] side movement speed: [3] friction: [.7] slope: [8]\nend\n\nshow\n\ndefine platform gravity: (gravity) jump height: (jump height) side movement speed: (side movement speed) friction: (friction) slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (y velocity)\nif <touching (lvl v)?> then\n repeat until <not <touching (lvl v)?>>\n change y by ((([abs v] of (y velocity) ) / (y velocity)) * (-1))\n end\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to (jump height)\n end\nend\nset [x velocity v] to (((x velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement speed) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (x velocity)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (lvl v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (lvl v)?> then\n change y by (slope)\n repeat until <not <touching (lvl v)?>>\n change x by ((([abs v] of (x velocity) ) / (x velocity)) * (-1))\n end\nend\n\n\n\nchange y by (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop2 v]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [go to background 3 v]\ngo to x: (-199) y: (25)\n\ngo to x: (130) y: (15)\n\nshow\n\nwhen flag clicked\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (costume11 v)\nrepeat until \n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume11 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [go to back ground 7 v]\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-211) y: (57)\n\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop5 v]\n\nwhen [4 v] key pressed\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (costume41 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or >>>\n if <key (z v) pressed?> then\n switch costume to (costume421 v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume421 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume42 v)\n end\n else\n switch costume to (costume41 v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume41 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume4 v)\n end\n end\nend\n\nwhen [3 v] key pressed\nset [dragon: v] to [Sunny]\nset size to (250) %\nswitch costume to (costume31 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or >>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume31 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n end\n if <key (z v) pressed?> then\n set size to (150) %\n else\n set size to (250) %\n end\nend\n\nwhen [2 v] key pressed\nset [dragon: v] to [Tsunami]\nset size to (250) %\nswitch costume to (costume21 v)\nrepeat until <<key (1 v) pressed?> or >\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume21 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen [1 v] key pressed\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (costume11 v)\nrepeat until \n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume11 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen [5 v] key pressed\nset [dragon: v] to [Starflight]\nset size to (250) %\nswitch costume to (costume51 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or >>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume51 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume5 v)\n end\nend\n\nswitch costume to (costume31 v)\n\n\n switch costume to (costume42 v)\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite5 v)?> and <<(dragon:) = [Sunny]> or <<(dragon:) = [Starflight]> or <<(dragon:) = [Tsunami]> or <(dragon:) = [Glory]>>>>> then\n go to x: (-210) y: (-104)\n say [AAAH! TO HOT!] for (0.2) seconds\n end\nend\n\nbroadcast (go to background 4 v)\n\n\n\ngo to x: (-185) y: (96)\n\nwhen I receive [get out v]\ngo to x: (-211) y: (-108)\n\nbroadcast (go to back ground 7 v)\n\nforever\n if <touching color (#60cfff)?> then\n broadcast (go to background 4 v)\n go to x: (-211) y: (-108)\n end\nend\n\nwait (0.1) seconds\n\nforever\n if <touching color (#00b3ff)?> then\n broadcast (message1 v)\n end\nend\n\nforever\n if <touching color (#43c7ff)?> then\n broadcast (go to background 3 v)\n go to x: (-199) y: (25)\n end\nend\n\ngo to x: (-183) y: (-106)\ngo to x: (-199) y: (25)\n\nforever\n if <touching (sprite5 v)?> then\n go to x: (-130) y: (54)\n end\nend\n\ngo to x: (-214) y: (-104)\n\nwhen I receive [go to background 4 v]\ngo to x: (-199) y: (25)\n\nwhen I receive [go to 5 v]\ngo to x: (-211) y: (-108)\n\nwhen I receive [go to 6 v]\ngo to x: (-211) y: (-108)\n\nwhen [r v] key pressed\ngo to x: (-186) y: (-89)\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwhen I receive [go to 8 v]\ngo to x: (-206) y: (-66)\n\nwhen backdrop switches to [backdrop7 v]\nforever\n if <<touching (sprite7 v)?> and <<(dragon:) = [Tsunami]> or <<(dragon:) = [Starflight]> or <<(dragon:) = [Clay]> or <(dragon:) = [Glory]>>>>> then\n go to x: (-210) y: (-104)\n say [Wow, to hot for me!] for (0.7) seconds\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [go to 9 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [i found u v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [go to 10 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [the game is on v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (get out v)\n stop [this script v]\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 4 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 5 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 6 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to back ground 7 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 8 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 9 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 10 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\n\nshow\n\nwhen backdrop switches to [backdrop3 v]\n\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\n\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [backdrop5 v]\n\nwhen backdrop switches to [backdrop5 v]\nhide\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nshow\n\nif <touching (player v)?> then\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n forever\n wait (5) seconds\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [cactuses v] to [0]\nhide\nforever\n turn left (30) degrees\n wait (0.3) seconds\n turn right (30) degrees\n wait (0.3) seconds\nend\n\nwhen I start as a clone\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (92) y: (-100)\nshow\nforever\n if <touching (player v)?> then\n hide\n change [cactuses v] by (1)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (14) y: (102)\nshow\nforever\n if <touching (player v)?> then\n hide\n change [cactuses v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (29) y: (-112)\nshow\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [cactuses v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (92) y: (-100)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [cactuses v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-150) y: (-69)\nshow\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [cactuses v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-137) y: (106)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [cactuses v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (171) y: (-18)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [cactuses v] by (1)\n stop [this script v]\n end\nend\n\n@Sprite6\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <(dragon:) = [Starflight]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go to 5 v]\n\nwhen backdrop switches to [backdrop6 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume1 v)\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Fierceteeth\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to [back v] layer\nforever\n if <touching color (#000000)?> then\n broadcast (I FOUND U v)\n say [I SEE YOU!] for (1) seconds\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nstop [other scripts in sprite v]\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\nforever\n if <touching (player v)?> then\n hide\n else\n end\nend\n\nshow\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\nforever\n if <(scrolls) = [7]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (105) y: (-59)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (the game is on v)\nshow variable [dragon: v]\nshow variable [scrolls v]\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nif <key (right arrow v) pressed?> then\n show\n change [color v] effect by (25)\n broadcast (whooo! v)\nend\n\nwhen this sprite clicked\nforever\n hide\nend\n\n@iu-3\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [whooo! v]\nchange [gem v] by (1)\n\nwhen this sprite clicked\nif <touching (player v)?> then\n say [sunny! i knew id find you in the end! did you find my gem?]\nend\n\n
\nWelcome to Wings of fire platformer (number 6)\n(you don't need to read the book to play this.)\nIn this game, you will have to find the scorpion den to find Sunny's mother, Thorn. (the second part of the book: the brightest night(book 5).) You can change dragonets by pressing 1,2,3,4,5.\n\n1:Clay\n2:Tsunami\n3:Sunny\n4:Glory\n5:Starflight\nEach dragonet will have a unique power:\nClay: invulnerable to lava or fire,\nTsunami: can swim in cold water\nSunny: can squeeze into tiny places and swim in hot water\nGlory: Becomes camouflaged:(enemy can't see her)\nStarflight: can see in the dark\nFor Sunny and Glory, hold "z" to activate the power.\n\nBut most importantly:\nHAVE FUN!\n\n
Snow! || A Mobile Friendly Platformer #games
@Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (-200) y: (0)\nset size to (90) %\nforever\n wait (pick random (2) to (4)) seconds\n repeat (14)\n next costume\n end\n wait (pick random (0.3) to (0.5)) seconds\n repeat (14)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nReset\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n create clone of (_myself_ v)\n change [x velocity v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n create clone of (_myself_ v)\n change [x velocity v] by (-1)\n point in direction (-90)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((0) - (X Velocity))\n change y by (-6)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((0) - (Y Velocity))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [y velocity v] to [14.39]\n end\n end\n change y by (1)\n if <touching (smasher v)?> then\n Reset\n end\n if <touching (smasher2 v)?> then\n Reset\n end\n if <touching (spikes v)?> then\n Reset\n end\n if <touching (_saw_ v)?> then\n Reset\n end\n if <touching (_saw_2 v)?> then\n Reset\n end\n if <touching (_saw_3 v)?> then\n Reset\n end\n if <touching (_saw_4 v)?> then\n Reset\n end\n if <touching (saw v)?> then\n Reset\n end\n if <touching (saw2 v)?> then\n Reset\n end\n if <touching (_enemy_ v)?> then\n Reset\n end\n if <touching (flag v)?> then\n broadcast (Next Level v)\n Reset\n end\n if <(x position) < [-240]> then\n Reset\n end\n if <(x position) > [240]> then\n Reset\n end\n if <touching (portal v)?> then\n broadcast (End v)\n stop [this script v]\n end\nend\n\ndefine Reset\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\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 I receive [die v]\nReset\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching color (#d90505)?> then\n Reset\n end\nend\n\nwhen flag clicked\nstart sound [Vexento - Pixel Party v]\n\n@Flag\n\nwhen flag clicked\ngo to x: (200) y: (-117)\nshow\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen flag clicked\nif <(Level) = [12]> then\n hide\nend\n\nshow\ngo to [front v] layer\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nstart sound [The Fat Rat - Unity \(Without female voice\).mp3 v]\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Snow\n\nwhen flag clicked\nset [tick v] to [0]\nhide\nforever\n wait (pick random (0.3) to (0.5)) seconds\n change [tick v] by (3)\n create clone of (_myself_ v)\n if <(Tick) > [3]> then\n set [tick v] to [0]\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (180)\nset [me v] to (pick random (-30) to (30))\nset size to (pick random (30) to (50)) %\npoint in direction (180)\ngo to [back v] layer\nshow\nrepeat until <<<touching (ground v)?> or <(y position) < [-120]>> or <<touching (player v)?> or <<(x position) < [-240]> or <(x position) > [240]>>>>\n turn right (([sin v] of ((Me) - (Tick)) ) / (2)) degrees\n move (([abs v] of (size) ) / (25)) steps\n if <(y position) > [181]> then\n delete this clone\n end\nend\ndelete this clone\n\n@saw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [7]> then\n go to x: (80) y: (-116)\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\n@saw2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [7]> then\n go to x: (25) y: (-116)\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\n@_saw_\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [9]> then\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\ngo to x: (25) y: (-116)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\nshow\n\n@_saw_2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [9]> then\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\ngo to x: (25) y: (-116)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\nshow\n\n@_saw_3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [9]> then\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\ngo to x: (25) y: (-116)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\nshow\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\n@_saw_4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [2]> then\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\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@_enemy_\n\nwhen flag clicked\ngo to x: (90) y: (-96)\nset size to (100) %\nhide\nforever\n if <(Level) = [11]> then\n show\n glide (1) secs to x: (61) y: (-96)\n glide (1) secs to x: (-60) y: (-96)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(my variable) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\n
❄️Snow! A Platformer❄️\n ❄️EVERY LEVEL IS POSSIBLE!❄️\n❄️Use arrow keys to move \n❄️If your on mobile, use mobile controls!\n❄️Avoid Blue Spikes, Saws, Lava, and Enemies\n❄️Get Pass 10 different levels\n❄️Get to the green flag for the next level\n❄️Have fun!
Totally Normal Platformer
@Stage\n\n@Player\n\nwhen I receive [reset v]\nshow\nset [yvl v] to [0]\nset [xvl v] to [0]\nif <(Level) < [9]> then\n go to x: (-225) y: (-30)\nelse\n if <(Level) = [9]> then\n go to x: (0) y: (0)\n else\n if <(Level) = [10]> then\n go to x: (-228) y: (139)\n end\n end\nend\nforever\n go to [front v] layer\n if <<<(Level) = [6]> or <(Level) = [9]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n repeat until <<not <mouse down?>> or <(y position) < [-175]>>\n go to (mouse-pointer v)\n end\n else\n change [yvl v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xvl v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xvl v] by (-1)\n end\n set [xvl v] to ((Xvl) * (0.85))\n change x by (Xvl)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-8)\n change x by ((Xvl) * (-1))\n set [xvl v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Yvl)\n if <touching color (#000000)?> then\n change y by ((Yvl) * (-1))\n set [yvl v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yvl v] to [11]\n end\n change y by (1)\n if <not <(Level) = [8]>> then\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Reset v)\n end\n if <(y position) < [-175]> then\n if <(Level) < [9]> then\n set [level v] to [9]\n broadcast (Reset v)\n end\n end\n if <touching color (#ff0000)?> then\n broadcast (Reset v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [xvl v]\nhide variable [yvl v]\nclear graphic effects\nshow\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <<<(Level) = [6]> or <(Level) = [9]>> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Levels\n\nwhen flag clicked\nhide\nhide variable [level v]\nset [level v] to [1]\n\nwhen I receive [reset v]\ngo to x: (0) y: (-60)\nshow\nrepeat (6)\n change y by (10)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Light\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <(Level) < [9]> then\n hide\n switch backdrop to (backdrop1 v)\n else\n show\n switch backdrop to (backdrop2 v)\n if <(Level) = [9]> then\n set size to (100) %\n else\n set size to (50) %\n end\n end\nend\n\n@Hits\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(Level) = [6]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Chasm\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <(Level) = [6]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <(Level) < [9]> then\n show\n else\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (-1)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (1)\nend\n\nwhen I receive [congrats v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (-1)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (1)\nend\n\n@Egg\n\nwhen flag clicked\nhide variable [☁ people who found easter egg: v]\nforever\n go to x: (210) y: (-30)\n if <<(distance to [light v]) < [50]> and <(Level) = [10]>> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n change [☁ people who found easter egg: v] by (1)\n show variable [☁ people who found easter egg: v]\n set [level v] to [7]\n broadcast (Reset v)\n broadcast (Congrats v)\n end\nend\n\n
Totalllllly normal... Nothing special... Right?\nGet to the flag. It's the end. Like I said, nothing special...\nTry to find the easter egg, but I doubt there will be one.\n\nUse your mouse... er, the arrow keys.\nThanks for Top Loved! 9/8/2021\nNew funny project is out!\nhttps://scratch.mit.edu/projects/569145105/
Needle..?||#A Platformer #Games #プラットフォーマー
@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@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\nhide\ngo to [back v] layer\nwait until <(レベル) = [4]>\nshow\nswitch costume to (コスチューム2 v)\nforever\n if <[0] < (player x)> then\n switch costume to (コスチューム1 v)\n broadcast (うわおわった v)\n stop [this script v]\n else\n switch costume to (コスチューム2 v)\n end\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nwait until <(レベル) = [5]>\nhide\n\n@together\n\nwhen flag clicked\npoint in direction (90)\ngo to [back v] layer\ngo [forward v] (3) layers\ngo to x: (0) y: (0)\nhide\nwait until <(レベル) = [2]>\nshow\nswitch costume to (コスチューム1 v)\nif <(レベル) = [2]> then\n wait (0.5) seconds\n glide (0.2) secs to x: (0) y: (0)\n repeat until <(レベル) = [3]>\n if <<[-30] > (player x)> and <<[-117] < (player y)> and <(player y) < [-65]>>> then\n glide (0.1) secs to x: (0) y: (-70)\n end\n end\nend\ngo to x: (0) y: (0)\nif <(レベル) = [3]> then\n switch costume to (コスチューム3 v)\n repeat until <(レベル) = [4]>\n go to x: ((player x) + (100)) y: (146)\n end\nend\nhide\nwait until <(レベル) = [5]>\ngo to x: (239) y: (-110)\nrepeat until <(レベル) = [6]>\n point in direction (90)\n switch costume to (コスチューム5 v)\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\n\nwhen I receive [うわおわった v]\ngo [forward v] (1) layers\nshow\nswitch costume to (コスチューム4 v)\npoint in direction (90)\ngo to x: (26) y: (-157)\nwait (1) seconds\nrepeat (180)\n turn left (1) degrees\nend\nhide\n\nwhen flag clicked\nwait until <(レベル) = [100]>\nshow\nswitch costume to (コスチューム6 v)\nrepeat until <(レベル) = [101]>\n if <[-40] < (player y)> then\n switch costume to (コスチューム7 v)\n else\n end\nend\nhide\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)?> or <touching (スプライト1 v)?>> then\n change y by (1.1)\n end\nend\nif <<touching (platformer v)?> or <touching (スプライト1 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)?> or <touching (スプライト1 v)?>> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (platformer v)?> or <touching (スプライト1 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\nset [かくにん v] to [0]\nforever\n if <key ((join [enter] []) v) pressed?> then\n say [Enter]\n end\nend\n\nwhen flag clicked\nwait until <(かくにん) = [2]>\nset [レベル v] to [100]\n\n@星\n\nwhen flag clicked\ngo to x: (-135) y: (-500)\nset [ghost v] effect to (100)\n\n@ハート\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-110) y: (-240)\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 if <mouse down?> then\n broadcast (1 v)\n wait (0.5) seconds\n end\n end\n if <touching (星 v)?> then\n if <mouse down?> then\n broadcast (2 v)\n wait (0.5) seconds\n end\n end\nend\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 [18.7]\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 (join (letter (1) of (☁ 記録)) (join (letter (2) of (☁ 記録)) (join (letter (3) of (☁ 記録)) (letter (4) of (☁ 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\ngo [forward v] (4) layers\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]\nswitch costume to (コスチューム9 v)\nwait until <(レベル) = [101]>\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@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 (0) to (100))\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
日本語は下\n最近超人気の作品があります!\nhttps://scratch.mit.edu/projects/561477481/\n* There is a hint at the bottom of the memo and credit.\n////////////////////////////////////////////////// ////////////////////////////////////////////////// // Compatible with tablets.\n* Do not use turbo mode. ‥\n Records longer than 15 seconds are not possible and will be excluded from the world record.\nPress ❤ and ⭐ to go to the backstage. (Under adjustment)\nThe person on the personal computer operates with the arrow keys or wasd.\nIf you touch the red one, you will die.\n This platformer has a lot of gimmicks like 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 31st, we will send you 3 ❤⭐ for your work!\n\nIf you don't follow me, I will cry (cry) ::> _ <::\nhttps://scratch.mit.edu/studios/27118822/\n////////////////////////////////////////////////// ////////////////////////////////////////////////// //\n# atu8ki_tama5\n#platformer\n#games\n//////////////////////////////////////////////////////////////////////////////////////////////////////     ※メモとクレジットの下の方にヒントがあります。\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。            \n 15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。(調整中)\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
Simple Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Happy Robot v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen [m v] key pressed\nif <(username) = [SalesianosSant1]> then\n show\n go to [front v] layer\n clear graphic effects\n hide variable [apples v]\n hide variable [lives v]\n hide variable [scene # v]\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [collected v]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <<touching (jump through v)?> and <not <key (down arrow v) pressed?>>> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\n end\n if <touching (jump through v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset drag mode [not draggable v]\nhide variable [scene # v]\nset [invunerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <<([abs v] of (speed x) ) < [0.1]> and <([abs v] of (KEY X) ) > [0]>> then\n switch costume to (push v)\nelse\n if <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\n else\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\n end\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\nSlip\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nif <not <(LIVES) = [999]>> then\n set [invunerable v] to [1]\n stop [other scripts in sprite v]\n start sound [Oops v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n change [lives v] by (-1)\n if <(LIVES) > [0]> then\n Reset and Begin Level\n else\n broadcast (Game Over v)\n end\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\nmove (distance) steps\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\nset [falling v] to [0]\n\nwhen [r v] key pressed\nif <(username) = [SalesianosSant1]> then\n if <(LIVES) > [998]> then\n set [lives v] to [900]\n else\n show variable [scene # v]\n set [lives v] to [999]\n add [Key 1] to [collected v]\n add [Key 2] to [collected v]\n set drag mode [draggable v]\n end\nend\n\nwhen [space v] key pressed\nif <(username) = [SalesianosSant1]> then\n if <(LIVES) > [998]> then\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nStamp Outline\nStamp Shadow\n\ndefine Stamp 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\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen I receive [about to change scene v]\nerase all\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <[lava scenes v] contains (SCENE #)?> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\ngo to [back v] layer\nFind Animation [n]\nif <(SCENE #) = [106]> then\n create clone of (_myself_ v)\nend\n\ndefine Animate Platform\nset [follow platform? v] to [y]\nforever\n glide (5) secs to x: (18) y: (-130)\n wait (1) seconds\n glide (5) secs to x: (-14) y: (100)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n set [platform changing x v] to (((new x) - (last x)) + (join (letter (2) of (follow platform?)) (letter (3) of (follow platform?))))\n set [platform changing y v] to ((new y) - (last y))\n if <touching (player v)?> then\n if <(letter (1) of (follow platform?)) = [y]> then\n set [platform dx v] to (PLATFORM CHANGING X)\n end\n set [platform dy v] to (PLATFORM CHANGING Y)\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nset [follow platform? v] to [y]\nwait (3) seconds\nforever\n repeat (4)\n glide (pick random (0.5) to (3.0)) secs to x: (pick random (23) to (93)) y: (pick random (-84) to (84))\n wait (1) seconds\n end\n glide (pick random (0.5) to (3.0)) secs to x: (23) y: (-84)\n wait (1) seconds\nend\n\ndefine Find Animation (clone?)\nshow\nif <(SCENE #) = [4]> then\n Spawn [Platform 5] at [0] [0] dir [90] turn []\nend\nif <(SCENE #) = [5]> then\n Spawn [Platform 1] at [-26] [86] dir [90] turn []\nend\nif <(SCENE #) = [6]> then\n Spawn [Platform 2] at [0] [0] dir [90] turn []\nend\nif <(SCENE #) = [104]> then\n Spawn [Key 1] at [0] [10] dir [90] turn []\nend\nif <(SCENE #) = [105]> then\n Spawn [Platform 3] at [-14] [100] dir [90] turn []\nend\nif <(SCENE #) = [106]> then\n Spawn [Key 2] at [0] [0] dir [90] turn []\n Spawn [Platform 4] at [23] [-84] dir [90] turn []\nend\nif <(SCENE #) = [10]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Platform 6] at [-20] [0] dir [90] turn [-1]\n Spawn [Platform 7] at [-20] [191] dir [135] turn [-1.5]\n Spawn [Platform 8] at [-109] [-74] dir [180] turn [-1.3]\n Spawn [Platform 8] at [76] [-76] dir [225] turn [-2]\n Spawn [Platform 7] at [149] [162] dir [0] turn [-1.7]\n else\n Spawn [Platform 6] at [-20] [0] dir [90] turn [1]\n Spawn [Platform 7] at [-20] [191] dir [135] turn [1.5]\n Spawn [Platform 8] at [-109] [-74] dir [180] turn [1.3]\n Spawn [Platform 8] at [76] [-76] dir [225] turn [2]\n Spawn [Platform 7] at [149] [162] dir [0] turn [1.7]\n end\nend\nif <(SCENE #) = [11]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Platform 9] at [0] [-150] dir [0] turn [-2]\n else\n Spawn [Platform 9] at [0] [-150] dir [0] turn [2]\n end\nend\nhide\n\ndefine Animate 3\nset [follow platform? v] to [n]\nforever\n glide (3) secs to x: (-26) y: (20)\n glide (2) secs to x: (-120) y: (20)\n glide (1) secs to x: (-120) y: (-50)\n glide (3) secs to x: (81) y: (-49)\n wait (2) seconds\n glide (2) secs to x: (-26) y: (86)\nend\n\ndefine Animate 4\nforever\n if <([x position v] of [player v]) < [0]> then\n set [follow platform? v] to [y-3]\n else\n set [follow platform? v] to [y03]\n end\nend\n\ndefine Door at (x) (y) key (key name)\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [change scene v]\ndelete this clone\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nif <(SCENE #) = [4]> then\n wait (1.5) seconds\n forever\n glide (2) secs to x: (-100) y: (-300)\n wait (1.5) seconds\n glide (2) secs to x: (0) y: (0)\n wait (1.5) seconds\n end\nend\nif <(SCENE #) = [5]> then\n Animate 3\nend\nif <(SCENE #) = [6]> then\n Animate 4\nend\nif <(SCENE #) = [105]> then\n Animate Platform\nend\nif <(SCENE #) = [106]> then\n Animate 2\nend\nif <(SCENE #) = [208]> then\n Animate 2\nend\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\ngo to [back v] layer\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n if < (costume [name v]) contains [Key]?> then\n turn right ([sin v] of (frame) ) degrees\n end\n if <(SCENE #) = (my scene)> then\n if <(follow platform?) = [y]> then\n change x by (PLATFORM CHANGING X)\n change y by (PLATFORM CHANGING Y)\n end\n end\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\n if <(APPLES) = [30]> then\n start sound [Wand v]\n change [lives v] by (1)\n set [apples v] to [0]\n end\nelse\n if < (costume [name v]) contains [Green Flag]?> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n if <(LIVES) < [3]> then\n set [lives v] to [3]\n end\n else\n if <(costume [name v]) = [Heart]> then\n start sound [Whiz v]\n change [lives v] by (1)\n else\n if <(costume [name v]) = [End]> then\n start sound [Wand v]\n broadcast (Win v)\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\n end\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [apple] scene [1] xy [124] [9] follow [n]\nPlace [apple] scene [1] xy [82] [-27] follow [n]\nPlace [apple] scene [2] xy [93] [133] follow [n]\nPlace [apple] scene [3] xy [-173] [95] follow [n]\nPlace [apple] scene [101] xy [60] [-114] follow [n]\nPlace [apple] scene [103] xy [96] [-123] follow [n]\nPlace [apple] scene [104] xy [34] [96] follow [n]\nPlace [Green Flag] scene [104] xy [126] [67] follow [n]\nPlace [Green Flag] scene [8] xy [0] [-30] follow [n]\nPlace [Heart] scene [106] xy [-79] [128] follow [n]\nPlace [apple] scene [6] xy [90] [-10] follow [n]\nPlace [apple] scene [6] xy [-90] [-10] follow [n]\nPlace [apple] scene [11] xy [0] [130] follow [n]\nPlace [Heart] scene [6] xy [0] [0] follow [n]\nPlace [End] scene [208] xy [-175] [-15] follow [n]\nif <not <[collected v] contains [Key 1]?>> then\n Place [Key 1] scene [101] xy [-141] [-30] follow [n]\nend\nif <not <[collected v] contains [Key 2]?>> then\n Place [Key 2] scene [12] xy [0] [-30] follow [n]\nend\n\ndefine Place (costume name) scene (scene) xy (x) (y) follow (follow)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\nset [follow platform? v] to (follow)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\nhide variable [apples v]\nhide variable [lives v]\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nshow variable [apples v]\nshow variable [lives v]\nhide\n\nwhen I receive [win v]\ngo to [front v] layer\nswitch costume to (win v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [1] at [178] [38] dir [-90]\n else\n Spawn [1] at [-11] [-25] dir [90]\n end\nend\nif <(SCENE #) = [3]> then\n Spawn [13] at [124] [61] dir [-90]\nend\nif <(SCENE #) = [101]> then\n Spawn [7] at [26] [11] dir [-90]\nend\nif <(SCENE #) = [7]> then\n Spawn [7] at [127] [-55] dir [-90]\n Spawn [7] at [-85] [-55] dir [90]\n Spawn [7] at [0] [-55] dir [90]\nend\nif <(SCENE #) = [9]> then\n Spawn [19] at [115] [35] dir [90]\n Spawn [19] at [-115] [35] dir [-90]\n if <([x position v] of [player v]) < [0]> then\n Spawn [19] at [0] [89] dir [-90]\n else\n Spawn [19] at [0] [89] dir [90]\n end\nend\nif <(SCENE #) = [107]> then\n Spawn [20] at [-70] [35] dir [-90]\nend\nif <(SCENE #) = [108]> then\n Spawn [20] at [-28] [-46] dir [-90]\n Spawn [20] at [28] [16] dir [-90]\n Spawn [20] at [68] [86] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nif <(type) = [20]> then\n switch costume to (round stand v)\n Move - Down\n set rotation style [left-right v]\n repeat until <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [15]> and <<<((0) - ((x position) - ([x position v] of [player v]))) > [0]> and <(direction) > [0]>> or <<((0) - ((x position) - ([x position v] of [player v]))) < [0]> and <(direction) < [0]>>>>\n turn right (3) degrees\n Move - Down\n if <<(INVUNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\n end\n switch costume to (round stand ashtonished v)\n wait (0.5) seconds\n change y by (5)\n point towards (player v)\nend\nforever\n if <(type) = [20]> then\n switch costume to (red 1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n switch costume to (round v)\n set rotation style [all around v]\n turn right (3) degrees\n else\n if <<(type) = [1]> or <(type) = [19]>> then\n switch costume to (red 1 v)\n else\n switch costume to (red flying sleep v)\n end\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n Set Costume\n set rotation style [left-right v]\n end\n if <<(INVUNERABLE) = [0]> and <touching (player v)?>> then\n if <(type) = [19]> then\n set [type v] to [1]\n else\n Touching Player\n end\n end\n if <touching (danger v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nif <(type) = [13]> then\n set [speed y v] to [0]\nelse\n if <(type) = [19]> then\n change y by (-2)\n repeat until <not <<<touching (level v)?> or <touching (safe zones v)?>> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\n set [type v] to [1]\n end\n else\n change [speed y v] by (-1)\n change y by (speed y)\n repeat until <not <<<touching (level v)?> or <touching (safe zones v)?>> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\n end\n end\nend\n\ndefine Move - Left or Right\nif <(type) = [20]> then\n move (3) steps\n repeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\n end\n change y by (-4)\n move (-2) steps\n turn right (180) degrees\n set [frame v] to [0]\nelse\n if <not <(type) = [19]>> then\n if <(type) = [13]> then\n point towards (player v)\n move (1) steps\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n move (-1) steps\n set [frame v] to [0]\n stop [this script v]\n end\n move (2) steps\n repeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\n end\n change y by (-4)\n move (-2) steps\n turn right (180) degrees\n set [frame v] to [0]\n end\nend\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n if <(type) = [20]> then\n point in direction (90)\n change y by (6)\n switch costume to (round squish v)\n else\n switch costume to ((type) + (4))\n end\n wait (0.3) seconds\n go to [back v] layer\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-1)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\nset [type v] to (type)\nswitch costume to (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\ndefine Set Costume\nif <(type) = [20]> then\n switch costume to (red squish v)\nelse\n if <(type) = [19]> then\n switch costume to (red parachute v)\n else\n if <(frame) < [1]> then\n switch costume to ((type) + (5))\n stop [this script v]\n end\n switch costume to ((type) + (([floor v] of (frame) ) mod (4)))\n end\nend\n\nswitch costume to (red 1 v)\nset rotation style [don't rotate v]\nMove - Left or Right\nMove - Down\nswitch costume to (round v)\nset rotation style [all around v]\nturn right (3) degrees\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nclear graphic effects\n\n@Jump Through\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nStamp Shadow\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\n
Move with the arrow keys. Avoid spikes and lava. Get keys to get through lock doors.\n\nEXTRA: I based myself in Super Mario Odyssey that when you tried to run through a wall you started pushing it. That is the reason why I added a slight change to @griffpatch's tutorial; try to push a 90 degrees wall. B)
Scratch Platformer Game 11.Coding Platformer Enemies
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Player\n\nwhen flag clicked\nbroadcast (main menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> - <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin level\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (spawn scene) go to x, y: (spawn x) (spawn y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (about to leave scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(lives) > [0]> then\n Reset and Begin level\nelse\n broadcast (agme over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\nstop [this script v]\n\nwhen I receive [start game v]\nset [gravity v] to [-1.2]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (reset game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-132]\nset [spawn y v] to [50]\nReset and Begin level\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp 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\nwhen flag clicked\nforever\n play sound [Dance Around v] until done\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nif <(SCENE #) = [3]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nif <(SCENE #) = [4]> then\n Door at [-24] [52] key [Key 1]\nend\nif <(SCENE #) = [0]> then\nend\n\ndefine Animate Platform\nswitch costume to (costume1 v)\ngo to x: (19) y: (-47)\npoint in direction (90)\nforever\n wait (1) seconds\n glide (2) secs to x: (15) y: (90)\n wait (1) seconds\n glide (1) secs to x: (163) y: (51)\n wait (1) seconds\n glide (2) secs to x: (19) y: (-47)\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (costume1 v)\ngo to x: (102) y: (87)\npoint in direction (0)\nforever\n wait (0.5) seconds\n glide (0.5) secs to x: (102) y: (-25)\n wait (1) seconds\n glide (2) secs to x: (102) y: (87)\nend\n\ndefine Animate 3\nswitch costume to (costume1 v)\ngo to x: (-130) y: (-64)\npoint in direction (90)\nforever\n wait (1) seconds\n glide (2) secs to x: (15) y: (-64)\n wait (1) seconds\n glide (2) secs to x: (-130) y: (-64)\nend\n\ndefine Animate 4\nswitch costume to (wide v)\ngo to x: (-198) y: (-54)\npoint in direction (90)\nforever\n wait (1) seconds\n glide (5) secs to x: (219) y: (-54)\n wait (1) seconds\n glide (5) secs to x: (-198) y: (-54)\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine Animate (x) (y) (x2) (y2) (time)\nshow\npoint in direction (90)\ngo to x: (x) y: (y)\nforever\n wait (0.5) seconds\n glide (time) secs to x: (x2) y: (y2)\n wait (0.5) seconds\n glide (time) secs to x: (x) y: (y)\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif < (costume [name v]) contains [apple]?> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if < (costume [name v]) contains [Green Flag]?> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace [apple] scene [1] xy [155] [-25]\nPlace [apple] scene [1] xy [-27] [43]\nPlace [apple] scene [2] xy [16] [-65]\nPlace [apple] scene [103] xy [-132] [48]\nPlace [Key 1] scene [103] xy [192] [4]\nPlace [apple big] scene [5] xy [100] [-4]\nPlace [apple big] scene [102] xy [-80] [-4]\nPlace [apple big] scene [105] xy [-170] [135]\nPlace [apple] scene [105] xy [120] [-20]\nPlace [Green Flag] scene [2] xy [160] [-50]\nPlace [Green Flag] scene [4] xy [138] [57]\nPlace [apple big] scene [106] xy [-40] [90]\nPlace [apple] scene [107] xy [40] [35]\nPlace [apple] scene [108] xy [40] [35]\nPlace [apple] scene [108] xy [60] [35]\nPlace [apple] scene [108] xy [20] [35]\nPlace [apple] scene [109] xy [-60] [25]\nPlace [apple] scene [109] xy [-24] [25]\nPlace [apple] scene [109] xy [55] [25]\nPlace [apple] scene [109] xy [18] [25]\nPlace [apple] scene [109] xy [-60] [63]\nPlace [apple] scene [109] xy [-24] [63]\nPlace [apple] scene [109] xy [55] [63]\nPlace [apple] scene [109] xy [18] [63]\nPlace [apple] scene [109] xy [-60] [120]\nPlace [apple] scene [109] xy [-24] [120]\nPlace [apple] scene [109] xy [55] [120]\nPlace [apple] scene [109] xy [18] [120]\nPlace [apple big] scene [109] xy [140] [108]\nPlace [apple big] scene [6] xy [-82] [95]\nPlace [apple big] scene [6] xy [25] [95]\nPlace [apple big] scene [6] xy [155] [95]\nPlace [apple] scene [6] xy [-120] [-67]\nPlace [apple] scene [6] xy [-120] [-40]\nPlace [apple] scene [6] xy [-80] [-40]\nPlace [apple] scene [6] xy [-40] [-40]\nPlace [apple] scene [6] xy [-223] [-67]\nPlace [apple] scene [6] xy [0] [-40]\nPlace [apple] scene [6] xy [40] [-40]\nPlace [apple] scene [6] xy [80] [-40]\nPlace [apple] scene [6] xy [120] [-40]\nPlace [apple] scene [6] xy [-120] [-67]\nPlace [apple] scene [6] xy [-80] [-67]\nPlace [apple] scene [6] xy [-40] [-67]\nPlace [apple] scene [6] xy [0] [-67]\nPlace [apple] scene [6] xy [40] [-67]\nPlace [apple] scene [6] xy [80] [-67]\nPlace [apple] scene [6] xy [120] [-67]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@splash screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [agme over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (main menu v)\n\nwhen I receive [start game v]\nhide\n\n@main menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-78)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (start game v)\n\n@enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n spawn [red] at [210] [-76] dir [-90]\n else\n spawn [red] at [87] [-76] dir [90]\n end\n spawn [red] at [6] [34] dir [90]\nend\nif <(SCENE #) = [103]> then\n spawn [red] at [110] [-2] dir [90]\nend\nif <(SCENE #) = [4]> then\n spawn [red] at [58] [24] dir [90]\nend\nif <(SCENE #) = [104]> then\n spawn [red] at [130] [-105] dir [90]\nend\nif <(SCENE #) = [105]> then\n spawn [red] at [-112] [86] dir [90]\nend\nif <(SCENE #) = [106]> then\n spawn [red] at [-20] [30] dir [90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n move - left and right\n move - down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(invulnerable) = [0]> and <touching (player v)?>> then\n touch player\n end\nend\n\nwhen I receive [about to leave scene v]\ndelete this clone\n\ndefine move - down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine move - left and right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zone v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine touch player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (player bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@safe zone\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [3]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(SCENE #) = [108]> then\n switch costume to (costume1 v)\n show\n else\n if <(SCENE #) = [5]> then\n go to x: (0) y: (0)\n switch costume to (scene5 v)\n show\n else\n hide\n end\n end\nend\n\n@Control stick\n\nwhen flag clicked\nset [myself v] to [Control stick]\nset [max stick v] to [25]\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n
Instructions\nMove with arrows or with joystick\n\nUpdated : can play on mobile device
Digging Site | A Multiplayer Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [210] [30]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\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) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@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@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n
T to chat\nArrow keys or WASD to move. Each checkpoint reveals a bone!\n\n#Multiplayer #Scrolling #Platformer #engine #games #all
進め!てくてくキャット #platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [魔王魂 ピアノ25 v] until done\nend\n\nwhen I receive [音量 v]\nset volume to ((100) - (volume)) %\n\n@プレイヤー\n\ndefine 移動\nswitch costume to (当たり判定 v)\nchange x by ((速度) * (向き))\npoint in direction ((90) * (向き))\nchange y by (((y') * (size)) / (50))\nif <touching color (#00ff21)?> then\n change y by ((0) - (((y') * (size)) / (50)))\n set [y' v] to [0]\n y補正\nelse\n change [y' v] by (-1)\nend\nif <<touching color (#00ff21)?> or <(x position) < [-230]>> then\n change x by ((-5) * (向き))\n set [向き v] to ((0) - (向き))\nend\nif <touching color (#0020ff)?> then\n set [y' v] to [10]\nend\nif <touching color (#0060ff)?> then\n set [y' v] to [10]\n if <not <touching color (#00ff21)?>> then\n set [向き v] to ((0) - (向き))\n end\n broadcast (横ばね v)\nend\nif <touching color (#00ffff)?> then\n if <(y') < [-1]> then\n set [y' v] to [-1]\n broadcast (水 v)\n end\nend\nif <touching color (#cd7800)?> then\n set [y' v] to [2]\n broadcast (はしご v)\nend\nif <touching color (#fdff81)?> then\n if <(向き) > [0]> then\n change x by ((-5) * (向き))\n set [向き v] to ((0) - (向き))\n end\nend\nif <touching color (#00ca1b)?> then\n broadcast (土縦 v)\nend\nif <<touching color (#ff0000)?> or <(y position) < [-180]>> then\n set [プレイ v] to [2]\nend\nif <(x position) > [235]> then\n set [プレイ v] to [3]\nend\nswitch costume to (cat v)\ngo to [front v] layer\n\ndefine y補正\nif <not <touching color (#00ff21)?>> then\n repeat (10)\n change y by (-1)\n if <touching color (#00ff21)?> then\n change y by (1)\n stop [this script v]\n end\n end\n change y by (10)\nelse\n repeat (10)\n change y by (1)\n if <not <touching color (#00ff21)?>> then\n stop [this script v]\n end\n end\n change y by (-10)\nend\n\nwhen I receive [きのこ v]\nset [brightness v] effect to (0)\nset size to (30) %\nchange y by (-10)\nwait (4) seconds\nrepeat (3)\n set [brightness v] effect to (50)\n wait (0.15) seconds\n set [brightness v] effect to (0)\n wait (0.15) seconds\nend\nchange y by (10)\nset size to (50) %\n\nwhen I receive [はしご v]\nset [速度 v] to [2]\nwait until <not <touching color (#cd7800)?>>\nset [速度 v] to [5]\n\nwhen I receive [ロケット v]\nset [速度 v] to [0]\nset [y' v] to [30]\nwait until <(y') < [0]>\nset [速度 v] to [5]\n\nwhen I receive [横ばね v]\nset [速度 v] to [10]\nwait (1) seconds\nset [速度 v] to [5]\n\nwhen I receive [水 v]\nset [速度 v] to [2]\nwait (1) seconds\nset [速度 v] to [5]\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [start v]\nif <(backdrop [name v]) = [end]> then\n set [time v] to ((round ((time) * (100))) / (100))\n if <<(time) < (自己記録)> or <(自己記録) = [-]>> then\n set [自己記録 v] to (time)\n end\n broadcast (時間 v)\n set [プレイ v] to [0]\n go to x: (-200) y: (-100)\n point in direction (90)\n set size to (50) %\n switch costume to (cat v)\n clear graphic effects\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n reset timer\n show\n forever\n set [プレイ v] to [0]\n go to x: (-200) y: (-100)\n point in direction (90)\n set size to (50) %\n switch costume to (cat v)\n clear graphic effects\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <(プレイ) > [0]>\n set [向き v] to [1]\n set [速度 v] to [5]\n set [y' v] to [0]\n repeat until <(プレイ) > [1]>\n 移動\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [other scripts in sprite v]\n if <(プレイ) = [3]> then\n 次\n broadcast (start v)\n stop [this script v]\n else\n broadcast (play v)\n end\n end\nend\n\nwhen I receive [menu2 v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\ndefine 次\nchange [time v] by (timer)\nif <(item (1) of [クリア済み v]) > (backdrop [name v])> then\n add (backdrop [name v]) to [クリア済み v]\nelse\n insert (backdrop [name v]) at (1) of [クリア済み v] \nend\nrepeat until <not <[クリア済み v] contains (backdrop [name v])?>>\n next backdrop\n if <<(backdrop [name v]) = [end]> and <(length of [クリア済み v]) < [15]>> then\n switch backdrop to (1 v)\n end\nend\n\nwhen I receive [土縦 v]\nset [速度 v] to [0]\nset [y' v] to [5]\nwait until <not <touching color (#00ca1b)?>>\nwait (0) seconds\nset [速度 v] to [5]\n\nwhen I receive [ロケット下 v]\nset [速度 v] to [0]\nset [y' v] to [-20]\nwait until <not <(y') < [0]>>\nset [速度 v] to [5]\n\n@アイテム\n\nwhen I start as a clone\nset [保存用 v] to [0]\nset [保存cos v] to (costume [name v])\nset [保存x v] to (x position)\n\ndefine クローン (内容)\ngo to x: (-200) y: (-155)\nset [作業1 v] to [1]\nrepeat until <(作業1) > (length of (内容))>\n set [作業2 v] to []\n repeat until <<(letter (作業1) of (内容)) = [、]> or <(作業1) > (length of (内容))>>\n set [作業2 v] to (join (作業2) (letter (作業1) of (内容)))\n change [作業1 v] by (1)\n end\n switch costume to (作業2)\n create clone of (_myself_ v)\n change [作業1 v] by (1)\n change x by (50)\nend\nswitch costume to (再生 v)\n\nwhen flag clicked\nswitch costume to (none v)\nset size to (250) %\nhide\n\ndefine y補正\nrepeat (10)\n change y by (1)\n if <not <touching color (#00ff21)?>> then\n stop [this script v]\n end\nend\nchange y by (10)\n\ndefine アイテム\nif <(backdrop [name v]) = [1]> then\n クローン [ばね]\nelse\n if <(backdrop [name v]) = [2]> then\n クローン [ばね、ばね]\n else\n if <(backdrop [name v]) = [3]> then\n クローン [ばね、ばね、爆弾]\n else\n if <(backdrop [name v]) = [4]> then\n クローン [はしご、はしご]\n else\n if <(backdrop [name v]) = [5]> then\n クローン [きのこ、ばね、はしご]\n else\n if <(backdrop [name v]) = [6]> then\n クローン [横ばね、横ばね、横ばね]\n else\n if <(backdrop [name v]) = [7]> then\n クローン [ばね、はしご、土、土]\n else\n if <(backdrop [name v]) = [8]> then\n クローン [爆弾、爆弾、爆弾、ばね、ばね]\n else\n if <(backdrop [name v]) = [9]> then\n クローン [きのこ、きのこ、横ばね、はしご、ロケット]\n else\n if <(backdrop [name v]) = [10]> then\n クローン [ばね、横ばね、横ばね、爆弾]\n else\n if <(backdrop [name v]) = [11]> then\n クローン [土、ロケット、ロケット、水、水、横ばね]\n else\n if <(backdrop [name v]) = [12]> then\n クローン [土縦、土縦、ロケット下]\n else\n if <(backdrop [name v]) = [13]> then\n クローン [横ばね、ロケット、水]\n else\n if <(backdrop [name v]) = [14]> then\n クローン [水、水、水、土縦、土縦、土縦]\n else\n if <(backdrop [name v]) = [15]> then\n クローン [ばね、ばね、はしご、ロケット]\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\ndefine 配置\nif <not < [はしご、土、水、土縦] contains (costume [name v])?>> then\n change y by (-1)\n if <touching color (#00ff21)?> then\n change y by (1)\n else\n set [y' v] to [0]\n repeat until <<touching color (#00ff21)?> or <(y position) < [-140]>>\n change [y' v] by (-1)\n change y by (y')\n end\n if <(y position) < [-140]> then\n go to x: (保存x) y: (-155)\n else\n y補正\n end\n end\nend\n\ndefine 特殊\nif <(costume [name v]) = [ばね]> then\n forever\n wait until <touching (プレイヤー v)?>\n switch costume to (ばね2 v)\n wait (0) seconds\n switch costume to (ばね3 v)\n wait (0) seconds\n switch costume to (ばね4 v)\n wait (0) seconds\n switch costume to (ばね3 v)\n wait (0) seconds\n switch costume to (ばね2 v)\n wait (0) seconds\n switch costume to (ばね v)\n end\nelse\n if <(costume [name v]) = [爆弾]> then\n wait until <touching (プレイヤー v)?>\n switch costume to (爆弾2 v)\n repeat (3)\n set [brightness v] effect to (50)\n wait (0.5) seconds\n set [brightness v] effect to (0)\n wait (0.5) seconds\n end\n switch costume to (爆弾3 v)\n set size to (50) %\n repeat (5)\n change size by (50)\n end\n repeat (5)\n change size by (50)\n change [brightness v] effect by (20)\n end\n go to [back v] layer\n else\n if <(costume [name v]) = [きのこ]> then\n wait until <touching (プレイヤー v)?>\n broadcast (きのこ v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [name v]) = [ロケット]> then\n set [保存用 v] to (y position)\n wait until <(distance to [プレイヤー v]) < [20]>\n broadcast (ロケット v)\n switch costume to (ロケット2 v)\n repeat until <(y position) > [180]>\n change y by (30)\n end\n hide\n else\n if <(costume [name v]) = [土縦]> then\n set [保存用 v] to (y position)\n forever\n repeat (10)\n change y by (5)\n end\n repeat (20)\n change y by (-5)\n end\n repeat (10)\n change y by (5)\n end\n end\n else\n if <(costume [name v]) = [ロケット下]> then\n set [保存用 v] to (y position)\n wait until <(distance to [プレイヤー v]) < [20]>\n broadcast (ロケット下 v)\n switch costume to (ロケット下2 v)\n repeat until <(y position) < [-180]>\n change y by (-30)\n end\n hide\n end\n end\n end\n end\n end\nend\n\ndefine リセット\nswitch costume to (保存cos)\nset size to (250) %\nclear graphic effects\nshow\nif <not <(保存用) = [0]>> then\n if < [ロケット、土縦、ロケット下] contains (costume [name v])?> then\n set y to (保存用)\n end\nend\n\nwhen I receive [start v]\nif <(costume [name v]) = [none]> then\n set [マウス v] to [0]\n アイテム\n switch costume to (再挑戦 v)\n create clone of (_myself_ v)\n switch costume to (メニュー v)\n create clone of (_myself_ v)\n switch costume to (none v)\n broadcast (play v)\nelse\n delete this clone\nend\n\nwhen I receive [play v]\nif <not <(costume [name v]) = [none]>> then\n if <(costume [name v]) = [再挑戦]> then\n if <not <(backdrop [name v]) = [end]>> then\n go to x: (200) y: (-155)\n switch costume to (再生 v)\n show\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n wait until <not <mouse down?>>\n end\n end\n set [プレイ v] to [1]\n wait until <not <mouse down?>>\n switch costume to (再挑戦 v)\n repeat until <(プレイ) > [1]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [プレイ v] to [2]\n end\n end\n hide\n end\n else\n if <(costume [name v]) = [メニュー]> then\n go to x: (215) y: (160)\n show\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n wait until <not <mouse down?>>\n end\n end\n wait until <not <mouse down?>>\n change [time v] by (timer)\n broadcast (menu2 v)\n else\n リセット\n repeat until <(プレイ) = [1]>\n if <mouse down?> then\n if <<(マウス) = [0]> and <(distance to [mouse-pointer v]) < [30]>> then\n set [マウス v] to [1]\n set [作業1 v] to ((x position) - (mouse x))\n set [作業2 v] to ((y position) - (mouse y))\n repeat until <not <mouse down?>>\n go to x: ((mouse x) + (作業1)) y: ((mouse y) + (作業2))\n end\n if <(y position) < [-140]> then\n go to x: (保存x) y: (-155)\n end\n set [マウス v] to [0]\n end\n end\n if <(y position) > [-140]> then\n 配置\n end\n end\n wait (0) seconds\n if <(y position) < [-140]> then\n hide\n else\n 特殊\n end\n end\n end\nend\n\nwhen I receive [menu2 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@メニュー\n\nwhen flag clicked\ndelete all of [クリア済み v]\nset [time v] to [0]\nset [自己記録 v] to [-]\nbroadcast (menu v)\n\nwhen I start as a clone\nif <(costume [number v]) < [8]> then\n set size to (400) %\n show\n set [作業1 v] to [0]\n repeat until <(プレイ) = [1]>\n if <touching (mouse-pointer v)?> then\n if <(作業1) < [5]> then\n change [作業1 v] by (1)\n change [brightness v] effect by (10)\n end\n if <mouse down?> then\n 機能\n end\n else\n if <(作業1) > [0]> then\n change [作業1 v] by (-1)\n change [brightness v] effect by (-10)\n end\n end\n if <(プレイ) = [2]> then\n wait until <(プレイ) = [0]>\n end\n end\n delete this clone\nend\n\ndefine 機能\nif <(costume [number v]) = [1]> then\n set [プレイ v] to [1]\nelse\n set [プレイ v] to [2]\n go to x: (0) y: (0)\n set size to (190) %\n clear graphic effects\n set [作業1 v] to [0]\n go to [front v] layer\n if <(costume [number v]) = [2]> then\n switch costume to (説明2 v)\n wait until <not <mouse down?>>\n repeat until <<not <touching (mouse-pointer v)?>> and <mouse down?>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [説明2]> then\n switch costume to (説明3 v)\n else\n switch costume to (説明2 v)\n end\n wait until <not <mouse down?>>\n end\n end\n wait until <not <mouse down?>>\n go to x: (-50) y: (-120)\n switch costume to (説明 v)\n set size to (400) %\n else\n broadcast (記録表示 v)\n if <([volume v] of [_stage_ v]) = [100]> then\n switch costume to (設定2 v)\n else\n switch costume to (設定3 v)\n end\n wait until <not <mouse down?>>\n repeat until <<not <touching (mouse-pointer v)?>> and <mouse down?>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [設定2]> then\n switch costume to (設定3 v)\n else\n switch costume to (設定2 v)\n end\n broadcast (音量 v)\n wait until <not <mouse down?>>\n end\n end\n wait until <not <mouse down?>>\n broadcast (消去 v)\n go to x: (50) y: (-120)\n switch costume to (設定 v)\n set size to (400) %\n end\n set [プレイ v] to [0]\nend\n\nwhen I receive [menu v]\nhide\nswitch backdrop to (メニュー v)\nset volume to (100) %\nset [プレイ v] to [0]\ngo to x: (0) y: (-50)\nswitch costume to (プレイ v)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (-120)\nswitch costume to (説明 v)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-120)\nswitch costume to (設定 v)\ncreate clone of (_myself_ v)\nwait until <(プレイ) = [1]>\nbroadcast (menu2 v)\n\nwhen I receive [menu2 v]\nクローン\nwait until <not <(プレイ) = [0]>>\nif <(プレイ) = [戻る]> then\n broadcast (menu v)\nelse\n switch backdrop to (プレイ)\n broadcast (start v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) > [7]> then\n if <<(costume [name v]) > ((item (1) of [クリア済み v]) + (2))> and <not <(costume [name v]) = [戻る]>>> then\n switch costume to (rocked v)\n end\n set size to (300) %\n show\n if <(costume [name v]) = [rocked]> then\n wait until <not <(プレイ) = [0]>>\n else\n if <[クリア済み v] contains (costume [name v])?> then\n set [color v] effect to (-34)\n end\n repeat until <not <(プレイ) = [0]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [プレイ v] to (costume [name v])\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n delete this clone\nend\n\ndefine クローン\nswitch backdrop to (メニュー2 v)\nset [プレイ v] to [0]\nset y to (130)\nswitch costume to (1 v)\nrepeat (3)\n set x to (-180)\n repeat (5)\n create clone of (_myself_ v)\n change x by (90)\n next costume\n end\n change y by (-60)\nend\ngo to x: (180) y: (-140)\nswitch costume to (戻る v)\ncreate clone of (_myself_ v)\n\n@英数\n\nwhen flag clicked\nAdd to data\nswitch costume to (none v)\nhide\n\ndefine Add to data\ndelete all of [width v]\nrepeat (10)\n add [0.6] to [width v]\nend\nadd [0.6] to [width v]\nadd [0.6] to [width v]\nadd [0.6] to [width v]\nadd [0.6] to [width v]\nadd [0.6] to [width v]\nadd [0.4] to [width v]\nadd [0.6] to [width v]\nadd [0.6] to [width v]\nadd [0.3] to [width v]\nadd [0.3] to [width v]\nadd [0.6] to [width v]\nadd [0.3] to [width v]\nadd [0.9] to [width v]\nadd [0.7] to [width v]\nadd [0.6] to [width v]\nadd [0.6] to [width v]\nadd [0.6] to [width v]\nadd [0.5] to [width v]\nadd [0.6] to [width v]\nadd [0.5] to [width v]\nadd [0.6] to [width v]\nadd [0.7] to [width v]\nadd [0.8] to [width v]\nadd [0.7] to [width v]\nadd [0.5] to [width v]\nadd [0.6] to [width v]\nadd [0.7] to [width v]\nadd [0.7] to [width v]\nadd [0.7] to [width v]\nadd [0.8] to [width v]\nadd [0.6] to [width v]\nadd [0.6] to [width v]\nadd [0.8] to [width v]\nadd [0.7] to [width v]\nadd [0.5] to [width v]\nadd [0.4] to [width v]\nadd [0.7] to [width v]\nadd [0.7] to [width v]\nadd [0.9] to [width v]\nadd [0.8] to [width v]\nadd [0.8] to [width v]\nadd [0.7] to [width v]\nadd [0.8] to [width v]\nadd [0.7] to [width v]\nadd [0.7] to [width v]\nadd [0.6] to [width v]\nadd [0.8] to [width v]\nadd [0.7] to [width v]\nadd [1.0] to [width v]\nadd [0.7] to [width v]\nadd [0.6] to [width v]\nadd [0.7] to [width v]\nadd [0.4] to [width v]\nadd [0.5] to [width v]\nadd [0.4] to [width v]\nadd [0.4] to [width v]\nadd [0.4] to [width v]\nadd [0.4] to [width v]\nadd [0.4] to [width v]\n\ndefine Text (text) xyoca (x) (y) (o) (c) (a)\nif <<(a) = [L]> or <(a) = []>> then\n if <(x) = []> then\n go to x: (-240) y: (y)\n else\n go to x: (x) y: (y)\n end\nelse\n set [表示1 v] to [0]\n set [表示2 v] to [0]\n repeat (length of (text))\n change [表示1 v] by (1)\n switch costume to (letter (表示1) of (text))\n change [表示2 v] by (item (costume [number v]) of [width v])\n end\n if <(a) = [R]> then\n if <(x) = []> then\n go to x: ((240) - ((2) * ((表示2) * (o)))) y: (y)\n else\n go to x: ((x) - ((2) * ((表示2) * (o)))) y: (y)\n end\n else\n go to x: ((x) - ((表示2) * (o))) y: (y)\n end\nend\nset size to ((10) * (o)) %\nclear graphic effects\nif <(c) = []> then\n set [brightness v] effect to (-100)\nelse\n if <(c) = [w]> then\n set [brightness v] effect to (100)\n else\n set [color v] effect to ((2) * (c))\n end\nend\nset [表示1 v] to [0]\nrepeat (length of (text))\n change [表示1 v] by (1)\n switch costume to (letter (表示1) of (text))\n change x by ((item (costume [number v]) of [width v]) * (o))\n create clone of (_myself_ v)\n change x by ((item (costume [number v]) of [width v]) * (o))\nend\nswitch costume to (none v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [消去 v]\ndelete this clone\n\nwhen I receive [記録表示 v]\nif <(costume [name v]) = [none]> then\n Text (join [player:] (username)) xyoca [-220] [30] [10] [] []\n 時間表示 (自己記録)\n Text (join [record:] (作業1)) xyoca [-220] [0] [10] [] []\nelse\n delete this clone\nend\n\nwhen I receive [時間 v]\nif <(costume [name v]) = [none]> then\n 時間表示 (time)\n Text (作業1) xyoca [30] [100] [20] [] []\n if <(time) = (自己記録)> then\n Text [best score!] xyoca [30] [60] [15] [0] []\n end\nelse\n delete this clone\nend\n\nwhen I receive [start v]\nif <not <(backdrop [name v]) = [end]>> then\n wait until <(プレイ) = [0]>\n repeat until <(プレイ) = [3]>\n broadcast (消去 v)\n 時間表示 ((time) + (timer))\n Text (作業1) xyoca [-240] [170] [8] [] []\n end\nend\n\nwhen I receive [menu2 v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine 時間表示 (a)\nif <(length of (([floor v] of ((a) / (60)) ) mod (60))) = [1]> then\n set [作業1 v] to (join (join [0] (([floor v] of ((a) / (60)) ) mod (60))) [:])\nelse\n set [作業1 v] to (join (([floor v] of ((a) / (60)) ) mod (60)) [:])\nend\nif <(length of (([floor v] of (a) ) mod (60))) = [1]> then\n set [作業1 v] to (join (join (作業1) [0]) (([floor v] of (a) ) mod (60)))\nelse\n set [作業1 v] to (join (作業1) (([floor v] of (a) ) mod (60)))\nend\n\n@ギミック\n\nwhen flag clicked\nswitch costume to (none v)\nset size to (250) %\nhide\n\nwhen I receive [start v]\nクローン\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(costume [name v]) = [鍵]> then\n set [作業1 v] to (y position)\n repeat until <touching (プレイヤー v)?>\n set y to ((作業1) + ((5) * ([sin v] of ((15552000) * (days since 2000)) )))\n end\n add [鍵] to [flag v]\n delete all of [作業用 v]\n repeat (10)\n add ([x position v] of [プレイヤー v]) to [作業用 v]\n add ([y position v] of [プレイヤー v]) to [作業用 v]\n end\n repeat until <[flag v] contains [解除]?>\n go to x: (item (1) of [作業用 v]) y: (item (2) of [作業用 v])\n delete (1) of [作業用 v]\n delete (1) of [作業用 v]\n add ([x position v] of [プレイヤー v]) to [作業用 v]\n add ([y position v] of [プレイヤー v]) to [作業用 v]\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n if <<(costume [name v]) = [錠]> or <(costume [name v]) = [錠2]>> then\n wait until <[flag v] contains [鍵]?>\n wait until <touching (プレイヤー v)?>\n add [解除] to [flag v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\ndelete this clone\n\nwhen I receive [menu2 v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine クローン\ndelete all of [flag v]\nif <(backdrop [name v]) = [13]> then\n go to x: (40) y: (150)\n switch costume to (鍵 v)\n create clone of (_myself_ v)\n go to x: (80) y: (-58)\n switch costume to (錠 v)\n create clone of (_myself_ v)\nelse\n if <(backdrop [name v]) = [15]> then\n go to x: (210) y: (100)\n switch costume to (鍵 v)\n create clone of (_myself_ v)\n go to x: (210) y: (-58)\n switch costume to (錠2 v)\n create clone of (_myself_ v)\n end\nend\nswitch costume to (none v)\n\nwhen I receive [play v]\nif <(costume [name v]) = [none]> then\n クローン\nelse\n delete this clone\nend\n\n
モバイル対応です!\nキャットは”全自動”で動くプラットフォーマーです。\nアイテムを駆使してキャットを助けろ!\n説明はメニュー左下の「?」マークからどうぞ。\n\nmobile friendly!\nThis is a platformer, but the player move only himself!\nHelp him with items!\nYou can get outline from "?"mark!
-Grass!- (Platformer) V1.3)
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop2 v)\n if <<([costume # v] of [level v]) < [6]> or <([costume # v] of [level v]) > [6]>> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Prelude v] until done\nend\n\nwhen I receive [volume v]\nset volume to (100) %\n\nwhen I receive [no volume v]\nset volume to (0) %\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\ndefine 1\nif <(yvel) < [4]> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n set [yvel v] to [0]\n if <<key (up arrow v) pressed?> and <(yvel) = [0]>> then\n broadcast (message1 v)\n end\nend\n\nbroadcast (eh v)\n\ndefine 2\nrepeat until <not <touching (level v)?>>\n change [yvel v] by (-1)\n change y by (-1)\n switch costume to (costume3 v)\n if <<touching color (#9e9e9e)?> or <touching color (#555555)?>> then\n start sound [Punch1 v]\n set x to (-225)\n end\n switch costume to (costume1 v)\nend\n\nbroadcast (eh v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [message1 v]\nstart sound [High Whoosh v]\nstart sound [Low Whoosh v]\nset [yvel v] to [6]\nrepeat (5)\n change [yvel v] by (1)\n if <touching (level v)?> then\n 2\n end\n change y by (yvel)\nend\n\nwhen I receive [start v]\n\nwhen I receive [start v]\n\nwhen I receive [a v]\n\nwhen flag clicked\ngo to x: (1313) y: (-99999)\nforever\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by (-1.5)\n end\n set [xvel v] to (([sin v] of (xvel) ) * (50))\n if <(y) = [911]> then\n go to x: (1313) y: (-99999)\n end\n change x by ((xvel) * (1))\n change y by ((yvel) * (1))\n switch costume to (costume3 v)\n if <touching color (#ff0000)?> then\n start sound [Punch1 v]\n set x to (-225)\n broadcast (die v)\n end\n if <<touching color (#ff0000)?> or <touching color (#9a0000)?>> then\n start sound [Punch1 v]\n set x to (-225)\n broadcast (die v)\n end\n switch costume to (costume2 v)\n if <touching (level v)?> then\n start sound [Bump V1 SFX v]\n set [xvel v] to ((xvel) * (-2))\n end\n switch costume to (costume1 v)\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (400) %\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [yvel v] to [0]\nforever\n if <not <touching (level v)?>> then\n change [yvel v] by (-1)\n change y by (yvel)\n set [y v] to (y position)\n end\n if <touching (level v)?> then\n 1\n end\nend\n\nbroadcast (eh v)\n\nset x to (300)\n\nset y to (0)\n\nwhen flag clicked\nset [level v] to [2]\nhide\nset size to (100) %\nshow\n\nwhen flag clicked\nstart sound [Teleport2 v]\nforever\n if <(x position) = [249]> then\n broadcast (Next Level v)\n wait (0.5) seconds\n set x to (-225)\n end\nend\n\n@Trail\n\nwhen flag clicked\nchange [color v] effect by (25)\nforever\n hide\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Effect\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\nrepeat (3)\n next costume\n next costume\nend\nwait (0.5) seconds\nrepeat (7)\n next costume\nend\n\nwhen flag clicked\nswitch costume to (costume14 v)\nforever\n go to [front v] layer\nend\n\n@...\n\n@Volume\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (4)\n change size by (4)\n end\n repeat (2)\n change size by (-8)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\nbroadcast (volume v)\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n switch costume to (costume2 v)\n broadcast (no volume v)\n wait until <not <mouse down?>>\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n broadcast (volume v)\n wait until <not <mouse down?>>\n end\nend\n\n@Skip\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (4)\n change size by (4)\n end\n repeat (2)\n change size by (-8)\n end\n wait (0.5) seconds\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\n@Shadow\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nchange [color v] effect by (110)\nswitch costume to (costume1 v)\nrepeat (10)\n next costume\nend\n\nwhen flag clicked\nforever\n go to (player v)\n go to [front v] layer\nend\n\nwhen I receive [die v]\nswitch costume to (costume1 v)\nrepeat (10)\n next costume\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (pick random (14) to (234))\n go to x: (pick random (-234) to (234)) y: (158)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n change y by (-20)\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (40)\nforever\n switch costume to (pick random (1) to (3))\n go to x: (-275) y: (pick random (90) to (125))\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nrepeat until <not <touching (_edge_ v)?>>\n change x by (6)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (6)\nend\nrepeat (20)\n change x by (6)\nend\ndelete this clone\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n
---------------------------Grass!----------------------------➢Arrow keys to move!\n➢Avoid Spikes!\n➢Avoid Lava!\n➢Get this on trending :)\n---------------------------------------------------------------\nI've always wanted to do a platformer so here it is. It took hours of effort and hardcore coding!.\nNOTE: This is glitchy because I made the platformer script XD, but please tell me any glitches!\n---------------------------------------------------------------\nPls to not be mean in the comments or ill have to report you...\n---------------------------------------------------------------\n -Features-\n.Death\n.Physics\n.Art\n.Sound\n.And Options\n---------------------------------------------------------------\n\n\n\n\n\n\n\n\n\n
Sue; a scrolling platformer
@Stage\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nshow\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n broadcast (Die v)\n Game - Die\n end\n if <(Lives) = [0]> then\n broadcast (Die - Reset v)\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1415]\n set [y v] to [360]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [3109]\n set [y v] to [0]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [5583]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [10500]> then\n set [scroll x v] to [6500]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (lava v)?> then\n set [exit v] to [Die]\nend\nif <touching (spikes v)?> then\n set [exit v] to [Die]\nend\nif <touching (enemy v)?> then\n set [exit v] to [Die]\nend\nif <touching (enemy2 v)?> then\n set [exit v] to [Die]\nend\nif <touching (enemy3 v)?> then\n set [exit v] to [Die]\nend\nif <touching (enemy4 v)?> then\n set [exit v] to [Die]\nend\nif <touching (enemy5 v)?> then\n set [exit v] to [Die]\nend\nif <touching (platforms v)?> then\n switch costume to (normal v)\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\nrepeat until <not <touching (water solid v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\n repeat until <not <touching (water solid 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 []\nbroadcast (Die v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nhide\n\nwait (1) seconds\n\nshow\nwait (0.1) seconds\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (normal v)\nset [checkpoint v] to [0]\nGame on\n\nwhen I receive [win v]\ngo to [back v] layer\n\nwhen I receive [start v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Test - Die\n\ngo to [front v] layer\n\nwhen flag clicked\nrepeat (10000000000000000000000)\n switch costume to (normal v)\n wait (pick random (5) to (15)) seconds\n switch costume to (blink v)\n wait (0.2) seconds\nend\n\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sun\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go [backward v] (10) layers\nend\n\n@Trees\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\nend\n\nClone at x: [4250] y: [-75]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 go to [back v] layer\nend\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]\n\n@Trees2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\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]\n\nClone at x: [500] y: [0]\n\nClone at x: [4250] y: [-75]\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1200]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (0 v)\nset [collected v] to [0]\n\nwhen I receive [collected 1 v]\nnext costume\nset [collected v] to [1]\n\nwhen I receive [reset v]\nif <<(Checkpoint) = [3]> and <(Collected) = [1]>> then\n switch costume to (1 v)\nelse\n switch costume to (0 v)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [win v]\ngo to [back v] layer\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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\ngo to [back v] layer\n\n@Hidden\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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\nif <touching (player v)?> then\n broadcast (Hidden v)\n go to [back v] layer\n set [ghost v] effect to (50)\nelse\n go to [front v] layer\n set [ghost v] effect to (0)\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 [ghost v] effect to (0)\n\n@Win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nplay sound [Win v] until done\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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\nif <(costume [number v]) = [9]> then\n if <touching (player v)?> then\n go to [back v] layer\n hide\n next costume\n set [coin v] to [1]\n broadcast (Collected 1 v)\n start sound [Collect v]\n end\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\ngo to [back v] layer\nshow\nswitch costume to <(costume [number v]) = [9]>\nset [coin v] to [0]\n\ngo to [back v] layer\n\nwhen I receive [hidden v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nPosition (x) (y)\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo to x: (18) y: (33)\n\nwhen I receive [start v]\ngo to x: (18) y: (33)\n\ndefine Position (x) (y)\ngo to x: (18) y: (33)\nif <<(x position) = [18]> and <(y position) = [33]>> then\n show\nelse\n hide\nend\n\n@Start\n\nwhen flag clicked\ngo to x: (100) y: (179)\nswitch costume to (pause v)\nwait (1) seconds\nshow\ngo to [front v] layer\nglide (0.3) secs to x: (100) y: (-45)\nforever\n if <touching (mouse-pointer v)?> then\n go to x: (111) y: (-45)\n set size to (110) %\n else\n go to x: (100) y: (-45)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\n@Checkpoint- closed\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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\nif <(Coin) = [0]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumbnail2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@Checkpoint- closed2\n\nwhen I receive [green flag v]\nswitch costume to (level 1-1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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\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\nif <<touching (player v)?> and <(Coin) = [1]>> then\n next costume\n broadcast (Win v)\nend\n\nhide\n\n@Music\n\nwhen flag clicked\nstart sound [David Lanz & Paul Speer- Natural States- Behind the Waterfall v]\nswitch costume to (on v)\nhide\nforever\n if <(costume [name v]) = [On]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nhide\n\n@Settings\n\nwhen flag clicked\nshow\nset size to (30) %\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Settings v)\nhide\n\nwhen I receive [start v]\nhide\n\n@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1200]\nset [y v] to [67]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Enemy2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1635]\nset [y v] to [375]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Enemy3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [2200]\nset [y v] to [71]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Enemy4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [4370]\nset [y v] to [-65]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Checkpoint\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (closed v)\n change [checkpoint v] by (1)\n else\n switch costume to (open v)\n end\nend\ngo to [front v] layer\n\nwhen I receive [setip v]\nhide\nset [x v] to [1530]\nset [y v] to [350]\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)\n\nwhen flag clicked\nswitch costume to (open v)\nhide\nset [x v] to [1530]\nset [y v] to [350]\n\n@Checkpoint2\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (closed v)\n change [checkpoint v] by (1)\n end\nend\ngo to [front v] layer\n\nwhen I receive [setip v]\nhide\nset [x v] to [3230]\nset [y v] to [-10]\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)\n\nwhen flag clicked\nhide\nswitch costume to (open v)\nset [x v] to [3230]\nset [y v] to [-10]\n\n@Eye\n\nwhen flag clicked\nshow\nforever\n go to x: (-86) y: (5)\n go to [front v] layer\n point towards (mouse-pointer v)\nend\n\nwhen I receive [start v]\nhide\n\n@Water solid\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1200]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [4970] y: [-75]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\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]\n\nClone at x: [500] y: [0]\n\n@Water2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [1200]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [4970] y: [-75]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [front v] layer\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 go to [back v] layer\nend\n\n@Enemy5\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [7470]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Checkpoint3\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (closed v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\nwhen I receive [setip v]\nhide\nset [x v] to [5700]\nset [y v] to [8]\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)\n\nwhen flag clicked\nhide\nswitch costume to (open v)\nset [x v] to [3230]\nset [y v] to [-10]\n\n@Traditional momentum\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n
1000 views!!! Wow! Thank you all for playing this :)\n---------------------------Instructions--------------------------\nPC mode - Right arrow - Right \n Left arrow - Left\n Up arrow - Up\n\nMobile mode -Right side touch of the screen - Right\n Left side touch of the screen - Left\n Touch the screen above player - Up\n\nCollect the hidden coin and go to the end to win!\n\nThe flag will be grey if you haven't collected the \n coin and it will turn green once you collect it.\n\nNever touch enemies!\n------------------------------Notes------------------------------\nAdvertising is fine :)\n-------------------------------Story------------------------------\nSue was a small kid when his parents died... He was living alone in the forest, until a kind old man found him walking on the river banks. That old man took Sue his home... They lived happily many years until the cruel empire of Mystery land invaded Rainbow Paradise, where Sue lived. The only way to escape is to find the three gold coins of Rainbow Paradise, which had great power! And now, you are going to guide Sue to his way! This is the first level which is easier than others. Find the gold coin and win! \n\nI will release the second level once this get 50 loves and favs!
Honeybee Hive Platformer
@Stage\n\nwhen I receive [begin v]\nwait (2) seconds\nswitch backdrop to (blank v)\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\nwhen flag clicked\nforever\n play sound [ v] until done\nend\n\n@Sprite1\n\ngo to x: (36) y: (28)\n\n@player\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(in air) < [8]>> then\n set [y velocity v] to [14]\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk [6]\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\nend\n\ndefine handle ground <moving up>\nswitch costume to (costume2 v)\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nswitch costume to (sparky v)\n\nwhen flag clicked\nswitch costume to (cat-a v)\nset [deaths v] to [0]\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set x to (-230)\n if <(y position) < [-100]> then\n set y to (-100)\n end\n change [deaths v] by (1)\n change [lives v] by (-1)\n broadcast (reboot level v)\n end\nend\n\ndefine die / next level\nif <(x position) > [230]> then\n set x to (-230)\n if <(y position) < [-100]> then\n set y to (-100)\n else\n if <[-5] < (y position)> then\n set y to (-5)\n end\n end\n broadcast (next level v)\nend\n\nwhen flag clicked\nforever\n die / next level\nend\n\nwhen flag clicked\ngo to x: (-230) y: (5)\n\nwhen [space v] key pressed\nnext costume\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume8 v)\nchange [color v] effect by (5)\n\n
Use arrow keys to move the bee\n\nPlease check out some of my other projects!\nhttps://scratch.mit.edu/projects/560992727/\nhttps://scratch.mit.edu/projects/558877075/\nhttps://scratch.mit.edu/projects/554617487/
Cooperation 2 | A Platformer #All #Games
@Stage\n\nwhen flag clicked\nset volume to (20) %\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\n@Main Character\n\ndefine physics <touch>\nset [x v] to (x position)\nset [y v] to (y position)\ngo to [front v] layer\nclear graphic effects\nchange [yv v] by (-1)\nif <touching (trampoline v)?> then\n start sound [Boing sound effect v]\n change [yv v] by (25)\nend\nif <key (r v) pressed?> then\n broadcast (Reset v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (0.9)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-0.9)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (platforms v)?> or <<<touching (moving platform v)?> or <<touching (on v)?> and <(ON/OFF STATUS) = [on]>>> or <<touching (off v)?> and <(ON/OFF STATUS) = [off]>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<<touching (moving platform v)?> or <<touching (on v)?> and <(ON/OFF STATUS) = [on]>>> or <<touching (off v)?> and <(ON/OFF STATUS) = [off]>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<<touching (moving platform v)?> or <<touching (on v)?> and <(ON/OFF STATUS) = [on]>>> or <<touching (off v)?> and <(ON/OFF STATUS) = [off]>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<<touching (moving platform v)?> or <<touching (on v)?> and <(ON/OFF STATUS) = [on]>>> or <<touching (off v)?> and <(ON/OFF STATUS) = [off]>>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <<<touching (moving platform v)?> or <<touching (on v)?> and <(ON/OFF STATUS) = [on]>>> or <<touching (off v)?> and <(ON/OFF STATUS) = [off]>>>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n set [yv v] to [14]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (platforms v)?> or <<<touching (moving platform v)?> or <<touching (on v)?> and <(ON/OFF STATUS) = [on]>>> or <<touching (off v)?> and <(ON/OFF STATUS) = [off]>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<touching (platforms v)?> or <<<touching (moving platform v)?> or <<touching (on v)?> and <(ON/OFF STATUS) = [on]>>> or <<touching (off v)?> and <(ON/OFF STATUS) = [off]>>>> and <key (up arrow v) pressed?>> then\n if <touching (trampoline v)?> then\n change [yv v] by (20)\n else\n change [yv v] by (14)\n end\nend\nchange y by (1)\nif <(x position) > [235]> then\n change [level v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<<touching (boss 1 v)?> or <<touching (spikes v)?> or <touching (enemies v)?>>> or <(y position) < [-175]>> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nif <[-145] > (y position)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-215) y: (61)\nswitch costume to (costume1 v)\nforever\n physics <>\nend\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [light v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n go to x: (x) y: (y)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@moving platform\n\ndefine Smooth Glide x: (x) y: (y) size: (size) dir: (dir) speed: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (dir)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nstart\npoint in direction (90)\nforever\n go to [front v] layer\n go to (mouse-pointer v)\n if then\n turn right (-5) degrees\n end\n if then\n turn right (5) degrees\n end\nend\n\nwhen I receive [reset v]\npoint in direction (90)\n\ndefine start\ngo to x: (-3) y: (24)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\nend\nclear graphic effects\n\nwhen flag clicked\nwait until <(Level) = [13]>\nstop [other scripts in sprite v]\nSmooth Glide x: [0] y: [-58] size: [100] dir: [90] speed: [3]\nwait until <<[-65] < <(round ([x position v] of [main character v])) < [-70]>> and <(round ([y position v] of [main character v])) = [103]>>\n\nwhen flag clicked\n\nwhen I receive [detect_22 v]\nwait until <(Level) = [15]>\nstop [other scripts in sprite v]\nSmooth Glide x: [9] y: [94] size: [100] dir: [90] speed: [3]\nwait until <<[-65] < <(round ([x position v] of [main character v])) < [-70]>> and <(round ([y position v] of [main character v])) = [103]>>\nstart sound [recording1 v]\nSmooth Glide x: (mouse x) y: (mouse y) size: [100] dir: [90] speed: [3]\nbroadcast (detect_33 v)\nforever\n point in direction (90)\n forever\n go to [front v] layer\n go to (mouse-pointer v)\n if then\n turn right (-5) degrees\n end\n if then\n turn right (5) degrees\n end\n end\nend\n\nwhen I receive [detect_33 v]\nwait until <(Level) = [16]>\nstop [other scripts in sprite v]\nSmooth Glide x: [-8] y: [-25] size: [100] dir: [90] speed: [3]\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@spikes\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@trampoline\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Switch\n\nwhen flag clicked\nhide\nCreate on-off Element: At x, y: [-129] [149] Size: [100] Level: [11] Dir: [90] Auto: [n]\n\ndefine Create on-off Element: At x, y: (x) (y) Size: (sz) Level: (lvl) Dir: (dir) Auto: (auto)\nset [_auto? v] to (auto)\npoint in direction (dir)\nset [_t7 v] to (lvl)\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <(_t7) = (Level)>\nshow\nif <(ON/OFF STATUS) = [on]> then\n switch costume to (on v)\nelse\n switch costume to (off v)\nend\nforever\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (off v)\n else\n switch costume to (on v)\n end\n go to [front v] layer\n go [backward v] (2) layers\n if <touching (main character v)?> then\n say [Press Space To Activate]\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n if <(ON/OFF STATUS) = [on]> then\n set [on/off status v] to [off]\n switch costume to (off v)\n start sound [smb_bump v]\n else\n set [on/off status v] to [on]\n switch costume to (on v)\n start sound [smb_bump v]\n end\n end\n else\n say []\n end\n if <not <(_t7) = (Level)>> then\n delete this clone\n end\n if <(_auto?) = [y]> then\n if <(timer) > [1]> then\n reset timer\n if <(ON/OFF STATUS) = [on]> then\n set [on/off status v] to [off]\n switch costume to (off v)\n start sound [smb_bump v]\n else\n set [on/off status v] to [on]\n start sound [smb_bump v]\n switch costume to (on v)\n end\n end\n end\nend\n\nCreate on-off Element: At x, y: [-163] [133] Size: [100] Level: [3] Dir: [90] Auto: [n]\n\n@Off\n\ndefine Create on-off Element: [ON/OFF/SWITCH] (element) At x, y: (x) (y) Size: (sz) Level: (lvl)\nset [_t5 v] to (lvl)\nif <(element) = [ON]> then\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on -y v)\n else\n switch costume to (on -n v)\n end\nelse\n if <(element) = [OFF]> then\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (off -n v)\n else\n switch costume to (off -y v)\n end\n else\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n end\nend\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [on/off status v] to [on]\n\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [-43] [-115] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [-11] [-115] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [114] [34] Size: [100] Level: [8]\nCreate on-off Element: [ON/OFF/SWITCH] [OFF] At x, y: [147] [34] Size: [100] Level: [8]\n\nwhen I start as a clone\nwait until <(_t5) = (Level)>\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (off -n v)\n else\n switch costume to (off -y v)\n end\n if <not <(_t5) = (Level)>> then\n delete this clone\n end\nend\n\n@On\n\ndefine Create on-off Element: [ON/OFF/SWITCH] (element) At x, y: (x) (y) Size: (sz) Level: (lvl)\nset [_t6 v] to (lvl)\nif <(element) = [ON]> then\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on -y v)\n else\n switch costume to (on -n v)\n end\nelse\n if <(element) = [OFF]> then\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (off -n v)\n else\n switch costume to (off -y v)\n end\n else\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n end\nend\ngo to x: (x) y: (y)\nset size to (sz) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [on/off status v] to [on]\nhide\nCreate on-off Element: [ON/OFF/SWITCH] [ON] At x, y: [-138] [-20] Size: [100] Level: [11]\nCreate on-off Element: [ON/OFF/SWITCH] [ON] At x, y: [-43] [-33] Size: [100] Level: [11]\nCreate on-off Element: [ON/OFF/SWITCH] [ON] At x, y: [-43] [-66] Size: [100] Level: [11]\nCreate on-off Element: [ON/OFF/SWITCH] [ON] At x, y: [-43] [-99] Size: [100] Level: [11]\n\nwhen I start as a clone\nwait until <(_t6) = (Level)>\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(ON/OFF STATUS) = [on]> then\n switch costume to (on -y v)\n else\n switch costume to (on -n v)\n end\n if <not <(_t6) = (Level)>> then\n delete this clone\n end\nend\n\n@Clickables\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (.1) seconds\nswitch costume to (follow v)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n go to x: (-78) y: (0)\n wait until <(Level) = [13]>\n show\n broadcast (Music change!! v)\n forever\n tk\n end\nelse\n if <(costume [number v]) = [2]> then\n go to x: (-9) y: (0)\n wait until <(Level) = [13]>\n show\n forever\n tk\n end\n else\n go to x: (86) y: (0)\n wait until <(Level) = [13]>\n show\n forever\n tk\n end\n end\nend\n\ndefine tk\nif <touching (main character v)?> then\n if <[15] = (_Gh EFFECT)> then\n repeat (5)\n change [brightness v] effect by (1)\n end\n wait (.1) seconds\n repeat (5)\n change [brightness v] effect by (-1)\n end\n else\n change [_gh effect v] by (((15) - (_Gh EFFECT)) / (3))\n set [brightness v] effect to (_Gh EFFECT)\n end\nelse\n change [_gh effect v] by (((0) - (_Gh EFFECT)) / (3))\n set [brightness v] effect to (_Gh EFFECT)\nend\n\nwhen flag clicked\nerase all\n\n@Follow, Heart, StarSprite2\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\ngo to x: (-121) y: (-177)\nhide\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n hide\n clear graphic effects\n go to x: (-18) y: (50)\n wait (pick random (1) to (30)) seconds\n show\n glide in\n wait (pick random (5) to (15)) seconds\n glide out\nend\n\ndefine glide in\nSmooth Glide x: (-18) y: (-4) speed: (3)\n\nglide (0.5) secs to x: (-121) y: (-177)\nwait (pick random (1) to (20)) seconds\nglide (0.5) secs to x: (-121) y: (-200)\nhide\n\ndefine glide out\nbroadcast (gh v)\nSmooth Glide x: (-18) y: (30) speed: (3)\n\nwhen I receive [gh v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n
Cooperation 2 | A Platformer\n⚑ ˡᵒᵃᵈⁱⁿᵍ.. ⌛\n\nWelcome To My Cooperation Platformer! This can be a one or two player game. The Player is controlled by the arrow keys, and the moving platform is controlled by the mouse pointer and the key (a,d) to change direction.\nAlso, Press R to reset if you're stuck\n\nPART 1:\nhttps://scratch.mit.edu/projects/542395797/\n\nLeave a ♥︎, ★, and a Follow for Part 3!!\n\nI don't know what motiavted me to make the second part after months, but here it is anyways! I think I did a bad job on the thumbnail..\n\n #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games
PICKLEMAN: Remastered Platformer
@Stage\n\nwhen flag clicked\nset [shop v] to [0]\nset [magic v] to [0]\nforever\n if <(Shop) = [0]> then\n switch backdrop to (backdrop1 v)\n if <(Level) = [5]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (backdrop4 v)\n end\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n\n@PickleMan\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n if <not <(Flying) = [2]>> then\n if <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(y position) < [-180]> then\n if <<(Title) > [0]> and <(Full) < [9.2]>> then\n if <(Stop) = [0]> then\n if <key (left arrow v) pressed?> then\n Walk (-90) (-6)\n else\n if <key (right arrow v) pressed?> then\n Walk (90) (6)\n else\n set [frame v] to [0]\n end\n end\n end\n else\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <(Stop) = [0]> then\n set [speed x v] to ((speed x) * (0.7))\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2)\n end\n end\n end\n if <(Stop) = [0]> then\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 end\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <(Bunny) = [0]> then\n set [speed y v] to [16]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n if <(Bunny) = [1]> then\n set [speed y v] to [24]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\n else\n set [jump key v] to [0]\n end\n Set Costume\n broadcast (tick v) and wait\n end\nend\n\ndefine Touch Ground <up?>\nif <not <(Flying) = [2]>> then\n change [falling? v] by (1)\n Get Touching <not <up?>>\n if <<(speed y) = [0]> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n else\n if <(touch) = [0]> then\n set [in platforrm v] to [1]\n end\n end\n repeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\n Get Touching <not <up?>>\n end\nend\n\ndefine Get Touching <check platform?>\nif <not <(Flying) = [2]>> then\n if <<touching color (#000000)?> or <touching (sprite5 v)?>> then\n set [downward v] to [0]\n set [touch v] to [9]\n else\n if <<check platform?> and <touching (sprite5 v)?>> then\n set [downward v] to [0]\n set [touch v] to [1]\n else\n set [touch v] to [0]\n set [grounded v] to [0]\n end\n end\nend\n\ndefine Walk (direction) (speed)\nif <not <(Flying) = [2]>> then\n point in direction (direction)\n change x by (speed)\n set [slope v] to [0]\n Get Touching <>\n repeat until <<(slope) = [8]> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <>\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(Full) > [11.1]> then\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 [12]\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\n end\n end\n if <<(Title) > [0]> and <(Full) < [9.3]>> then\n change [frame v] by (0.5)\n else\n if <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\n else\n change [frame v] by ((speed) / (8))\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n set [stage forward v] to [1]\n show\n go to x: (-200) y: (-98)\n stop [this script v]\nend\n\ndefine Set Costume\n\nwhen flag clicked\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall v] to [0]\n\nwhen flag clicked\nwait (0.1) seconds\ngo to x: (-200) y: (-98)\nforever\n if <(x position) = [240]> then\n if <(Wall) = [0]> then\n set [shop v] to [0]\n change [stage forward v] by (1)\n go to x: (-235) y: (y position)\n end\n end\nend\n\nwhen flag clicked\nset [health v] to [0]\ngo to [front v] layer\nhide\nset [checkpole v] to [1]\nforever\n if <<<(Level) = [2]> and <(Stage Forward) = [11]>> or <<(Level) = [2]> and <(Stage Forward) = [12]>>> then\n if <(y position) = [-190]> then\n set y to (187)\n change [stage forward v] by (1)\n end\n else\n if <(y position) = [-190]> then\n set [game over v] to [1]\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(x position) = [-240]> then\n if <(Wall) = [0]> then\n set [shop v] to [0]\n if <not <(Stage Forward) = [1]>> then\n change [stage forward v] by (-1)\n go to x: (235) y: (y position)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n set [direction v] to [L]\n end\n if <key (right arrow v) pressed?> then\n set [direction v] to [R]\n end\nend\n\nwhen flag clicked\nset [health v] to [3]\nset [airslash v] to [0]\nset [stop v] to [0]\nhide\nforever\n switch costume to (normal v)\n if <(Bunny) = [1]> then\n switch costume to (charging v)\n end\n if <not <(Flying) = [2]>> then\n if <(Direction) = [R]> then\n if <key (z v) pressed?> then\n set [airslash v] to [1]\n repeat (3)\n change [speed x v] by (17)\n end\n switch costume to (normal v)\n wait (0.5) seconds\n set [airslash v] to [0]\n switch costume to (normal v)\n end\n end\n if <(Direction) = [L]> then\n if <key (z v) pressed?> then\n set [airslash v] to [1]\n repeat (3)\n change [speed x v] by (-17)\n end\n switch costume to (normal v)\n wait (0.5) seconds\n set [airslash v] to [0]\n switch costume to (normal v)\n end\n end\n end\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [1]> then\n set [speed y v] to [24]\n wait (0.6) seconds\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nset [bunny v] to [0]\nforever\n if <key (down arrow v) pressed?> then\n if <(Bounce) = [0]> then\n set [downward v] to [1]\n set [speed y v] to [-12]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n wait (1) seconds\n set [stage forward v] to (Checkpole)\n go to x: (-200) y: (-98)\n set [health v] to (MAX Health)\n set [game over v] to [0]\n set [wall v] to [0]\n end\nend\n\nif <(Showtime) = [0]> then\n go to x: (-200) y: (-98)\n if <(Showtime) = [1]> then\n wait until <(Showtime) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[0] < (Level)> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Got Hit?) = [1]> then\n change [health v] by (-1)\n set [ghost v] effect to (25)\n wait (Frames) seconds\n set [ghost v] effect to (0)\n set [got hit? v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Complete) = [1]> then\n go to x: (-220) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost2 v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (leftspeed boost v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nset [wind v] to [0]\nforever\n change x by (Wind)\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [2]> then\n set [speed y v] to [30]\n wait (0.6) seconds\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Magic) = [2]> then\n set size to (100) %\n else\n set size to (200) %\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost3 v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost4 v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (leftspeed boost2 v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Flying) = [2]> then\n if <key (down arrow v) pressed?> then\n change y by (-6)\n if <<touching (sprite5 v)?> or <touching color (#000000)?>> then\n change y by (6)\n end\n end\n if <key (up arrow v) pressed?> then\n change y by (6)\n if <<touching (sprite5 v)?> or <touching color (#000000)?>> then\n change y by (-6)\n end\n end\n if <key (right arrow v) pressed?> then\n change x by (6)\n if <<touching (sprite5 v)?> or <touching color (#000000)?>> then\n change x by (-6)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-6)\n if <<touching (sprite5 v)?> or <touching color (#000000)?>> then\n change x by (6)\n end\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <(Flying) = [1]> then\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [brightness v] effect to (0)\n set [flying v] to [2]\n wait (5) seconds\n set [brightness v] effect to (20)\n set [flying v] to [1]\n wait (5) seconds\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<not <touching (movingplatform v)?>> or <<not <touching (movingplatform2 v)?>> or <not <touching (movingplatform3 v)?>>>> then\n set [wind v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (slashgello v)?> and <(AirSlash) = [1]>> then\n if <(direction) = [-90]> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n end\n if <(direction) = [90]> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Rainbow Slashable) = [1]> then\n if <(direction) = [-90]> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n set [rainbow slashable v] to [0]\n end\n if <(direction) = [90]> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n set [rainbow slashable v] to [0]\n end\n end\nend\n\n@Background Details\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [1]> then\n set size to (500) %\n switch costume to (tree v)\n show\n go to x: (170) y: (-190)\n end\n if <(Stage Forward) = [2]> then\n hide\n end\n if <(Stage Forward) = [3]> then\n set size to (500) %\n switch costume to (tree v)\n show\n go to x: (-180) y: (-190)\n end\n if <(Stage Forward) = [4]> then\n set size to (300) %\n switch costume to (sign v)\n show\n go to x: (-150) y: (-90)\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n set size to (500) %\n switch costume to (tree v)\n show\n go to x: (170) y: (-188)\n end\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [1]> then\n set size to (300) %\n switch costume to (sign2 v)\n show\n go to x: (-30) y: (-103)\n end\n if <(Stage Forward) = [2]> then\n set size to (300) %\n switch costume to (sign3 v)\n show\n go to x: (100) y: (40)\n end\n if <(Stage Forward) = [3]> then\n set size to (500) %\n switch costume to (tree v)\n show\n go to x: (150) y: (-190)\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [1]> then\n set size to (300) %\n switch costume to (sign4 v)\n show\n go to x: (-30) y: (-103)\n end\n if <(Stage Forward) = [2]> then\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [4]> then\n set size to (300) %\n switch costume to (sign5 v)\n show\n go to x: (150) y: (-103)\n end\n if <(Stage Forward) = [5]> then\n set [level v] to [6]\n set [stage forward v] to [1]\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Background Details2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n if <(Stage Forward) = [2]> then\n show\n go to x: (150) y: (-170)\n end\n if <(Stage Forward) = [3]> then\n show\n go to x: (180) y: (-170)\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n show\n go to x: (-140) y: (-166)\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n if <(Stage Forward) = [4]> then\n show\n go to x: (150) y: (-170)\n end\n if <(Stage Forward) = [5]> then\n show\n go to x: (150) y: (-40)\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Sourd\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n if <(Direction) = [R]> then\n if <key (x v) pressed?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n point in direction (-10)\n show\n repeat (8)\n if <(AirSlash) = [0]> then\n if <(Downward) = [0]> then\n turn right (20) degrees\n end\n end\n end\n hide\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n end\n if <(Direction) = [L]> then\n if <key (x v) pressed?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n point in direction (10)\n show\n repeat (8)\n if <(AirSlash) = [0]> then\n turn right (-20) degrees\n end\n end\n hide\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [swordsize v] to [200]\nhide\nforever\n go to (pickleman v)\n set size to ((SwordSize) + (200)) %\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n if <(Direction) = [R]> then\n if <key (z v) pressed?> then\n show\n end\n end\n if <(Direction) = [L]> then\n if <key (z v) pressed?> then\n show\n point in direction (-90)\n wait (0.5) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <key (down arrow v) pressed?> then\n if <[0] < (Level)> then\n show\n point in direction (180)\n wait until <not <key (down arrow v) pressed?>>\n hide\n wait (0.3) seconds\n end\n end\nend\n\nwait (0.3) seconds\n\nwhen flag clicked\nforever\n if <(Direction) = [R]> then\n if <key (z v) pressed?> then\n show\n point in direction (90)\n wait (0.5) seconds\n hide\n end\n end\n if <(Direction) = [L]> then\n if <key (z v) pressed?> then\n show\n point in direction (-90)\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Flying) = [1]> then\n change [swordsize v] by (25)\n stop [this script v]\n end\nend\n\n@Gello's\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [5]> then\n go to x: (25) y: (-104)\n repeat until <not <(Stage Forward) = [5]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [5]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [8]> then\n go to x: (50) y: (-104)\n repeat until <not <(Stage Forward) = [8]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [8]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n go to x: (25) y: (-104)\n repeat until <not <(Stage Forward) = [10]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (.1) seconds\nend\n\n@Gello's2\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [8]> then\n go to x: (-50) y: (-103)\n repeat until <not <(Stage Forward) = [8]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [8]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n go to x: (-50) y: (-103)\n repeat until <not <(Stage Forward) = [10]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [2]> then\n go to x: (0) y: (-103)\n repeat until <not <(Stage Forward) = [2]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [2]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (.1) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n show\n if <(Health) = [6]> then\n switch costume to (6 v)\n end\n if <(Health) = [5]> then\n switch costume to (5 v)\n end\n if <(Health) = [4]> then\n switch costume to (4 v)\n end\n if <(Health) = [3]> then\n switch costume to (3 v)\n end\n if <(Health) = [2]> then\n switch costume to (2 v)\n end\n if <(Health) = [1]> then\n switch costume to (1 v)\n end\n if <(Health) = [0]> then\n switch costume to (0 v)\n wait (1) seconds\n set [game over v] to [1]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [level v] to [0]\nset [menu v] to [0]\nforever\n if <(Level) < [1]> then\n if <key (x v) pressed?> then\n set [menu v] to [1]\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [level v] to [0]\nforever\n if <[0] < (Level)> then\n wait (1) seconds\n repeat until <not <[0] < (Level)>>\n if <(Game Over) = [1]> then\n go to [front v] layer\n switch costume to (game over v)\n set [ghost v] effect to (100)\n show\n set [stop v] to [1]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n if <<(Stage Forward) = [10]> and <(Level) = [1]>> then\n wait (4) seconds\n end\n if <<(Stage Forward) = [11]> and <(Level) = [6]>> then\n wait (7.5) seconds\n end\n if <<(Stage Forward) = [13]> and <(Level) = [7]>> then\n wait (11) seconds\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [stop v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [level v] to [0]\nforever\n if <(Game Completed) = [1]> then\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n switch costume to (costume2 v)\n wait (2) seconds\n switch costume to (costume3 v)\n if <(Timer) < ((☁ Speedrun Record) + (0.5))> then\n switch costume to (costume4 v)\n stop [all v]\n end\n if <<<<(Egg) = [1]> and <(Magic) = [1]>> and <(Collector Coin) = [23]>> and <(Timer) < ((☁ 100% Speedrun Record) + (2.5))>> then\n switch costume to (costume5 v)\n stop [all v]\n else\n if <(Bunny) = [1]> then\n switch costume to (bunny v)\n stop [all v]\n else\n stop [all v]\n end\n end\n end\nend\n\n@Big Block\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [4]> then\n show\n if <touching (sourd v)?> then\n next costume\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Stage Forward) = [4]> then\n switch costume to (costume1 v)\n wait until <not <(Stage Forward) = [4]>>\n end\nend\n\n@Coins\n\nwhen flag clicked\nset [collector coin v] to [0]\nset [g v] to [0]\nhide\nforever\n if <(Level) = [1]> then\n set [coin screen v] to [1]\n set [coin x v] to [-80]\n set [coin y v] to [0]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [50]\n set [coin y v] to [100]\n repeat (5)\n create clone of (_myself_ v)\n change [coin x v] by (30)\n end\n \n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (5)\nset size to (300) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [1]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [2]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [4]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [airslash v]\nforever\n if <[0] < (Level)> then\n show variable [g v]\n else\n hide variable [g v]\n end\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\nwhen flag clicked\nset [g v] to [0]\nhide\nforever\n if <(Level) = [2]> then\n set [coin screen v] to [1]\n set [coin x v] to [-90]\n set [coin y v] to [80]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [-90]\n set [coin y v] to [80]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [3]\n set [coin x v] to [-32]\n set [coin y v] to [-50]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (50)\n end\n \n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (5)\nset size to (300) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [2]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [2]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [5]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [3]> then\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [7]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [0]\nhide\nforever\n if <(Level) = [3]> then\n set [coin screen v] to [1]\n set [coin x v] to [-100]\n set [coin y v] to [100]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [-80]\n set [coin y v] to [100]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n \n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (5)\nset size to (300) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [3]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [1]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\n@Checkpint\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to [3]\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [6]> then\n show\n end\n set [checkpole v] to [6]\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [10]> then\n go to x: (0) y: (-75)\n show\n if <touching (pickleman v)?> then\n set [health v] to [3]\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [10]> then\n show\n end\n set [checkpole v] to [10]\n if <(Stage Forward) = [9]> then\n hide\n end\n if <(Stage Forward) = [11]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to [3]\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n show\n end\n set [checkpole v] to [4]\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n show\n end\n set [checkpole v] to [10]\n if <(Stage Forward) = [9]> then\n hide\n end\n if <(Stage Forward) = [11]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n show\n end\n set [checkpole v] to [3]\n if <(Stage Forward) = [2]> then\n hide\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [2]> then\n hide\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n show\n end\n set [checkpole v] to [11]\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n show\n end\n set [checkpole v] to [6]\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n show\n end\n set [checkpole v] to [11]\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [7]> then\n if <(Stage Forward) = [8]> then\n show\n end\n set [checkpole v] to [8]\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [13]> then\n go to x: (0) y: (-106)\n show\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [7]> then\n if <(Stage Forward) = [13]> then\n show\n end\n set [checkpole v] to [13]\n if <(Stage Forward) = [12]> then\n hide\n end\n if <(Stage Forward) = [14]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n if <(Stage Forward) = [14]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nset [brightness v] effect to (5)\nforever\n switch costume to (1 v)\n set [flag v] to (Stage Forward)\n if <touching (pickleman v)?> then\n switch costume to (2 v)\n wait (.01) seconds\n switch costume to (3 v)\n wait (.01) seconds\n switch costume to (7 v)\n wait (.01) seconds\n switch costume to (4 v)\n wait (.01) seconds\n switch costume to (8 v)\n wait (.01) seconds\n switch costume to (5 v)\n wait (.01) seconds\n repeat until <not <(flag) = (Stage Forward)>>\n switch costume to (6 v)\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n show\n if <(BadGuyHealth) = [10]> then\n switch costume to (10 v)\n end\n if <(BadGuyHealth) = [9]> then\n switch costume to (9 v)\n end\n if <(BadGuyHealth) = [8]> then\n switch costume to (8 v)\n end\n if <(BadGuyHealth) = [7]> then\n switch costume to (7 v)\n end\n if <(BadGuyHealth) = [6]> then\n switch costume to (6 v)\n end\n if <(BadGuyHealth) = [5]> then\n switch costume to (5 v)\n end\n if <(BadGuyHealth) = [4]> then\n switch costume to (4 v)\n end\n if <(BadGuyHealth) = [3]> then\n switch costume to (3 v)\n end\n if <(BadGuyHealth) = [2]> then\n switch costume to (2 v)\n end\n if <(BadGuyHealth) = [1]> then\n switch costume to (1 v)\n end\n if <(BadGuyHealth) = [0]> then\n switch costume to (0 v)\n end\n end\nend\n\n@Talk/Timer\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Talk) = [1]> then\n go to x: (0) y: (-40)\n show\n switch costume to (costume3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume6 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume7 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n set [stop v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [1]> then\n if <(Talk) = [2]> then\n show\n switch costume to (costume8 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nforever\n if <(Game Completed) = [1]> then\n if <<<(Egg) = [1]> and <(Magic) = [1]>> and <(Collector Coin) = [23]>> then\n if <(timer) < (☁ 100% Speedrun Record)> then\n set [☁ 100% speedrun record v] to (timer)\n set [☁ speedrun holder v] to (username)\n end\n else\n if <(timer) < (☁ Speedrun Record)> then\n set [☁ speedrun record v] to (timer)\n set [☁ speedrun holder v] to (username)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n reset timer\n \n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Talk) = [1]> then\n go to x: (0) y: (-40)\n wait (1) seconds\n show\n switch costume to (level2 1 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n set [stop v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [2]> then\n if <(Talk) = [2]> then\n show\n switch costume to (level2 2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Talk) = [1]> then\n go to x: (0) y: (-120)\n show\n switch costume to (3-1 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n set [stop v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [3]> then\n if <(Talk) = [2]> then\n show\n switch costume to (3-2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Talk) = [1]> then\n go to x: (0) y: (-40)\n show\n switch costume to (6-1 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (6-2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (6-3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (6-4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (6-5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n set [stop v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [6]> then\n if <(Talk) = [2]> then\n show\n switch costume to (6-6 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [7]> then\n if <(Talk) = [1]> then\n show\n switch costume to (final 1 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (final 2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [7]> then\n if <(Talk) = [2]> then\n show\n switch costume to (final 3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n show\n if <<<(Stage Forward) = [1]> or <(Stage Forward) = [4]>> or <<(Stage Forward) = [5]> or <<(Stage Forward) = [6]> or <(Stage Forward) = [8]>>>> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (1-1-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (1-1-3 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (1-1-7 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (1-1-9 v)\n end\n if <<(Stage Forward) = [10]> or <(Stage Forward) = [11]>> then\n switch costume to (1-1-10 v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [2]> then\n show\n if <(Stage Forward) = [1]> then\n set size to (200) %\n switch costume to (2-1 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (2-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (2-3 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (2-5 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (2-7 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (2-8 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (2-8 v)\n end\n if <(Stage Forward) = [10]> then\n set size to (200) %\n switch costume to (flat v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (your dead boi v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (2-12 v)\n end\n if <(Stage Forward) = [13]> then\n set size to (100) %\n switch costume to (2-boss v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [3]> then\n show\n if <(Stage Forward) = [1]> then\n set size to (200) %\n switch costume to (3-1 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (3-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (3-5 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (3-7 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (3-8 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (3-9 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (flat v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [4]> then\n show\n if <(Stage Forward) = [1]> then\n set size to (200) %\n switch costume to (flat v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [5]> then\n show\n if <(Stage Forward) = [1]> then\n set size to (200) %\n switch costume to (2-1 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (2-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (2-3 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (2-5 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (2-7 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (2-8 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (2-8 v)\n end\n if <(Stage Forward) = [10]> then\n set size to (200) %\n switch costume to (flat v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (2-11 v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [13]> then\n set size to (100) %\n switch costume to (2-boss v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [6]> then\n show\n if <(Stage Forward) = [1]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (6-1 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (6-8 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (6-9 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (6-10 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (6-1 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (6-5 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (6-9 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (6-6 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (flat v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [7]> then\n go to x: (0) y: (-132)\n show\n if <(Stage Forward) = [1]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (castle flat2 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (castle flat3 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (castle flat4 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (castle flat5 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (castle flat4 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (castle flat6 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (castle flat7 v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (castle flat8 v)\n end\n if <(Stage Forward) = [13]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [14]> then\n switch costume to (castle flat v)\n end\n end\nend\n\n@Ground\n\n@Father Gello\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [11]> then\n if <(Level) = [1]> then\n go to x: (192) y: (-60)\n show\n set [stop v] to [1]\n set [talk v] to [1]\n wait until <not <(Stage Forward) = [11]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [10]> then\n set [badguyhealth v] to [10]\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-2)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [11]> then\n wait (0.1) seconds\n point in direction (90)\n if <(Talk) = [0]> then\n repeat until <<(BadGuyHealth) = [0]> or <not <(Stage Forward) = [11]>>>\n glide (1.8) secs to x: (-192) y: (-60)\n wait (1) seconds\n point in direction (-90)\n wait (1) seconds\n glide (1.8) secs to x: (192) y: (-60)\n wait (1) seconds\n point in direction (90)\n wait (1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [11]> then\n if <(BadGuyHealth) = [0]> then\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nset [wall v] to [0]\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [11]> then\n set [wall v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (.1) seconds\nend\n\n@New Game Button\n\nwhen flag clicked\ngo to x: (0) y: (100)\nhide\nforever\n if <(Level) < [1]> then\n if <(Menu) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n wait until <key (x v) pressed?>\n set [level v] to [1]\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [max health v] to [3]\nforever\n if <(Level Complete) = [1]> then\n show\n wait (1) seconds\n set [level complete v] to [0]\n change [level v] by (1)\n set [stage forward v] to [1]\n set [stop v] to [0]\n set [wall v] to [0]\n set [checkpole v] to [1]\n set [health v] to (MAX Health)\n else\n hide\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Level Complete) = [1]> then\n set [game completed v] to [1]\n end\n end\nend\n\n@Small Block\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [2]> then\n show\n if <touching (sourd v)?> then\n next costume\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [2]> then\n switch costume to (costume1 v)\n wait until <not <(Stage Forward) = [2]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Speed Boost\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [5]> then\n go to x: (-76) y: (-88)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (30)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [4]> then\n go to x: (50) y: (0)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Speed Boost2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [5]> then\n go to x: (100) y: (-88)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [9]> then\n go to x: (20) y: (-40)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@LeftSpeed Boost\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [8]> then\n point in direction (90)\n go to x: (110) y: (20)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [9]> then\n point in direction (90)\n go to x: (20) y: (-100)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@GelloBird\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [13]> then\n wait (1.1) seconds\n wait until <(Talk) = [0]>\n repeat until <not <(Stage Forward) = [13]>>\n glide (1) secs to x: (50) y: (70)\n glide (1) secs to x: (-50) y: (70)\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [13]> then\n if <(Level) = [2]> then\n set [stop v] to [1]\n set [wall v] to [1]\n set [talk v] to [1]\n wait (1) seconds\n go to x: (0) y: (70)\n show\n wait until <not <(Stage Forward) = [13]>>\n end\n end\nend\n\nwhen flag clicked\nset size to (300) %\nforever\n switch costume to (costume1 v)\n change y by (2)\n wait (0.08) seconds\n switch costume to (costume2 v)\n change y by (-2)\n wait (0.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [13]> then\n wait (1.1) seconds\n wait until <(Talk) = [0]>\n repeat until <not <(Stage Forward) = [13]>>\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (200) %\nswitch costume to (costume3 v)\ngo to x: (x position) y: (y position)\nset rotation style [all around v]\npoint towards (pickleman v)\nrepeat until <<touching (sprite5 v)?> or <touching (_edge_ v)?>>\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n if <not <(BadGuyHealth) = [0]>> then\n if <(Talk) = [0]> then\n set [got hit? v] to [1]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-2)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [10]> then\n set [badguyhealth v] to [10]\n hide\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [13]> then\n if <(BadGuyHealth) = [0]> then\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n set [brightness v] effect to (5)\nend\n\n@New Game Button2\n\nwhen flag clicked\n\nhide\nforever\n if <(Menu) = [1]> then\n if <(Level) < [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n ask [Level Code] and wait\n if <(answer) = [Intro]> then\n set [level v] to [1]\n else\n if <(answer) = [Slash]> then\n set [level v] to [2]\n else\n if <(answer) = [Jump]> then\n set [level v] to [3]\n else\n if <(answer) = [Town]> then\n set [level v] to [4]\n else\n if <(answer) = [Magic]> then\n set [level v] to [5]\n else\n if <(answer) = [Move]> then\n set [level v] to [6]\n else\n if <(answer) = [King]> then\n set [level v] to [7]\n else\n say [Error] for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n hide\n end\nend\n\n@New Game Button4\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [☁ speedrun record v]\nhide\nforever\n if <(Level) < [1]> then\n if <(Menu) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n set [level v] to [1]\n show variable [timer v]\n show variable [☁ speedrun record v]\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n repeat until <(Game Completed) = [1]>\n set [timer v] to (timer)\n end\nend\n\n@JumpJello\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [1]> then\n point in direction (90)\n go to x: (130) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (3 v)\n if <touching (sourd v)?> then\n switch costume to (2 v)\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [2]> then\n point in direction (90)\n go to x: (-65) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [4]> then\n point in direction (90)\n go to x: (-190) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n point in direction (90)\n go to x: (-32) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n point in direction (90)\n go to x: (-128) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n point in direction (90)\n go to x: (-160) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n point in direction (90)\n go to x: (-224) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\nend\n\n@JumpGello's\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n go to x: (0) y: (-103)\n repeat until <not <(Stage Forward) = [5]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [5]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [3]> then\n go to x: (0) y: (-103)\n repeat until <not <(Stage Forward) = [3]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [3]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (.1) seconds\nend\n\n@JumpGello's2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [6]> then\n set size to (400) %\n show\n go to x: (20) y: (-40)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [6]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n set size to (200) %\n show\n go to x: (0) y: (-10)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [8]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n set size to (400) %\n show\n go to x: (178) y: (-70)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [9]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [brightness v] effect to (5)\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n go to x: (0) y: (-10)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-42)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n go to x: (160) y: (-106)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Spikes) = [0]> then\n set [game over v] to [1]\n else\n change [got hit? v] by (1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (200) y: (0)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (200) y: (0)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [8]> then\n go to x: (49) y: (-42)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n go to x: (-11) y: (-42)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Spikes) = [0]> then\n set [game over v] to [1]\n else\n change [got hit? v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n go to x: (128) y: (22)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n go to x: (192) y: (-106)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (200) y: (0)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (200) y: (0)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [8]> then\n point in direction (-90)\n go to x: (49) y: (100)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n go to x: (-11) y: (100)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\n@JumpGello's3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n set size to (200) %\n show\n go to x: (128) y: (50)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [8]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [5]> then\n set size to (400) %\n show\n go to x: (-80) y: (-90)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [5]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [6]> then\n set size to (200) %\n show\n go to x: (-145) y: (-40)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [6]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [brightness v] effect to (5)\nend\n\n@JumpGelloBird\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n wait (1.1) seconds\n wait until <(Talk) = [0]>\n repeat until <<not <(Stage Forward) = [12]>> or <(BadGuyHealth) = [0]>>\n glide (1.5) secs to x: (200) y: (70)\n glide (1.5) secs to x: (-200) y: (69)\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [12]> then\n if <(Level) = [3]> then\n wait (1) seconds\n go to x: (0) y: (70)\n show\n set [stop v] to [1]\n set [wall v] to [1]\n set [talk v] to [1]\n wait until <not <(Stage Forward) = [12]>>\n end\n end\nend\n\nwhen flag clicked\nset size to (300) %\nforever\n switch costume to (costume2 v)\n change y by (2)\n wait (0.08) seconds\n switch costume to (costume4 v)\n change y by (-2)\n wait (0.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n wait (1.1) seconds\n wait until <(Talk) = [0]>\n repeat until <<not <(Stage Forward) = [12]>> or <(BadGuyHealth) = [0]>>\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (200) %\nswitch costume to (costume3 v)\ngo to x: (x position) y: (y position)\nset rotation style [all around v]\npoint towards (pickleman v)\nrepeat until <<touching (_edge_ v)?> or <touching (sprite5 v)?>>\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n change [badguyhealth v] by (-2)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n set [badguyhealth v] to [10]\n hide\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n if <(BadGuyHealth) = [0]> then\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [brightness v] effect to (5)\nend\n\n@JumpJello2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (3 v)\n if <touching (sourd v)?> then\n switch costume to (2 v)\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n point in direction (90)\n go to x: (224) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\nend\n\n@Weapon Shop\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [1]> then\n switch costume to (costume1 v)\n go to x: (-50) y: (-58)\n show\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [1]\n end\n else\n if <(Stage Forward) = [3]> then\n show\n switch costume to (costume2 v)\n go to x: (-50) y: (-58)\n if <(Magic) = [0]> then\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n ask [Hello Traveler. I am a mighty wizard. I have lost a magic orb in the Magic Realm. Will you go there and retrieve my orb. I will pay you 5 coins. But beware, the Magic Realm is full of danger and I will not be able to bring you back until you collect the orb. Y/N] and wait\n if <<(answer) = [Y]> or <(answer) = [Yes]>> then\n set [shop v] to [0]\n set [stage forward v] to [1]\n set [level v] to [5]\n else\n set [shop v] to [0]\n end\n end\n end\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) > [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Weapon Shop2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [1]> then\n go to [back v] layer\n switch costume to (costume2 v)\n go to x: (150) y: (-58)\n show\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [2]\n end\n else\n if <(Stage Forward) = [3]> then\n go to [back v] layer\n switch costume to (costume3 v)\n go to x: (150) y: (-58)\n show\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [4]\n end\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) > [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Weapon Shop3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [2]> then\n go to x: (50) y: (-58)\n go to [back v] layer\n show\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [3]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) > [0]> then\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Shop Talk\n\nwhen flag clicked\ngo to x: (0) y: (-38)\nhide\nforever\n if <(Shop) = [1]> then\n go to [front v] layer\n show\n switch costume to (costume3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n \n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-38)\nhide\nforever\n if <(Shop) = [2]> then\n go to [front v] layer\n show\n switch costume to (costume5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n \n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Increase Sword size by 50% 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [swordsize v] by (25)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Increase Sword size by 50% 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [swordsize v] by (25)\n change [g v] by (-5)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Increase Sword size by 50% 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [swordsize v] by (25)\n change [g v] by (-5)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Straberry Susy(Teacher)\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nset [frames v] to [1]\nhide\nforever\n if <(Shop) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Double Invincibility Frames 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [frames v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nforever\n if <(Shop) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Only take 1 damage from spikes. 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [spikes v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nforever\n if <(Shop) = [3]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra HP 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [max health v] by (1)\n change [health v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nforever\n if <(Shop) = [3]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra HP 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [max health v] by (1)\n change [health v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nforever\n if <(Shop) = [3]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra HP 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [max health v] by (1)\n change [health v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Speed Boost3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [5]> then\n go to x: (-76) y: (-88)\n show\n repeat until <not <(Stage Forward) = [5]>>\n glide (1) secs to x: (-76) y: (-200)\n glide (1) secs to x: (-76) y: (-88)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (30)\n show\n repeat until <not <(Stage Forward) = [6]>>\n glide (1) secs to x: (100) y: (30)\n glide (1) secs to x: (0) y: (30)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [11]> then\n go to x: (-60) y: (-70)\n show\n if <touching (pickleman v)?> then\n broadcast (Trickster v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\n@Speed Boost4\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [5]> then\n go to x: (100) y: (-88)\n show\n repeat until <not <(Stage Forward) = [5]>>\n glide (1) secs to x: (100) y: (-200)\n glide (1) secs to x: (100) y: (-88)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [9]> then\n go to x: (20) y: (-100)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\n@LeftSpeed Boost2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [8]> then\n point in direction (90)\n go to x: (100) y: (-70)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [9]> then\n point in direction (90)\n go to x: (20) y: (-50)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [11]> then\n point in direction (90)\n show\n repeat until <not <(Stage Forward) = [11]>>\n go to x: (70) y: (-60)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\nset [magic v] to [0]\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [13]> then\n show\n set [wall v] to [1]\n if <touching (pickleman v)?> then\n change [g v] by (5)\n set [wall v] to [0]\n set [level v] to [4]\n set [stage forward v] to [1]\n set [magic v] to [1]\n hide\n end\n end\n end\nend\n\n@Sprite18\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nset [flying v] to [0]\nforever\n if <(Shop) = [4]> then\n show\n if <touching (mouse-pointer v)?> then\n say [No one knows what this item does. 25G]\n if <mouse down?> then\n if <[24] < (G)> then\n say [Press Left and Right to use.] for (2) seconds\n change [g v] by (-25)\n change [flying v] by (1)\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [2]> then\n show\n go to x: (100) y: (0)\n if <not <(Stage Forward) = [2]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [4]> then\n show\n go to x: (-30) y: (-80)\n if <not <(Stage Forward) = [4]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [8]> then\n show\n go to x: (150) y: (-65)\n if <not <(Stage Forward) = [8]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [6]> then\n show\n go to x: (-143) y: (5)\n if <not <(Stage Forward) = [6]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\n@Sprite20\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [2]> then\n show\n go to x: (-25) y: (-60)\n if <not <(Stage Forward) = [2]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [4]> then\n show\n go to x: (90) y: (0)\n if <not <(Stage Forward) = [4]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [3]> then\n show\n go to x: (20) y: (-150)\n if <not <(Stage Forward) = [3]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [2]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [5]> then\n show\n go to x: (-150) y: (-15)\n if <not <(Stage Forward) = [5]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\n@Sprite22\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [7]> then\n show\n go to x: (100) y: (-100)\n if <not <(Stage Forward) = [7]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [8]> then\n show\n go to x: (-50) y: (-160)\n if <not <(Stage Forward) = [8]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n show\n go to x: (-50) y: (-160)\n if <not <(Stage Forward) = [9]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n show\n go to x: (-90) y: (-160)\n if <not <(Stage Forward) = [10]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n show\n go to x: (100) y: (-160)\n if <not <(Stage Forward) = [10]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\n@Sprite24\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n go to x: (194) y: (-40)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Spikes) = [0]> then\n set [game over v] to [1]\n else\n change [got hit? v] by (1)\n end\n end\nend\n\n@Sprite25\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n point in direction (-90)\n go to x: (194) y: (102)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Spikes) = [0]> then\n set [game over v] to [1]\n else\n change [got hit? v] by (1)\n end\n end\nend\n\n@WizardJello\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [12]> then\n if <(Level) = [6]> then\n go to x: (192) y: (-95)\n show\n set [stop v] to [1]\n set [talk v] to [1]\n wait until <not <(Stage Forward) = [12]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n set [badguyhealth v] to [10]\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-2)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (300) %\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [12]> then\n point in direction (90)\n show\n switch costume to (costume1 v)\n if <(Talk) = [0]> then\n repeat until <<(BadGuyHealth) = [0]> or <not <(Stage Forward) = [12]>>>\n repeat (5)\n go to x: (pick random (-192) to (192)) y: (100)\n set rotation style [left-right v]\n point towards (pickleman v)\n set [random v] to [1]\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n repeat (10)\n go to x: (pick random (-192) to (192)) y: (100)\n set rotation style [left-right v]\n point towards (pickleman v)\n set [random v] to [2]\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\n hide\n wait (3.5) seconds\n show\n set [random v] to (pick random (1) to (2))\n if <(Random) = [1]> then\n point in direction (90)\n go to x: (192) y: (-95)\n wait (1) seconds\n glide (1) secs to x: (-192) y: (-95)\n else\n point in direction (-90)\n go to x: (-192) y: (-95)\n wait (1) seconds\n glide (1) secs to x: (192) y: (-95)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [12]> then\n if <(BadGuyHealth) = [0]> then\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nset [wall v] to [0]\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [12]> then\n set [wall v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n set rotation style [all around v]\nend\n\nwhen I start as a clone\nif <(Random) = [1]> then\n set size to (150) %\n switch costume to (3 v)\n point towards (pickleman v)\n repeat until <<touching (_edge_ v)?> or <touching (sprite5 v)?>>\n move (7) steps\n end\n delete this clone\nend\nif <(Random) = [2]> then\n set size to (150) %\n switch costume to (3 v)\n point towards (pickleman v)\n wait (3) seconds\n repeat until <<touching (_edge_ v)?> or <touching (sprite5 v)?>>\n move (7) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\nend\n\n@SlashGello\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [4]> then\n set size to (400) %\n show\n go to x: (30) y: (50)\n if <touching (sourd v)?> then\n if <(AirSlash) = [1]> then\n wait (0.1) seconds\n hide\n wait until <not <(Stage Forward) = [4]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [5]> then\n set size to (400) %\n show\n go to x: (100) y: (100)\n if <touching (sourd v)?> then\n if <(AirSlash) = [1]> then\n wait (0.1) seconds\n hide\n wait until <not <(Stage Forward) = [5]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (10)\nend\n\n@RainbowJello\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nset [rainbow slashable v] to [0]\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [7]> then\n go to x: (200) y: (-103)\n repeat until <not <(Stage Forward) = [7]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n if <(costume [number v]) = [2]> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [7]>>\n end\n end\n if <(costume [number v]) = [3]> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [7]>>\n end\n end\n if <(costume [number v]) = [1]> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [7]>>\n else\n hide\n wait until <not <(Stage Forward) = [7]>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [7]> then\n switch costume to (blue-slash v)\n repeat until <not <(Stage Forward) = [7]>>\n wait (0.5) seconds\n next costume\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [10]> then\n go to x: (0) y: (-103)\n repeat until <not <(Stage Forward) = [10]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n if <(costume [number v]) = [2]> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n if <(costume [number v]) = [3]> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n if <(costume [number v]) = [1]> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [10]>>\n else\n hide\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [10]> then\n switch costume to (blue-slash v)\n repeat until <not <(Stage Forward) = [10]>>\n wait (1) seconds\n next costume\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (10)\nend\n\n@RainbowJello2\n\nwhen flag clicked\nhide\nset [rainbow slashable v] to [0]\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [9]> then\n go to x: (50) y: (-103)\n show\n if <touching (sourd v)?> then\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [9]>>\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [9]>>\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [9]>>\n else\n hide\n wait until <not <(Stage Forward) = [9]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [9]> then\n repeat (5)\n switch costume to (red1 v)\n wait (0.1) seconds\n switch costume to (red2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (green1 v)\n wait (0.1) seconds\n switch costume to (green2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (blue1 v)\n wait (0.1) seconds\n switch costume to (blue2 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [11]> then\n repeat (5)\n switch costume to (red1 v)\n wait (0.1) seconds\n switch costume to (red2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (green1 v)\n wait (0.1) seconds\n switch costume to (green2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (blue1 v)\n wait (0.1) seconds\n switch costume to (blue2 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (100)\n show\n if <touching (sourd v)?> then\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [11]>>\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [11]>>\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [11]>>\n else\n hide\n wait until <not <(Stage Forward) = [11]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [12]> then\n go to x: (-100) y: (-50)\n show\n if <touching (sourd v)?> then\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n else\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [12]> then\n repeat (5)\n switch costume to (red1 v)\n wait (0.1) seconds\n switch costume to (red2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (green1 v)\n wait (0.1) seconds\n switch costume to (green2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (blue1 v)\n wait (0.1) seconds\n switch costume to (blue2 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@RainbowJello3\n\nwhen flag clicked\nhide\nset [rainbow slashable v] to [0]\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [12]> then\n go to x: (100) y: (140)\n show\n if <touching (sourd v)?> then\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n else\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [12]> then\n repeat (5)\n switch costume to (red1 v)\n wait (0.1) seconds\n switch costume to (red2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (green1 v)\n wait (0.1) seconds\n switch costume to (green2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (blue1 v)\n wait (0.1) seconds\n switch costume to (blue2 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@King Jello\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [14]> then\n if <(Level) = [7]> then\n go to x: (180) y: (-92)\n show\n set [stop v] to [1]\n set [talk v] to [1]\n wait until <not <(Stage Forward) = [14]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [13]> then\n set [badguyhealth v] to [10]\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(costume [number v]) = [2]> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n change [badguyhealth v] by (-1)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\n end\n if <(costume [number v]) = [3]> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n change [badguyhealth v] by (-1)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\n end\n if <(costume [number v]) = [1]> then\n change [badguyhealth v] by (-1)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (300) %\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(costume [number v]) = [1]> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\n if <(costume [number v]) = [2]> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n point in direction (90)\n show\n switch costume to (red v)\n if <(Talk) = [0]> then\n set [stop v] to [0]\n repeat until <<(BadGuyHealth) = [0]> or <not <(Stage Forward) = [14]>>>\n show\n repeat (5)\n point in direction (90)\n glide (1) secs to x: (-200) y: (-92)\n point in direction (-90)\n glide (1) secs to x: (200) y: (-92)\n end\n point in direction (90)\n glide (1) secs to x: (200) y: (300)\n hide\n go to x: (pick random (-200) to (200)) y: (300)\n wait (1) seconds\n show\n glide (1) secs to x: (x position) y: (-92)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n if <(BadGuyHealth) = [0]> then\n stop [other scripts in sprite v]\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nset [wall v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n set [wall v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n set rotation style [all around v]\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n if <(Talk) = [0]> then\n repeat until <<(BadGuyHealth) = [0]> or <not <(Stage Forward) = [14]>>>\n switch costume to (red v)\n wait (1) seconds\n switch costume to (green v)\n wait (1) seconds\n switch costume to (blue v)\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [rainbow slashable v] to [0]\nforever\n if <touching (pickleman v)?> then\n if <(costume [number v]) = [3]> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\n if <(costume [number v]) = [2]> then\n if <(Downward) = [0]> then\n set [got hit? v] to [1]\n end\n end\n if <(costume [number v]) = [1]> then\n if <<(Downward) = [0]> and <(AirSlash) = [0]>> then\n set [got hit? v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <not <(Stage Forward) = [11]>> then\n stop all sounds\n play sound [Level 1 and 3 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n stop all sounds\n play sound [Level 2 and 2 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [11]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <not <(Stage Forward) = [13]>> then\n stop all sounds\n play sound [Level 2 and 4 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [13]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <not <(Stage Forward) = [12]>> then\n stop all sounds\n play sound [Level 1 and 3 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <not <(Stage Forward) = [12]>> then\n stop all sounds\n play sound [Level 2 and 4 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [12]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n stop all sounds\n play sound [Level 2 and 4 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <not <(Stage Forward) = [14]>> then\n stop all sounds\n play sound [Level 5 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n stop all sounds\n play sound [Level 5 v] until done\n end\n end\nend\n\n@Easter Egg\n\nwhen flag clicked\nset [egg v] to [0]\nforever\n if <<(Level) = [2]> and <(Stage Forward) = [10]>> then\n set [egg v] to [1]\n end\nend\n\nwhen flag clicked\nset [egg v] to [0]\nset [easter v] to [0]\nforever\n if <<<(Level) = [2]> and <(Stage Forward) = [1]>> and <(Egg) = [1]>> then\n show\n if <touching (pickleman v)?> then\n set [easter v] to [1]\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\[email protected]\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [6]> then\n show\n else\n hide\n end\nend\n\n@Weapon Shop4\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [2]> then\n show\n switch costume to (costume2 v)\n go to x: (-120) y: (-58)\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [6]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) > [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Sprite28\n\nwhen flag clicked\nset [frames v] to [1]\nset [bunny v] to [0]\nhide\nforever\n if <(Shop) = [6]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Bunny Ears. Jump super high. Can't buy. Will trade for an Egg.]\n if <mouse down?> then\n if <(Easter) = [1]> then\n set [bunny v] to [1]\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Restart the game and go find the Easter Egg!] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@New Game Button3\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [☁ speedrun record v]\nhide variable [☁ 100% speedrun record v]\nhide\nforever\n if <(Level) < [1]> then\n if <(Menu) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Collect the Egg, Magic Orb and all 23 Coins!]\n switch costume to (costume2 v)\n if <mouse down?> then\n set [level v] to [1]\n show variable [timer v]\n show variable [☁ 100% speedrun record v]\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n repeat until <(100% Complete) = [1]>\n set [timer v] to (timer)\n end\nend\n\n@Blocks\n\n
Remake of PickleMan: Retro Platformer\nMost artwork is created by \n@andraxnacreator\nHe makes great artwork and is on his way to make some amazing games!\nAlso make sure to stick around till the end credits.
Infected Part 1 ll #trending #Platformer #Game #All #Mobile Friendly
@Stage\n\nwhen flag clicked\nforever\n play sound [Your Little Wings Tokyo Music Walker \(No Copyright Music\) v] until done\n wait (0.1) seconds\n play sound [TheFatRat - Time Lapse v] until done\n wait (0.1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Rain\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\nwhen I start as a clone\nforever\n set [ghost v] effect to (16)\n if <touching (water 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\nwhen flag clicked\nset [level v] to [1]\nhide\ngo [backward v] (1) layers\nforever\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\nend\n\n@Infected peoples\n\nwhen flag clicked\nforever\n go to [back v] layer\n Show or hide\nend\n\ndefine Show or hide\nforever\n if <<(Level) = [4]> or <(Level) = [0]>> then\n show\n end\n if <not <<(Level) = [4]> or <(Level) = [0]>>> then\n hide\n end\nend\n\nwhen flag clicked\nset [infected speed v] to [3]\nforever\n go to [back v] layer\n Walking\nend\n\ndefine Walking\nforever\n if <(Level) = [4]> then\n go to x: (187) y: (-60)\n switch costume to (pick random (1) to (2))\n repeat until <not <(Level) = [4]>>\n point in direction (90)\n glide (Infected speed) secs to x: (48) y: (-60)\n wait (1) seconds\n point in direction (-90)\n glide (Infected speed) secs to x: (192) y: (-60)\n end\n end\n if <not <<(Level) = [4]> or <(Level) = [0]>>> then\nend\n\ndefine Infected Speed\nforever\n set [infected speed v] to ((Level) - (1))\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n Infected Speed\nend\n\n@Lava\n\nwhen flag clicked\nshow\ngo to x: (0) y: (100)\nreset timer\nforever\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (200)) ) * (5))\nend\n\n@Decor\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Player\n\ndefine Player Walk\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n point in direction (-90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n point in direction (90)\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 [15]\n end\n end\n change y by (1)\nend\n\ndefine Detection\nforever\n if <touching (finish v)?> then\n change [level v] by (1)\n go to x: (-206) y: (-49)\n end\n if <touching (spikes v)?> then\n change [deaths v] by (1)\n go to x: (-206) y: (-49)\n end\n if <touching (lava v)?> then\n change [deaths v] by (1)\n go to x: (-206) y: (-49)\n end\n if <touching (infected peoples v)?> then\n change [deaths v] by (1)\n go to x: (-206) y: (-49)\n end\nend\n\ndefine Costume Changer\nforever\n wait (pick random (4) to (6)) seconds\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\n switch costume to (costume1 v)\nend\n\nwhen I receive [end v]\ngo to x: (-206) y: (-49)\nforever\n Detection\nend\n\nwhen I receive [end v]\nshow\nforever\n Costume Changer\nend\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nforever\n Player Walk\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Sign\n\nwhen flag clicked\nhide\n\ndefine Sign Codes\nforever\n if <touching (player v)?> then\n say (Message)\n else\n say []\n end\nend\n\ndefine The message\nforever\n if <(Level) = [1]> then\n set [message v] to (join [Oh ] (join (username) [,You got so lucky buying the last mask in this world because other people don't haves a mask and a new deadly virus is here.]))\n end\n if <(Level) = [2]> then\n set [message v] to (join (username) [ We gotta get out of this city without being infected!!])\n end\n if <(Level) = [3]> then\n set [message v] to (join (username) [ Watch out for the infected peoples,infected spikes and infected lava too!!])\n end\n if <(Level) = [4]> then\n set [message v] to (join [Oh NO!!Are those you're parents ] (join (username) (join [.] [We have to save them])))\n end\n if <(Level) = [5]> then\n set [message v] to (join [We have to save you're parents before its too late ] (username))\n end\n if <(Level) = [6]> then\n set [message v] to [WOAH!!The infected boss has been created this to stop us]\n end\n if <(Level) = [7]> then\n set [message v] to [I see a hospital near us but the infected people are guarding it.We'll have to find another way to find the cure]\n end\nend\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nset [level v] to [1]\nforever\n Sign Codes\nend\n\nwhen I receive [end v]\nforever\n The message\nend\n\n@Finish\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nforever\n go to [back v] layer\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (1) y: (163)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Intro by me\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth zoom Size: (size) Speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen flag clicked\nhide\nset size to (50) %\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nset [cloneid v] to [0]\nwait () seconds\nset [cloneid v] to [Background]\ncreate clone of (_myself_ v)\nwait () seconds\nset [cloneid v] to [Logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Logo]> then\n show\n set size to (50) %\n switch costume to (CloneID)\n Smooth zoom Size: [100] Speed: [14]\n broadcast (Next v)\n set [cloneid v] to [Name]\n create clone of (_myself_ v)\n Smooth Glide x: (-124) y: (0) speed: (12)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Name]> then\n show\n set size to (100) %\n go to [back v] layer\n set [type of project v] to [Game]\n switch costume to (join (CloneID) (Type of project))\n go to x: (37) y: (-1)\n wait (2) seconds\n broadcast (Almost v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Background]> then\n show\n set size to (100) %\n switch costume to (CloneID)\n forever\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Decor]> then\n show\n switch costume to (CloneID)\n go to x: (37) y: (-1)\nend\n\nwhen I receive [almost v]\nset [ghost v] effect to (0)\nrepeat (5)\n wait (0.1) seconds\n change [ghost v] effect by (20)\nend\nhide\nbroadcast (End v)\n\n
INFECTED PART 1!!!\n------------------------------\nGo to here to see all the infected parts i made :\nhttps://scratch.mit.edu/studios/30229166\n-------------------------------\nStory:Once upon a time there lived an explorer in a poor little village.It has a little bit of resources of masks and soaps.Then suddenly a deadly virus came.The explorer got a mask but the others didn't.Now its your time to help your peoples so the people in your village can be cured by a very rare cure.Can you help him to help his peoples??\n---------------------------------------------------------------\nUse WASD,arrow keys or mobile controls to move\nSo far no mobile gliches :D.Mobile FRIENDLY!!!\nW = Jump\nA = Move left\nD = Move right\n----------------------------------------------------------------\nDon't touch the spikes,lava and the infected people.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment : Mystery Comment XD
【#19】スクロールPlatformerチュートリアル
@Stage\n\nwhen flag clicked\nset [color v] effect to (pick random (1) to (200))\n\n@プレイヤー\n\nwhen flag clicked\n初期化\nforever\n 物理\n broadcast (レベル v) and wait\nend\n\ndefine 物理\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x v] by (1)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\nend\nset [x v] to ((x) * (.9))\nchange x by (x)\nif <touching (レベル v)?> then\n change y by (1)\nend\nif <touching (レベル v)?> then\n change x by ((x) * (-1))\n change y by (-1)\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [壁キック v]\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\nend\nchange y by (-1)\nif <touching (レベル v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [ジャンプ v]\n set [y v] to [15]\n end\nend\nif <touching (バネ v)?> then\n start sound [大ジャンプ v]\n set [y v] to [15]\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [20]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <touching (レベル v)?> then\n change y by ((-1) * (y))\n set [y v] to [0]\nend\nif <(ステージY) > [360]> then\n 初期化\nend\nif <touching (障害物 v)?> then\n 初期化\nend\nif <touching (ゴール v)?> then\n broadcast (ゴール v)\nend\nset [ステージx v] to ((ステージX) - ([ceiling v] of (((x position) + (x)) / (9)) ))\nset [ステージy v] to ((ステージY) - ([ceiling v] of (((y position) + (y)) / (12)) ))\nset x to ((x position) - ([ceiling v] of (((x position) + (x)) / (9)) ))\nset y to ((y position) - ([ceiling v] of (((y position) + (y)) / (12)) ))\n\ndefine 初期化\ngo to x: (0) y: (-50)\nswitch costume to (コスチューム1 v)\nset [x v] to [0]\nset [y v] to [0]\nset [ステージx v] to [100]\nset [ステージy v] to [0]\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@レベル\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで 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 (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\n@障害物\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで 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 (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\n@バネ\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで 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 (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\n@飾り\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで 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 (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\n@ゴール\n\nwhen I receive [レベル v]\nif <(costume [number v]) = [1]> then\n stop [this script v]\nelse\n レベル ((ステージX) + (x)) ((ステージY) + (y))\nend\n\ndefine レベル (x) (y)\nswitch costume to (削除しないで 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 (レベル数)\n\nwhen flag clicked\nクローン\n\ndefine クローン\nswitch costume to (削除しないで v)\nrepeat (8)\n set [x v] to ((480) * ((costume [number v]) - (1)))\n set [y v] to [0]\n switch costume to ((costume [number v]) + (1))\n set [レベル数 v] to (costume [number v])\n create clone of (_myself_ v)\nend\n\n
プレイしながら特徴をつかんでください!\n(すべてのスプライトをバックパックするだけでサンプルを使用できます)\n\n中を見てコメントの説明をよく見て自分で作ってみてください!
(UPDATED)WINTER-A Cloud Scrolling Platformer by zqwang31
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\nwhen I receive [open shopping items v]\ngo [backward v] (1) layers\n\nwhen I receive [close shopping items v]\ngo [forward v] (1) layers\n\n@Cloud Connect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [210] [30]\nClone at [726] [-95]\nClone at [1638] [90]\nClone at [2252] [-11]\nClone at [2678] [145]\nClone at [3136] [34]\nClone at [3588] [34]\nClone at [4149] [78]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [574] [-102]\nClone at [2825] [27]\nClone at [2879] [159]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\n@Saw\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nClone at [10] [-105]\nClone at [3245] [23]\nClone at [3354] [23]\nClone at [3457] [23]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nClone at [-152] [-90]\nClone at [200] [97]\nClone at [402] [-14]\nClone at [460] [74]\nClone at [515] [0]\nClone at [570] [-64]\nClone at [570] [-17]\nClone at [570] [37]\nClone at [1285] [95]\nClone at [1358] [95]\nClone at [1418] [214]\nClone at [1437] [260]\nClone at [1482] [297]\nClone at [1529] [260]\nClone at [1560] [214]\nClone at [818] [-50]\nClone at [967] [14]\nClone at [1116] [103]\nClone at [1819] [-10]\nClone at [1912] [-10]\nClone at [1998] [-10]\nClone at [2075] [-10]\nClone at [2408] [78]\nClone at [2540] [113]\nClone at [2674] [162]\nClone at [2959] [284]\nClone at [3169] [40]\nClone at [3297] [40]\nClone at [3403] [40]\nClone at [3659] [76]\nClone at [3767] [79]\nClone at [4002] [84]\nClone at [4128] [81]\nClone at [4134] [-107]\nClone at [4185] [-107]\nClone at [4264] [-60]\nClone at [4316] [-60]\nClone at [4369] [-60]\nClone at [4438] [5]\nClone at [4553] [69]\nClone at [4611] [69]\nClone at [4746] [149]\nClone at [4798] [149]\nClone at [4977] [65]\nClone at [4913] [65]\nClone at [5021] [-49]\nClone at [5114] [-49]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (12) 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 [Squish 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 (0.4) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Sprite 1\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (.005) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (1) layers\nshow\nset size to (pick random (20) to (70)) %\nset [ghost v] effect to (pick random (70) to (90))\ngo to x: (250) y: (pick random (-200) to (200))\nglide (pick random (4) to (10)) secs to x: (-240) y: (y position)\ndelete this clone\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [726]\n set [y v] to [-95]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set [x v] to [1635]\n set [y v] to [91]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [4]> then\n set [x v] to [2251]\n set [y v] to [-9]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [5]> then\n set [x v] to [2678]\n set [y v] to [145]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [6]> then\n set [x v] to [3136]\n set [y v] to [34]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [7]> then\n set [x v] to [3588]\n set [y v] to [34]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [8]> then\n set [x v] to [4149]\n set [y v] to [78]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (saw v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [timeout v]\nhide\n\nwhen I receive [buy costume 1 v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (middle v)\n\nwhen I receive [buy middle2 v]\nswitch costume to (middle2 v)\n\nwhen I receive [close shopping items v]\ngo to [front v] layer\n\nwhen I receive [open shopping items v]\ngo to [back v] layer\n\nwhen I receive [buy crown v]\nswitch costume to (costume2 v)\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (open shop v)\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\n@Sprite4\n\nwhen this sprite clicked\nif <[9] < (COINS)> then\n change [coins v] by (-10)\n broadcast (Buy costume 1 v)\nelse\n say [You don't have enough money.] for (2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [open shopping items v]\ngo to [front v] layer\nshow\n\nwhen I receive [close shopping items v]\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nif <[19] < (COINS)> then\n change [coins v] by (-20)\n broadcast (Buy middle2 v)\nelse\n say [You don't have enough money.] for (2) seconds\nend\n\nwhen I receive [open shopping items v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [open shopping items v]\ngo to [front v] layer\nshow\n\nwhen I receive [close shopping items v]\nhide\n\n@Sprite3\n\nwhen I receive [open shop v]\nshow\nbroadcast (open shopping items v)\n\nwhen flag clicked\nhide\n\nwhen I receive [close shopping items v]\nhide\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 open v]\nshow\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\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [win v]\nhide\n\nwhen I receive [chat close v]\nshow\n\nwhen flag clicked\nforever\n reset timer\n if <(timer) > [.00000000000001]> then\n hide\n end\nend\n\n@Chat X\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (-53) y: (125)\n\nwhen I receive [chat open v]\nshow\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (Chat Close v)\n end\nend\n\nwhen I receive [chat close v]\nset [is the chat open v] to [0]\n\n@Shop X\n\nwhen flag clicked\nhide\n\nwhen I receive [shop open v]\nshow\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [open shop v]\nshow\n\nwhen this sprite clicked\nbroadcast (close shopping items v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@detector\n\nwhen flag clicked\nforever\n go to [front v] layer\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\nset [ghost v] effect to (100)\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 [coins v] by (10)\nswitch costume to (2 v)\nrepeat (4)\n change [ghost v] effect by (-25)\n wait (0.5) seconds\nend\ngo to x: (0) y: (50)\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.5) seconds\nend\n\n@Sprite6\n\nwhen this sprite clicked\nif <[49] < (COINS)> then\n change [coins v] by (-50)\n broadcast (buy crown v)\nelse\n say [You don't have enough money.] for (2) seconds\nend\n\nwhen I receive [open shopping items v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [open shopping items v]\ngo to [front v] layer\nshow\n\nwhen I receive [close shopping items v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nforever\n go [forward v] (1000) layers\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (0)\nend\n\ngo [forward v] (999999999999999999999999999999) layers\n\n@music\n\nwhen flag clicked\nplay sound [Starship v] until done\n\n@Chat\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [the shop is open v] to [0]\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\nwhen I receive [win v]\nhide\n\nwhen I receive [chat open v]\nset [the shop is open v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\n set size to ((size) + (((100) - (size)) / (3))) %\nend\nwait until <(is the chat open) = [0]>\n\nrepeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\nend\n\nwhen I receive [chat open 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\nend\n\nwhen I receive [chat open v]\nshow\nset [the shop is open v] to [0]\n\nhide\n\nwhen I receive [chat open v]\nset [is the chat open v] to [1]\n\nshow\n\nwhen I receive [chat close v]\nhide\n\n
Latest Update: Love and Fav to get 10 free coins! Added shop and improved chat and platforms! new music too!\n-Welcome to WINTER, one of my most epic projects ever. Here, you can play with scratchers all over the world! You can also chat by pressing T. If there is no one playing, feel free to comment on my profile and I can join you =D (I can't if I'm at school or doing homework or revising or sleeping though)\n\n- Instructions: Navigate with arrow keys, wasd or you finger on mobile. Press the chat or shop button to chat or shop. You can shop for different costumes. Overall have fun! By the way, if you want 10 free coins, simply like and fav this project!=D\n\n-By the way, This is the max platforms I could add as my computer limits it.(It has a strange lag if I continue adding cuz I'm using windows 7, very old computer) I will add more levels as soon as I receive a new computer =) (Should be very soon...)\n\n-Also, as new scratchers can't use cloud variables, they wouldn't be able to see other scratchers playing at the same time. You'll have to wait until you have the scratcher status. However, you can still play this as a normal platformer if you're a new scratcher.\n\n-Check this out too: https://scratch.mit.edu/projects/564945214
Totodile Platformer
@Stage\n\n@Sprite2\n\nwhen flag clicked\nhide variable [deaths v]\nset [deaths v] to [0]\nhide\nswitch costume to (totodile1 v)\n\nwhen I receive [go v]\nshow variable [deaths v]\nshow\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (totodile2 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (totodile1 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n change [deaths v] by (1)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop8]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [backdrop17]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [g mobile v]\nshow variable [deaths v]\nshow\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n end\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n change [deaths v] by (1)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop8]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [backdrop17]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [left arrow v]\nchange [x v] by (-1)\nswitch costume to (totodile2 v)\n\nwhen I receive [right arrow v]\nchange [x v] by (1)\nswitch costume to (totodile1 v)\n\nwhen I receive [up arrow v]\nif <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-155]> then\n go to x: (-214) y: (115)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (totodile v)\nshow\nforever\n play sound [Accumula town - black and white v] until done\nend\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [g mobile v]\nhide\n\n@Sprite4\n\nwhen this sprite clicked\nhide\nbroadcast (G Mobile v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (80) %\n end\nend\n\nwhen flag clicked\nforever\n hide\n go to [front v] layer\nend\n\nwhen I receive [go v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [g mobile v]\nshow\n\nwhen this sprite clicked\nbroadcast (Left Arrow v)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [g mobile v]\nshow\n\nwhen this sprite clicked\nbroadcast (Right Arrow v)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [g mobile v]\nshow\n\nwhen this sprite clicked\nbroadcast (Up Arrow v)\n\n@Sprite3\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nclear graphic effects\nhide\nforever\n go to (mouse-pointer v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (mouse-pointer v)\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n set [ghost v] effect to (16)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [go v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [14]> then\n show\n end\nend\n\nwhen I receive [g mobile v]\nstop [other scripts in sprite v]\nhide\n\n
Press PLAY Button to start\nPress Left/Right Arrow Keys to go Left/Right\nPress Up Arrow Key to jump\nWatch out for lava!\nGood luck!
Plains 2 a mobile friendly platformer
@Stage\n\n@Sprite2\n\nwhen flag clicked\nhide\nbroadcast (Start v) and wait\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (50) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\n if <<([costume name v] of [platform v]) > [6]> and <([costume name v] of [platform v]) < [11]>> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\nif <(Level) = [8]> then\n forever\n hide\n end\nend\n\nwhen I receive [dark v]\nhide\n\nwhen I receive [nonono v]\nshow\n\nwhen I receive [start v]\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\n@words\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nwait (1) seconds\nshow\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <(Level) = [13]> then\n forever\n go to [back v] layer\n stop [this script v]\n end\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\n@player\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (-16)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (20)\n change size by (-1.5)\nend\ndelete this clone\n\ndefine Tick\nshow\nset [dead v] to [0]\nset [level v] to [1]\nset size to (20) %\nreset\nforever\n create clone of (_myself_ v)\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 (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(Dead) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen I receive [start v]\nshow\nTick\n\nwhen I receive [1 v]\nreset\n\nwhen I receive [start v]\nshow\nforever\n forever\n if <touching (trampolines v)?> then\n set [yv v] to [23]\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n forever\n if <touching (trampolines v)?> then\n set [yv v] to [23]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (20)\n change size by (-1.5)\nend\ndelete this clone\n\n@spike\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (35) y: (20)\nhide\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [13]> then\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen [space v] key pressed\nhide\n\n@platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nforever\n glide (1.5) secs to x: (0) y: (25)\n glide (1.5) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nshow\nforever\n if <not <(Level) = [50]>> then\n go to [back v] layer\n else\n go to [front v] layer\n stop [this script v]\n end\nend\n\n@Skip button2\n\nwhen flag clicked\nhide\nset [skip v] to [0]\n\nwhen I receive [start v]\nshow\nshow\nset [skip v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\nwhen this sprite clicked\nif <(Skip) = [1]> then\n if <not <(Level) = [14]>> then\n change [level v] by (1)\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
Welcome to plains 2 \nPlains 1 https://scratch.mit.edu/projects/562771967/\nreleased \ngreen flag \narrow keys to move \nor mouse \nor tap on mobile \nBlack is danger \npink is trampoline \nspike danger \nthere are some easter eggs \nlove\nfav\nadd to studios \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n:D
Wonder Valley 2 || Multiplayer Platformer   [Games]
@Stage\n\nwhen flag clicked\nif <(username) = [amazingQ]> then\n set [coins v] to [500]\nelse\n set [coins v] to [0]\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\n@Blank\n\nwhen flag clicked\nforever\n play sound [Xaf - Nebula v] until done\n play sound [Free Happy Background Music No Copyright Music For YouTube Vlog Videos Royalty Free v] until done\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (10000) layers\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nwait (2.5) seconds\ngo to [front v] layer\ngo [forward v] (10000) layers\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@Graphics\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [200]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (blank v)\n\n@Hitbox\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nset [@offsetx v] to [-230]\nset [@offsety v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [-100]\nswitch costume to (2j v)\nClone [760] [100]\nswitch costume to (2l v)\nClone [480] [0]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2n v)\nClone [-1200] [500]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [150]\nswitch costume to (blank v)\n\n@Hidden\n\nwhen I receive [tick v]\nif <(costume [name v]) = [sign]> then\n go to (player v)\nelse\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\nend\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\nset [@collected? v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n set size to (72) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n show\n repeat until <(size) > [89]>\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (5))\n end\n set size to (90) %\n wait (2) seconds\n repeat until <(size) < [73]>\n change [ghost v] effect by (10)\n change size by (((size) - (95)) / (7))\n end\n broadcast (exp v)\n hide\n delete this clone\nelse\n set size to (100) %\n set [@collected? v] to [0]\n show\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n go to [front v] layer\n forever\n check (costume [name v])\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclear graphic effects\nset [exp v] to [0]\nset [@offset_x v] to [1950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (c1 v)\nClone [0] [0]\nswitch costume to (n1 v)\nClone [2010] [855]\nswitch costume to (r1 v)\nClone [-1980] [-100]\nswitch costume to (t1 v)\nClone [670] [300]\nswitch costume to (blank v)\n\ndefine check (i)\nswitch costume to (join (letter (1) of (i)) [0])\nif <touching (player v)?> then\n change [ghost v] effect by (16)\n if <(@collected?) = [0]> then\n switch costume to (sign v)\n create clone of (_myself_ v)\n set [@collected? v] to [1]\n change [exp v] by (10)\n end\nelse\n change [ghost v] effect by (-20)\nend\nswitch costume to (i)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n forever\n go to [front v] layer\n end\nend\n\n@Jump_through\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offset_x) - (SCROLL X))) (round ((@offset_y) - (SCROLL Y)))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [950]\nset [@offset_y v] to [60]\nhide\nswitch costume to (2c v)\nClone [0] [0]\nswitch costume to (2d v)\nClone [1000] [0]\nswitch costume to (2j v)\nClone [1000] [300]\nswitch costume to (2k v)\nClone [1800] [-50]\nswitch costume to (2l v)\nClone [200] [300]\nswitch costume to (2m v)\nClone [-680] [200]\nswitch costume to (2n v)\nClone [-640] [100]\nswitch costume to (2q v)\nClone [-1600] [115]\nswitch costume to (2t v)\nClone [-660] [300]\nswitch costume to (2u v)\nClone [550] [300]\nswitch costume to (blank v)\n\n@Player\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to [front v] layer\nset size to (80) %\nshow\nset [time v] to [0]\nreset\nbroadcast (setup v) and wait\nbroadcast (start! v)\nforever\n Physics\n broadcast (Tick v)\nend\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-384]\nset [scroll y v] to [-23]\nset [offset x v] to [-384]\nset [offset y v] to [-10]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Physics\nif <(pause) = [0]> then\n change player x by (round ((XV) / (1.8)))\n if <<(click2) = [0]> and <<<(mouse x) > ((x position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <touching (water v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [1]> then\n change [xv v] by (3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [offset y v] by (-4)\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-20))> and <<mouse down?> and <[0] = (clickShop)>>>> and <(click2) = [0]>> then\n if <touching (water v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [1]> then\n change [xv v] by (-3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [xv v] by (-4)\n change [offset y v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\n end\n if <<(click2) = [0]> and <<<(mouse y) > ((y position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <touching (water v)?> then\n if <(water) > [5]> then\n set [yv v] to [14.4]\n end\n else\n if <(in air) < [4]> then\n set [yv v] to [13.4]\n end\n end\n end\n switch costume to (water v)\n if <touching (water v)?> then\n change [yv v] by (2)\n end\n switch costume to (hitbox v)\n if <touching (water v)?> then\n Slope\n if <<<(PARACHUTE) = [1]> and <(YV) < [-5]>> and <<key (space v) pressed?> or <mouse down?>>> then\n set [yv v] to [-5]\n else\n if <(YV) < [-10]> then\n set [yv v] to [-10]\n end\n end\n if <(Offset X) < [-452]> then\n set [offset x v] to [-452]\n end\n change player y by (YV)\n Position\n change [scroll x v] by (round (((Offset X) - (SCROLL X)) / (9)))\n change [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\n position\n set [xv v] to ((XV) * (0.7))\n if <touching (water v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\n else\n set [water v] to [0]\n end\n stop [this script v]\nend\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <not <touching (jump_through v)?>>\n switch costume to (hitboxjumpth v)\n position\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (l v)\nif <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [1]\nelse\n switch costume to (r v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [1]\n else\n switch costume to (left2 v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n Set Costume\n end\nend\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\nif <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open chat v] to ((1) - (open chat))\nif <(open chat) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\nwhen [p v] key pressed\nif <(username) = [amazingQ]> then\n switch costume to (3a v)\n clear graphic effects\n set [scroll x v] to [1296]\n set [scroll y v] to [1212]\n set [offset x v] to [1296]\n set [offset y v] to [1212]\n set [xv v] to [0]\n set [yv v] to [0]\n set [in air v] to [0]\n point in direction (90)\n show\nend\n\nwhen I receive [reset v]\nreset\n\nwhen I receive [change colour v]\nchange [color v] effect by (10)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\n@Collectibles\n\nwhen I receive [setup v]\nclone\n\nwhen I receive [tick v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n set [click2 v] to [1]\n repeat until <(direction) > [130]>\n turn right (((direction) - (85)) / (5)) degrees\n change size by (((177) - (size)) / (8))\n change [ghost v] effect by (10)\n end\n repeat until <(size) > [180]>\n turn right (((195) - (direction)) / (6)) degrees\n change [ghost v] effect by (15)\n change size by (((200) - (size)) / (8))\n end\n wait (0.3) seconds\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [loot x v] to [none]\nset [loot y v] to [none]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [-284]\nset [offsety v] to [24]\nhide\nset size to (100) %\nswitch costume to (coin v)\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [545]\nset [offsety v] to [-66]\nClone [0] [0]\nClone [33] [19]\nClone [33] [19]\nClone [33] [19]\nset [offsetx v] to [1414]\nset [offsety v] to [134]\nClone [0] [0]\nClone [35] [0]\nClone [35] [0]\nClone [61] [-53]\nClone [35] [0]\nClone [35] [0]\nset [offsetx v] to [1946]\nset [offsety v] to [50]\nClone [0] [0]\nClone [0] [34]\nClone [34] [-34]\nClone [0] [34]\nset [offsetx v] to [2074]\nset [offsety v] to [331]\nClone [0] [0]\nClone [34] [0]\nset [offsetx v] to [2712]\nset [offsety v] to [258]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [3029]\nset [offsety v] to [267]\nClone [0] [0]\nClone [68] [0]\nswitch costume to (heart v)\nClone [-34] [0]\nswitch costume to (coin v)\nset [offsetx v] to [3845]\nset [offsety v] to [128]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [4514]\nset [offsety v] to [178]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [5271]\nset [offsety v] to [357]\nClone [0] [0]\nClone [0] [34]\nClone [0] [34]\nset [offsetx v] to [4657]\nset [offsety v] to [715]\nClone [0] [0]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nset [offsetx v] to [3927]\nset [offsety v] to [755]\nClone [0] [0]\nClone [-55] [-5]\nClone [-38] [0]\nClone [0] [38]\nClone [38] [0]\nset [offsetx v] to [3684]\nset [offsety v] to [925]\nClone [0] [0]\nClone [35] [0]\nset [offsetx v] to [3046]\nset [offsety v] to [1150]\nClone [0] [0]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nClone [0] [68]\nClone [34] [0]\nset [offsetx v] to [2583]\nset [offsety v] to [1288]\nClone [0] [0]\nClone [-27] [-21]\nClone [-27] [-21]\nClone [-27] [-21]\nset [offsetx v] to [2120]\nset [offsety v] to [828]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nClone [0] [34]\nClone [0] [34]\nClone [-34] [0]\nClone [-34] [0]\nClone [0] [-34]\nset [offsetx v] to [1660]\nset [offsety v] to [1520]\nClone [0] [0]\nClone [34] [0]\nset [offsetx v] to [4255]\nset [offsety v] to [698]\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [2126]\nset [offsety v] to [1007]\nClone [0] [0]\nClone [29] [19]\nClone [29] [19]\nClone [29] [19]\nset [offsetx v] to [1350]\nset [offsety v] to [1205]\nClone [0] [0]\nClone [0] [34]\nClone [0] [34]\nClone [-34] [0]\nClone [0] [-34]\nClone [0] [-34]\nset [offsetx v] to [2820]\nset [offsety v] to [1091]\nClone [0] [0]\nClone [0] [35]\nClone [0] [35]\nClone [-35] [0]\nClone [-35] [0]\nClone [0] [-35]\nClone [0] [-35]\nClone [35] [0]\nswitch costume to (star v)\nset [offsetx v] to [2197]\nset [offsety v] to [1652]\nClone [0] [0]\nswitch costume to (blank v)\nset [offsetx v] to [null]\n\nwhen I receive [loot v]\nif <(offsetx) = [null]> then\n set [offsetx v] to (loot x)\n set [offsety v] to (loot y)\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [34]\n Clone [0] [34]\n switch costume to (blank v)\n set [offsetx v] to [null]\n wait (0.1) seconds\n set [loot x v] to [none]\nend\n\n@Water\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [2300]\nset [offsety v] to [-85]\nhide\nset size to (100) %\nrepeat (1)\n switch costume to (2a v)\n repeat (5)\n Clone [550] [0]\n end\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round (((offsetx) - (SCROLL X)) + ((((days since 2000) * (70000)) * (70)) mod (550)))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<<(x position) = (x)> and <(y position) = (y)>> and <(SCROLL X) > [3200]>> then\n show\nelse\n hide\nend\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [@id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(openmenu?) = [0]>> then\n set [clickshop v] to [1]\n repeat (7)\n change [ghost v] effect by (15)\n end\n set [clickshop v] to [0]\n set [shop_ghost v] to [100]\n switch costume to (shop v)\n set [y_shop v] to [-105]\n set [openmenu? v] to [1]\n repeat until <(y_shop) > [-1]>\n change [y_shop v] by (((4) - (y_shop)) / (8))\n change [ghost v] effect by (-10)\n if <(shop_ghost) > [9]> then\n change [shop_ghost v] by (-10)\n end\n end\n repeat until <(close#) = [1]>\n switch costume to (b1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (shopb v)\n if <mouse down?> then\n set [close# v] to [1]\n end\n else\n switch costume to (shop v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\n set [openmenu? v] to [0]\n set [close# v] to [0]\n repeat until <(y_shop) < [-99]>\n change [y_shop v] by (((y_shop) - (21)) / (7))\n change [ghost v] effect by (8.5)\n if <(shop_ghost) < [91]> then\n change [shop_ghost v] by (10)\n end\n if <(y_shop) < [-30]> then\n set [clickshop v] to [0]\n end\n end\n switch costume to (button v)\n set [y_shop v] to [0]\n repeat (7)\n change [ghost v] effect by (-15)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n if <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n else\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [heart]> then\n forever\n if <(win) = [1]> then\n change [ghost v] effect by (10)\n else\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\n end\n end\n else\n if <(letter (1) of (@clone)) = [d]> then\n go to x: (0) y: (0)\n set size to (100) %\n if <(letter (2) of (@clone)) = [1]> then\n switch costume to (c1 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<(coins) > [19]> and <(mousewait) = [0]>> then\n change [coins v] by (-20)\n change [lives v] by (1)\n set [mousewait v] to [1]\n broadcast (purch v)\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [2]> then\n switch costume to (c2 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(coins) > [29]> and <(mousewait) = [0]>> and <(EmojiCHAT?) = [0]>> then\n change [coins v] by (-30)\n set [emojichat? v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c2a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [3]> then\n switch costume to (c3 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(PARACHUTE) = [0]> and <(mousewait) = [0]>> and <(coins) > [39]>> then\n change [coins v] by (-40)\n set [parachute v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c3a v)\n repeat (10)\n change [ghost v] effect by (-10)\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 [tick v]\nif <(@clone) = [shop]> then\n set y to (y_shop)\n if <not <mouse down?>> then\n set [mousewait v] to [0]\n end\nelse\n go to [front v] layer\n if <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n else\n if <(letter (1) of (@clone)) = [v]> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (@clone)) = [d]> then\n set y to (y_shop)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nif <<<(costume [name v]) = [coins]> or <(@clone) = [shop]>> or <(letter (1) of (@clone)) = [v]>> then\n repeat (30)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nset [@clone v] to [d1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [d] ((letter (2) of (@clone)) + (1)))\nend\nswitch costume to (button v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nset [close# v] to [0]\nset [@clone v] to [shop]\nset [clickshop v] to [0]\nset [mousewait v] to [0]\nset [emojichat? v] to [0]\nset [parachute v] to [0]\nset [shop_ghost v] to [100]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [v]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\nend\n\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@id v] to [1]\nrepeat (10)\n if <(@ID) = (playerID)> then\n change [@id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item ((@player) * (6)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item ((@player) * (6)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (1)) of [cloud_data v]) > [9]> or <(item (((@player) * (6)) - (1)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (6)) - (1)) of [cloud_data v]) of [chat list v])\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@EMOJI\n\nwhen I receive [cloud_players v]\nset [@id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [@id v] by (1)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (20) %\nshow\nsay []\nset [ghost v] effect to (100)\nforever\n repeat until <<<(item (((@ID) * (6)) - (1)) of [cloud_data v]) < [16]> and <(item (((@ID) * (6)) - (1)) of [cloud_data v]) > [9]>> and <(item (@ID) of [active_check v]) = [1]>>\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n switch costume to (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))\n repeat until <<not <(costume [name v]) = (join [emoji] (item (((@ID) * (6)) - (1)) of [cloud_data v]))>> or <(item (@ID) of [active_check v]) = [0]>>\n set [bvel v] to ((((100) - (size)) / (7)) + ((bvel) * (0.75)))\n change size by (bvel)\n change [ghost v] effect by (-20)\n end\n repeat until <(size) < [25]>\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine @Position XY (@player)\nif <(@player) = (playerID)> then\n go to (player v)\n change y by (35)\nelse\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555555555555555)))\n go to x: (round (x position)) y: (round (y position))\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@Enemies\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n else\n if <(costume [name v]) = [y1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (y1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [red1]> then\n forever\n if <<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and <<<(direction) = [90]> and <([x position v] of [player v]) > (x position)>> or <<(direction) = [-90]> and <([x position v] of [player v]) < (x position)>>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [setup v]\nCLONE @ [2565] [24] [bot1] [81]\nCLONE @ [60] [-86] [red1] [120]\nCLONE @ [2872] [1081] [bot1] [81]\nCLONE @ [1341] [949] [bot1] [81]\nCLONE @ [3514] [68] [red1] [100]\nCLONE @ [4675] [667] [red1] [90]\nCLONE @ [2680] [1310] [y1] [100]\nCLONE @ [1857] [956] [red1] [82]\nCLONE @ [2203] [228] [y1] [63]\nswitch costume to (blank v)\n\nwhen I start as a clone\nforever\n set [@change_offset v] to [0]\n point in direction (90)\n repeat until <((@Change_OFFSET) + (1)) > (@Change)>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) > (x position)>> then\n change [@change_offset v] by (3)\n else\n change [@change_offset v] by (1.5)\n end\n end\n point in direction (-90)\n repeat until <(@Change_OFFSET) < [1]>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) < (x position)>> then\n change [@change_offset v] by (-3)\n else\n change [@change_offset v] by (-1.5)\n end\n end\nend\n\n@AlertsUI\n\nwhen I receive [afk v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [win v] to [1]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round (TIME)) [1]\ndraw (join (exp) (join [/] [40])) [0]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\ndefine draw (i) (c)\nclear graphic effects\nif <(c) = [1]> then\n go to x: ((2) - (((length of (i)) + (5)) * (5.5))) y: (-54)\n set size to (80) %\n set [@id v] to [null]\n switch costume to (time v)\n create clone of (_myself_ v)\n change x by (50)\n change y by (3)\nelse\n if <(i) = [0/40]> then\n go to x: (16) y: (-76)\n else\n go to x: (20) y: (-76)\n end\n set size to (100) %\n set [@id v] to [null]\n switch costume to (exp v)\n create clone of (_myself_ v)\n if <(i) = [0/40]> then\n change x by (-53)\n change y by (3)\n else\n change x by (-63)\n change y by (3)\n end\nend\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (i))\n switch costume to (join (letter (c_!) of (i)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <<(costume [name v]) = [/a]> or <(costume [name v]) = [1a]>> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (80) %\n set [ghost v] effect to (100)\n repeat until <(size) > [99]>\n change [ghost v] effect by (-10)\n change size by (((102) - (size)) / (7))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n switch costume to (c1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue10 v)\n if <mouse down?> then\n set [win v] to [0]\n broadcast (hide v)\n set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (c2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue01 v)\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (2) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (50) %\n set [pause v] to [1]\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen flag clicked\nset [click2 v] to [0]\nset [ghost v] effect to (100)\nset [open chat v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open chat v] to [0]\ngo to x: (-150) y: (0)\nforever\n set [ghost v] effect to (ghost)\n if <(ghost) = [100]> then\n hide\n else\n show\n end\n if <(open chat) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open chat) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open chat v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open chat v] to ((1) - (open chat))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\nwhen [timer v] > (0.1)\nhide\n\n@Detector\n\nwhen flag clicked\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nchange [coins v] by (10)\nbroadcast (alert v)\nstop [this script v]\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n stop [this script v]\n end\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\n@moon\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\n@Notifications\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (55)\nset [ghost v] effect to (100)\n\nwhen I receive [exp v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (join [s] ((exp) / (10)))\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\nwhen I receive [purch v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (buy v)\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\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@Sprite1\n\nwhen flag clicked\ngo to x: (68) y: (0)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (change colour v)\n wait (0.1) seconds\n end\nend\n\n@Die screen\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [die v]\nshow\nset [ghost v] effect to (100)\nstart sound [Roblox Death Sound - OOF Sound Effect v]\nrepeat (4)\n change [ghost v] effect by (-20)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (0.1) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
This was posted in the Victory Day of the Turks :)))\n\nHUGE EXCITING PROJECTS COMING NEXT YEAR!!!! I- I'M NOT JOKING. :)) \nWonder Valley: https://scratch.mit.edu/projects/560798616/ \nLOVE AND FAVE for 10 FREE coins!!\n ✿ Wonder Vᴀʟʟᴇʏ 2 ✿\n       ✿ Multiplayer Scrolling Platformer ✿\n\nTHIS IS MY BEST GAME SO FAR!! MAKE SURE TO FOLLOW FOR MORE FUN GAMES =)\n\nIF THIS IS EMPTY, GO HERE:\nhttps://scratch.mit.edu/projects/426968347/\n\nInstructions:\nWelcome to the Wonder Vᴀʟʟᴇʏ 2! Collect coins to buy items from the shop. Make sure to watch out for dangerous critters! There are 4 optional hidden places, finding one gives you 10 explorer points! Enjoy :)\n         ✦✦ How to play ✦✦\n➜ Collect coins, use them to buy items in the shop\n➜ [T] to chat, [#] or [letter] to choose phrase. On MOBILE, tap the player\n➜ Press the SPACE key to activate a parachute. Hold your finger down on mobile.\n➜ [N] to turn on/off names\n          ✦✦ Credits ✦✦\n➜ @0014049 for creating the title "Moonlight Valley"\n➜ Multiplayer engine by @StratfordJames\n➜ ALL ART - 100% - drawn by @StratfordJames\n➜ Art inspired by Veewo (Super Phantom Cat 2)\n➜ Music : Nebula by @Xaf\n\n#games #games #games #games #art #multiplayer #scrolling #platformer #stratfordjames #stratfordjames \n#amazingQ
Grass lands || A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backround v)\n\n@Player\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\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro over v]\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\n@Platform\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen I receive [intro over v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen backdrop switches to [thumbnail v]\nhide\n\n@background\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen I receive [intro over v]\nshow\nforever\n play sound [Backround Music v] until done\nend\n\n@Figur2\n\nhide\nwait (0.1) seconds\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nwait (2.8) seconds\nshow\npoint in direction (90)\nwait (.25) seconds\nrepeat (3)\n turn right (32) degrees\nend\nrepeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\nend\nshow\npoint in direction (90)\nwait (.25) seconds\nrepeat (3)\n turn right (32) degrees\nend\nrepeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\nend\nshow\npoint in direction (90)\nwait (.25) seconds\nrepeat (3)\n turn right (32) degrees\nend\nrepeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\nend\nturn right (180) degrees\nwait (0.2) seconds\nturn right (180) degrees\nwait (0.2) seconds\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (kostüm1 v)\nrepeat (6)\n next costume\n wait (0.02) seconds\nend\n\nhide\n\n@Figur3\n\nwhen flag clicked\nwait (3) seconds\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\n\n@Figur4\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nshow\nswitch costume to (kostüm1 v)\nrepeat (20)\n next costume\n wait (0.02) seconds\nend\n\n@Figur5\n\nwhen flag clicked\nwait (4.5) seconds\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\n\n@Figur6\n\nwhen flag clicked\nwait (5.5) seconds\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (shockwave 1 v)\nclear graphic effects\nshow\nset size to (0) %\nrepeat (5)\n next costume\n change size by (((250) - (size)) / (5))\nend\nrepeat (7)\n next costume\n change size by (((250) - (size)) / (5))\n change [ghost v] effect by (10)\nend\nhide\n\n@Figur7\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nshow\nswitch costume to (kostüm1 v)\nrepeat (18)\n next costume\n wait (0.02) seconds\nend\nwait (3) seconds\nbroadcast (Intro over v)\nhide\n\n@Figur1\n\nwhen flag clicked\nshow\ngo to [back v] layer\nstart sound [Vexento - Return of the Heroes2 v]\nswitch costume to (intro backround v)\ngo to x: (-8) y: (-356)\nglide (13) secs to x: (-8) y: (51)\n\nwhen I receive [intro over v]\nstop [other scripts in sprite v]\nswitch costume to (sky platformer v)\n\ngo to [back v] layer\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\nforever\n\n
Hello!\n\nMove with arrow keys WASD. It's also mobile friendly\n\nI hope you enjoy it. :)
・:*+.\ corporation platformer /.:+ Part2!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [ねくすと v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Open Secrets v] until done\nend\n\n@1p\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\nshow\ngo to x: (-205) y: (60)\nset [えっくす v] to [0]\nset [わい v] to [0]\nset rotation style [left-right v]\nforever\n say [1p]\n set [えっくす v] to ((えっくす) * (0.9))\n change x by (えっくす)\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [えっくす v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [えっくす v] by (-1)\n point in direction (-90)\n end\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change x by ((えっくす) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <(えっくす) > [0]> then\n set [えっくす v] to [-6]\n else\n set [えっくす v] to [6]\n end\n set [わい v] to [10]\n else\n set [えっくす 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 <<[-45] < (mouse y)> and <mouse down?>>> then\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n set [わい v] to [15]\n end\n end\n if <<(y position) < [-190]> or <touching color (#ff0000)?>> then\n start sound [Crunch v]\n hide\n go to x: (-205) y: (60)\n show\n end\n change y by (わい)\n change [わい v] by (-1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by ((わい) * (-1))\n set [わい v] to [0]\n end\n if <(x position) > [240]> then\n change [判定 v] by (1)\n repeat until <(判定) = [0]>\n set [えっくす v] to [0]\n set [わい v] to [0]\n say []\n end\n end\nend\n\nwhen I receive [ねくすと v]\ngo to x: (-205) y: (60)\n\n@2p\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\nshow\ngo to x: (-205) y: (0)\nset [エックス v] to [0]\nset [ワイ v] to [0]\nset rotation style [left-right v]\nforever\n say [2p]\n set [エックス v] to ((エックス) * (0.9))\n change x by (エックス)\n if <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [エックス v] by (1)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [エックス v] by (-1)\n point in direction (-90)\n end\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change x by ((エックス) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <(エックス) > [0]> then\n set [エックス v] to [-6]\n else\n set [エックス v] to [6]\n end\n set [ワイ v] to [10]\n else\n set [エックス 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 (w v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n set [ワイ v] to [15]\n end\n end\n if <<(y position) < [-190]> or <touching color (#ff0000)?>> then\n start sound [Crunch v]\n hide\n go to x: (-205) y: (0)\n show\n end\n change y by (ワイ)\n change [ワイ v] by (-1)\n if <<touching color (#000000)?> or <touching color (#00638c)?>> then\n change y by ((ワイ) * (-1))\n set [ワイ v] to [0]\n end\n if <(x position) > [240]> then\n change [判定 v] by (1)\n repeat until <(判定) = [0]>\n set [エックス v] to [0]\n set [ワイ v] to [0]\n say []\n end\n end\nend\n\nwhen I receive [ねくすと v]\ngo to x: (-205) y: (0)\n\n@審判\n\nwhen flag clicked\nset [判定 v] to [0]\nforever\n if <(判定) = [2]> then\n broadcast (ねくすと v)\n set [判定 v] to [0]\n end\nend\n\n@ボタン\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-213) y: (150)\nswitch costume to (通常 v)\nhide\nforever\n if <(backdrop [number v]) = [4]> then\n show\n wait until <<touching (2p v)?> or <touching (1p v)?>>\n switch costume to (起動 v)\n wait (1) seconds\n hide\n next backdrop\n end\n if <(backdrop [number v]) = [7]> then\n show\n switch costume to (通常 v)\n point in direction (-90)\n go to x: (-213) y: (173)\n wait until <<touching (1p v)?> or <touching (2p v)?>>\n switch costume to (起動 v)\n hide\n wait (1) seconds\n next backdrop\n end\nend\n\n@サムネ様\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Intro\n\n
toyatoya-yamanashi史上最高の瞬間視聴率を記録した伝説のプラットフォーマー!遂に第二弾が登場!\n1p:十字キー\n2p:WASD\n注目のスクラッチャー\n@takutomeito <<<<<FOLLOW
『再共有』[コラボ作品]トリック!Online platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Odesong v] until done\nend\n\n@障害物\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\ngo to [back v] layer\nforever\n go to x: (0) y: ((-3) + (([sin v] of ((timer) * (200)) ) * (3)))\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [前 v]\nswitch costume to ((costume [number v]) - (1))\n\n@スプライト1\n\nwhen I receive [次 v]\ngo to [front v] layer\nhide\nshow\ngo to x: (591) y: (0)\nstart sound [Rip v]\nglide (0.5) secs to x: (0) y: (0)\nbroadcast (準備 v)\nwait (0.2) seconds\nbroadcast (NEXT v)\nbroadcast (仕掛け v)\nstart sound [Rip v]\nglide (0.5) secs to x: (-591) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [前 v]\nswitch costume to ((costume [number v]) - (1))\n\n@キャラクター\n\nwhen flag clicked\nforever\n say (join (username) (join [ ] (item (しゃべる言葉) of [しゃべる言葉 v])))\n if <(動けるか?) = [0]> then\n if <(チャット?) = [0]> then\n set rotation style [left-right v]\n if <<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)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (0.9))\n end\nend\n\nwhen I receive [仕掛け v]\ngo to x: (-190) y: (-20)\nset size to (55) %\nshow\nset [変数 v] to [0]\nset [x v] to [0]\nset [ジャンプ v] to [1]\npoint in direction (90)\nwait (1) seconds\nset [動けるか? v] to [0]\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (-190) y: (-20)\npoint in direction (90)\nshow\nset [動けるか? v] to [0]\nset [推せるか? v] to [0]\nset [ジャンプ v] to [1]\nset [ok v] to [1]\nset [変数 v] to [0]\nset [x v] to [0]\nforever\n if <(動けるか?) = [0]> then\n change x by (x)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (-4)\n change x by ((0) - (x))\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n wait (0) seconds\n if <(チャット?) = [0]> then\n start sound [Jump v]\n set [変数 v] to [13]\n if <[0] < (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [変数 v] by (-1)\n change y by (変数)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n if <[0] > (変数)> then\n set [ジャンプ v] to [0]\n else\n set [ジャンプ v] to [1]\n end\n change y by ((0) - (変数))\n set [変数 v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> and <<(ジャンプ) = [0]> and <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>>>> then\n wait (0) seconds\n if <(チャット?) = [0]> then\n start sound [Jump v]\n set [ジャンプ v] to [1]\n set [変数 v] to [13]\n end\n end\n if <[230] < (x position)> then\n broadcast (次 v)\n point in direction (90)\n set [変数 v] to [0]\n set [x v] to [0]\n hide\n set [動けるか? v] to [1]\n end\n if <<<touching (仕掛け v)?> and <(種類) = [0]>> or <<touching (障害物 v)?> or <<(y position) < [-180]> or <<touching (太陽 v)?> and <([costume # v] of [地面 v]) = [7]>>>>> then\n start sound [Pew v]\n wait (0.3) seconds\n set [ghost v] effect to (0)\n set size to (55) %\n go to x: (-190) y: (-20)\n point in direction (90)\n set [ok v] to [1]\n set [変数 v] to [0]\n set [x v] to [0]\n set [タヒ v] to [1]\n broadcast (仕掛け v)\n show\n end\n end\nend\n\n@仕掛け\n\nwhen flag clicked\nset [タヒ v] to [0]\nshow\nforever\n if <([costume # v] of [地面 v]) = [1]> then\n switch costume to (コスチューム1 v)\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n if <([abs v] of ((x position) - ([x position v] of [キャラクター v])) ) < [50]> then\n set [種類 v] to [0]\n set [推せるか? v] to [1]\n glide (0.3) secs to x: (87) y: (180)\n set [推せるか? v] to [0]\n hide\n wait until <(タヒ) = [1]>\n go to x: (87) y: (-70)\n else\n go to x: (87) y: ((-70) + ((-3) + (([sin v] of ((timer) * (200)) ) * (3))))\n end\n end\n if <([costume # v] of [地面 v]) = [2]> then\n set [種類 v] to [0]\n switch costume to (コスチューム2 v)\n show\n if <([abs v] of ((x position) - ([x position v] of [キャラクター v])) ) < [100]> then\n set [推せるか? v] to [1]\n glide (0.1) secs to x: (0) y: (-70)\n set [推せるか? v] to [0]\n repeat until <(タヒ) = [1]>\n go to x: (0) y: ((-70) + ((-3) + (([sin v] of ((timer) * (200)) ) * (3))))\n end\n else\n go to x: (0) y: (-120)\n end\n end\n if <([costume # v] of [地面 v]) = [3]> then\n set [種類 v] to [0]\n switch costume to (コスチューム3 v)\n show\n if <([abs v] of ((x position) - ([x position v] of [キャラクター v])) ) < [100]> then\n set [推せるか? v] to [1]\n glide (0.1) secs to x: (60) y: (-70)\n set [推せるか? v] to [0]\n repeat until <(タヒ) = [1]>\n go to x: (60) y: ((-70) + ((-3) + (([sin v] of ((timer) * (200)) ) * (3))))\n end\n else\n go to x: (0) y: ((-70) + ((-3) + (([sin v] of ((timer) * (200)) ) * (3))))\n end\n end\n if <([costume # v] of [地面 v]) = [4]> then\n set [種類 v] to [1]\n switch costume to (コスチューム4 v)\n show\n go to x: (33) y: (83)\n repeat until <(タヒ) = [1]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [推せるか? v] to [1]\n set [動けるか? v] to [1]\n repeat until <<not <mouse down?>> or <(タヒ) = [1]>>\n go to (mouse-pointer v)\n end\n set [推せるか? v] to [0]\n set [動けるか? v] to [0]\n end\n end\n end\n if <([costume # v] of [地面 v]) = [5]> then\n switch costume to (コスチューム5 v)\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n if <([abs v] of ((x position) - ([x position v] of [キャラクター v])) ) < [50]> then\n set [種類 v] to [0]\n set [推せるか? v] to [1]\n glide (0.3) secs to x: (94) y: (-187)\n set [推せるか? v] to [0]\n hide\n wait until <(タヒ) = [1]>\n go to x: (94) y: (84)\n else\n go to x: (94) y: ((84) + ((-3) + (([sin v] of ((timer) * (200)) ) * (3))))\n end\n end\n if <([costume # v] of [地面 v]) = [6]> then\n go to x: (89) y: (-156)\n set [種類 v] to [1]\n switch costume to (コスチューム6 v)\n show\n if <([abs v] of ((x position) - ([x position v] of [キャラクター v])) ) < [50]> then\n set [種類 v] to [0]\n set [推せるか? v] to [1]\n glide (0.3) secs to x: (89) y: (-234)\n set [推せるか? v] to [0]\n hide\n wait until <(タヒ) = [1]>\n go to x: (89) y: (-156)\n else\n go to x: (89) y: (-156)\n end\n end\n if <([costume # v] of [地面 v]) = [8]> then\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (コスチューム8 v)\n go to x: (0) y: (0)\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (2)))\n else\n point in direction (90)\n go to [back v] layer\n end\nend\n\nwhen I receive [準備 v]\nset [タヒ v] to [1]\nshow\n\nwhen I receive [仕掛け v]\nset [タヒ v] to [0]\nshow\n\nwhen I receive [前 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [next v]\nnext costume\n\n@太陽\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [7]> then\n go to [back v] layer\n if <([abs v] of ((x position) - ([x position v] of [キャラクター v])) ) < [100]> then\n repeat until <(タヒ) = [1]>\n change [太陽 v] by (-1)\n change y by (太陽)\n if <touching (地面 v)?> then\n change y by (() - (太陽))\n set [太陽 v] to ((() - (太陽)) * (0.7))\n end\n end\n else\n set [太陽 v] to [0]\n go to x: (180) y: (130)\n set size to ((100) + (([sin v] of ((timer) * (200)) ) * (2))) %\n end\n else\n go to [back v] layer\n go to x: (180) y: (130)\n set size to ((100) + (([sin v] of ((timer) * (200)) ) * (2))) %\n end\nend\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\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\nbroadcast (オンライン v)\n\ndefine ユーザー名数値化\nset [ユーザー v] to [0]\nset [ユーザー名数値化 v] to []\nrepeat (length of (username))\n change [ユーザー v] by (1)\n switch costume to (letter (ユーザー) of (username))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) (costume [number v]))\nend\nrepeat ((40) - (length of (ユーザー名数値化)))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\nset [読み込み v] to [0]\nset [1 v] to []\nrepeat ((length of (☁ p1)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p1)) (letter ((読み込み) + (2)) of (☁ p1))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p1)) (letter (読み込み) of (☁ p1)))\n set [1 v] to (join (1) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [2 v] to []\nrepeat ((length of (☁ p2)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p2)) (letter ((読み込み) + (2)) of (☁ p2))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p2)) (letter (読み込み) of (☁ p2)))\n set [2 v] to (join (2) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [3 v] to []\nrepeat ((length of (☁ p3)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p3)) (letter ((読み込み) + (2)) of (☁ p3))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p3)) (letter (読み込み) of (☁ p3)))\n set [3 v] to (join (3) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [4 v] to []\nrepeat ((length of (☁ p4)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p4)) (letter ((読み込み) + (2)) of (☁ p4))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p4)) (letter (読み込み) of (☁ p4)))\n set [4 v] to (join (4) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [5 v] to []\nrepeat ((length of (☁ p5)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p5)) (letter ((読み込み) + (2)) of (☁ p5))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p5)) (letter (読み込み) of (☁ p5)))\n set [5 v] to (join (5) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [6 v] to []\nrepeat ((length of (☁ p6)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p6)) (letter ((読み込み) + (2)) of (☁ p6))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p6)) (letter (読み込み) of (☁ p6)))\n set [6 v] to (join (6) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [7 v] to []\nrepeat ((length of (☁ p7)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p7)) (letter ((読み込み) + (2)) of (☁ p7))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p7)) (letter (読み込み) of (☁ p7)))\n set [7 v] to (join (7) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [8 v] to []\nrepeat ((length of (☁ p8)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p8)) (letter ((読み込み) + (2)) of (☁ p8))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p8)) (letter (読み込み) of (☁ p8)))\n set [8 v] to (join (8) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [9 v] to []\nrepeat ((length of (☁ p9)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p9)) (letter ((読み込み) + (2)) of (☁ p9))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p9)) (letter (読み込み) of (☁ p9)))\n set [9 v] to (join (9) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [10 v] to []\nrepeat ((length of (☁ p10)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p10)) (letter ((読み込み) + (2)) of (☁ p10))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p10)) (letter (読み込み) of (☁ p10)))\n set [10 v] to (join (10) (costume [name v]))\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [1p確認 v] to (☁ p1)\n wait (3) seconds\n if <(letter (length of (1p確認)) of (1p確認)) = (letter (length of (☁ p1)) of (☁ p1))> then\n set [☁ p1 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [2p確認 v] to (☁ p2)\n wait (3) seconds\n if <(letter (length of (2p確認)) of (2p確認)) = (letter (length of (☁ p2)) of (☁ p2))> then\n set [☁ p2 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [3p確認 v] to (☁ p3)\n wait (3) seconds\n if <(letter (length of (3p確認)) of (3p確認)) = (letter (length of (☁ p3)) of (☁ p3))> then\n set [☁ p3 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [4p確認 v] to (☁ p4)\n wait (3) seconds\n if <(letter (length of (4p確認)) of (4p確認)) = (letter (length of (☁ p4)) of (☁ p4))> then\n set [☁ p4 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [5p確認 v] to (☁ p5)\n wait (3) seconds\n if <(letter (length of (5p確認)) of (5p確認)) = (letter (length of (☁ p5)) of (☁ p5))> then\n set [☁ p5 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [6p確認 v] to (☁ p6)\n wait (3) seconds\n if <(letter (length of (6p確認)) of (6p確認)) = (letter (length of (☁ p6)) of (☁ p6))> then\n set [☁ p6 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [7p確認 v] to (☁ p7)\n wait (3) seconds\n if <(letter (length of (7p確認)) of (7p確認)) = (letter (length of (☁ p7)) of (☁ p7))> then\n set [☁ p7 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [8p確認 v] to (☁ p8)\n wait (3) seconds\n if <(letter (length of (8p確認)) of (8p確認)) = (letter (length of (☁ p8)) of (☁ p8))> then\n set [☁ p8 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [9p確認 v] to (☁ p9)\n wait (3) seconds\n if <(letter (length of (9p確認)) of (9p確認)) = (letter (length of (☁ p9)) of (☁ p9))> then\n set [☁ p9 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [10p確認 v] to (☁ p10)\n wait (3) seconds\n if <(letter (length of (10p確認)) of (10p確認)) = (letter (length of (☁ p10)) of (☁ p10))> then\n set [☁ p10 v] to [0]\n end\nend\n\n@スプライト3\n\ndefine コピー\nswitch costume to (コスチューム1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nhide\nset rotation style [left-right v]\nif <(costume [number v]) = [1]> then\n forever\n if <<not <(☁ p1) = [0]>> and <not <(1p?) = [1]>>> then\n go to x: ((join (letter (41) of (☁ p1)) (join (letter (42) of (☁ p1)) (letter (43) of (☁ p1)))) - (500)) y: ((join (letter (44) of (☁ p1)) (join (letter (45) of (☁ p1)) (letter (46) of (☁ p1)))) - (500))\n point in direction ((join (letter (49) of (☁ p1)) (join (letter (50) of (☁ p1)) (letter (51) of (☁ p1)))) - (200))\n if <((join (letter (47) of (☁ p1)) (letter (48) of (☁ p1))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p1) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <<not <(☁ p2) = [0]>> and <not <(1p?) = [2]>>> then\n go to x: ((join (letter (41) of (☁ p2)) (join (letter (42) of (☁ p2)) (letter (43) of (☁ p2)))) - (500)) y: ((join (letter (44) of (☁ p2)) (join (letter (45) of (☁ p2)) (letter (46) of (☁ p2)))) - (500))\n point in direction ((join (letter (49) of (☁ p2)) (join (letter (50) of (☁ p2)) (letter (51) of (☁ p2)))) - (200))\n if <((join (letter (47) of (☁ p2)) (letter (48) of (☁ p2))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p2) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n if <<not <(☁ p3) = [0]>> and <not <(1p?) = [3]>>> then\n go to x: ((join (letter (41) of (☁ p3)) (join (letter (42) of (☁ p3)) (letter (43) of (☁ p3)))) - (500)) y: ((join (letter (44) of (☁ p3)) (join (letter (45) of (☁ p3)) (letter (46) of (☁ p3)))) - (500))\n point in direction ((join (letter (49) of (☁ p3)) (join (letter (50) of (☁ p3)) (letter (51) of (☁ p3)))) - (200))\n if <((join (letter (47) of (☁ p3)) (letter (48) of (☁ p3))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p3) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n if <<not <(☁ p4) = [0]>> and <not <(1p?) = [4]>>> then\n go to x: ((join (letter (41) of (☁ p4)) (join (letter (42) of (☁ p4)) (letter (43) of (☁ p4)))) - (500)) y: ((join (letter (44) of (☁ p4)) (join (letter (45) of (☁ p4)) (letter (46) of (☁ p4)))) - (500))\n point in direction ((join (letter (49) of (☁ p4)) (join (letter (50) of (☁ p4)) (letter (51) of (☁ p4)))) - (200))\n if <((join (letter (47) of (☁ p4)) (letter (48) of (☁ p4))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p4) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [5]> then\n forever\n if <<not <(☁ p5) = [0]>> and <not <(1p?) = [3]>>> then\n go to x: ((join (letter (41) of (☁ p5)) (join (letter (42) of (☁ p5)) (letter (43) of (☁ p5)))) - (500)) y: ((join (letter (44) of (☁ p5)) (join (letter (45) of (☁ p5)) (letter (46) of (☁ p5)))) - (500))\n point in direction ((join (letter (49) of (☁ p5)) (join (letter (50) of (☁ p5)) (letter (51) of (☁ p5)))) - (200))\n if <((join (letter (47) of (☁ p5)) (letter (48) of (☁ p5))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p5) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n if <<not <(☁ p6) = [0]>> and <not <(1p?) = [6]>>> then\n go to x: ((join (letter (41) of (☁ p6)) (join (letter (42) of (☁ p6)) (letter (43) of (☁ p6)))) - (500)) y: ((join (letter (44) of (☁ p6)) (join (letter (45) of (☁ p6)) (letter (46) of (☁ p6)))) - (500))\n point in direction ((join (letter (49) of (☁ p6)) (join (letter (50) of (☁ p6)) (letter (51) of (☁ p6)))) - (200))\n if <((join (letter (47) of (☁ p6)) (letter (48) of (☁ p6))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p6) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [7]> then\n forever\n if <<not <(☁ p7) = [0]>> and <not <(1p?) = [7]>>> then\n go to x: ((join (letter (41) of (☁ p7)) (join (letter (42) of (☁ p7)) (letter (43) of (☁ p7)))) - (500)) y: ((join (letter (44) of (☁ p7)) (join (letter (45) of (☁ p7)) (letter (46) of (☁ p7)))) - (500))\n point in direction ((join (letter (49) of (☁ p7)) (join (letter (50) of (☁ p7)) (letter (51) of (☁ p7)))) - (200))\n if <((join (letter (47) of (☁ p7)) (letter (48) of (☁ p7))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p7) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n if <<not <(☁ p8) = [0]>> and <not <(1p?) = [8]>>> then\n go to x: ((join (letter (41) of (☁ p8)) (join (letter (42) of (☁ p8)) (letter (43) of (☁ p8)))) - (500)) y: ((join (letter (44) of (☁ p8)) (join (letter (45) of (☁ p8)) (letter (46) of (☁ p8)))) - (500))\n point in direction ((join (letter (49) of (☁ p8)) (join (letter (50) of (☁ p8)) (letter (51) of (☁ p8)))) - (200))\n if <((join (letter (47) of (☁ p8)) (letter (48) of (☁ p8))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p8) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n if <<not <(☁ p9) = [0]>> and <not <(1p?) = [9]>>> then\n go to x: ((join (letter (41) of (☁ p9)) (join (letter (42) of (☁ p9)) (letter (43) of (☁ p9)))) - (500)) y: ((join (letter (44) of (☁ p9)) (join (letter (45) of (☁ p9)) (letter (46) of (☁ p9)))) - (500))\n point in direction ((join (letter (49) of (☁ p9)) (join (letter (50) of (☁ p9)) (letter (51) of (☁ p9)))) - (200))\n if <((join (letter (47) of (☁ p9)) (letter (48) of (☁ p9))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p9) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [10]> then\n forever\n if <<not <(☁ p10) = [0]>> and <not <(1p?) = [10]>>> then\n go to x: ((join (letter (41) of (☁ p10)) (join (letter (42) of (☁ p10)) (letter (43) of (☁ p10)))) - (500)) y: ((join (letter (44) of (☁ p10)) (join (letter (45) of (☁ p10)) (letter (46) of (☁ p10)))) - (500))\n point in direction ((join (letter (49) of (☁ p10)) (join (letter (50) of (☁ p10)) (letter (51) of (☁ p10)))) - (200))\n if <((join (letter (47) of (☁ p10)) (letter (48) of (☁ p10))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p10) = [0]> then\n hide\n end\n end\nend\n\nwhen I receive [オンライン! v]\nhide\nコピー\n\n@スキップ\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (200) y: (-150)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ngo to x: (-200) y: (-150)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(推せるか?) = [0]>> then\n broadcast (準備 v)\n wait (0.1) seconds\n broadcast (NEXT v)\n broadcast (仕掛け v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait (0.1) seconds\n end\n if <([costume # v] of [地面 v]) = [8]> then\n switch costume to (コスチューム3 v)\n hide\n else\n switch costume to (コスチューム1 v)\n show\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(推せるか?) = [0]>> then\n broadcast (準備 v)\n broadcast (前 v)\n wait (0.1) seconds\n broadcast (仕掛け v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait (0.1) seconds\n end\n if <([costume # v] of [地面 v]) = [1]> then\n switch costume to (コスチューム3 v)\n hide\n else\n switch costume to (コスチューム2 v)\n show\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n
日本語説明は下↓。\n\nPress the flag, and tap the arrow keys to operate.\n Various tricks are set up.\n You can also play online with up to 10 people.\n You can speak by pressing the chat button and tapping the word you want to speak. To close the chat, press the chat button again.\n You can also skip the stage by pressing either ⬅️ or ➡️.\n Then, please enjoy yourself.\n\n旗を押して、矢印キー、タップで操作です。\n色々なトリックが仕掛けられています。\n最大10人でオンラインプレイをすることもできます。\nチャットボタンを押して、しゃべりたい言葉をタップするとしゃべることができます。チャットを閉じるには、もう一回チャットボタンを押します。\n⬅️と➡️どちらかを押すことで、ステージをスキップすることもできます。\nそれでは、お楽しみ下さい。
Starting Scratch I A Platformer v0.2
@Stage\n\nwhen flag clicked\nSet Game\n\ndefine Set Game\nset [level v] to [1]\nswitch backdrop to (bg neat v)\nshow\ngo to [front v] layer\nclear graphic effects\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n show\n change [ghost v] effect by (100000000)\nend\n\n@Player\n\ndefine Reset Player\nhide variable [level v]\nhide variable [size v]\nhide variable [x v]\nhide variable [y v]\ngo to x: (-210) y: (25)\npoint in direction (90)\nshow\ngo to [front v] layer\nswitch costume to (normal v)\nclear graphic effects\n\nwhen flag clicked\nset [size v] to [80]\nset size to (size) %\nhide\n\nwhen I receive [intro done v]\nshow\nReset Player\nforever\n Physics\nend\n\ndefine Physics\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1.5)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> 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 (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 <<<mouse down?> and <(mouse x) > [0]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n 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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [210]> then\n broadcast (Next Level v) and wait\n end\n if <<touching (saws v)?> or <<touching (lava v)?> or <<touching (enemy v)?> or <touching (spikes v)?>>>> then\n broadcast (Reset v)\n end\n if <key (r v) pressed?> then\n broadcast (Reset v)\n end\n if <key (s v) pressed?> then\n broadcast (Next Level v)\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [reset v]\nReset Player\n\nwhen I receive [next level v]\nNext Level\nReset Player\n\ndefine Next Level\nchange [level v] by (1)\n\n@Ground\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\n@Art\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [intro: 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 (Intro: X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [intro: x v] to ((Intro: 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\nwait (3) seconds\nbroadcast (Intro Done v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@Saws\n\ndefine Saw Spawn\nforever\n if <(LEVEL) = [1]> then\n hide\n end\n if <(LEVEL) = [2]> then\n set size to (85) %\n show\n go to x: (73) y: (-81)\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 set size to (50) %\n show\n go to x: (-86) y: (-20)\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 hide\n end\n if <(LEVEL) = [12]> then\n hide\n end\nend\n\nwhen I receive [intro done v]\nforever\n turn right (7) degrees\nend\n\nwhen I receive [intro done v]\nSaw Spawn\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\n@Spikes\n\nwhen I receive [intro done v]\nshow\nforever\n go to [back v] layer\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\n@Lava\n\nwhen I receive [intro done v]\nshow\nforever\n go to [back v] layer\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\n@Enemy\n\ndefine Enemy Spawn\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 hide\n end\n if <(LEVEL) = [11]> then\n hide\n end\n if <(LEVEL) = [10]> then\n set size to (80) %\n show\n go to x: (93) y: (-78)\n glide (1) secs to x: (-49) y: (-78)\n wait (0.01) seconds\n glide (1) secs to x: (93) y: (-78)\n wait (0.01) seconds\n end\n if <(LEVEL) = [11]> then\n hide\n end\n if <(LEVEL) = [12]> then\n hide\n end\n if <(LEVEL) = [13]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [intro done v]\nEnemy Spawn\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Level Count\n\nwhen I receive [intro done v]\nshow\nforever\n go to [front v] layer\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n
✿ Sᴛᴀʀᴛɪɴɢ Sᴄʀᴀᴛᴄʜ ✿\n\n✿ Gᴀᴍᴇ ✿\n- Usᴇ Lᴇғᴛ/Rɪɢʜᴛ, A/D Kᴇʏs ᴏʀ Sᴡɪᴘᴇ ᴛᴏ ᴍᴏᴠᴇ!\n- Usᴇ Uᴘ Kᴇʏ, W Kᴇʏ ᴏʀ Sᴡɪᴘᴇ ᴜᴘ ᴛᴏ ᴊᴜᴍᴘ!\n- Usᴇ ᴛʜᴇ S ᴋᴇʏ ᴛᴏ Sᴋɪᴘ!\n- Usᴇ ᴛʜᴇ R ᴋᴇʏ ᴛᴏ Rᴇꜱᴇᴛ!\n- Sᴘɪᴋᴇꜱ, Sᴀᴡꜱ, Eɴᴇᴍɪᴇꜱ ᴀɴᴅ Lᴀᴠᴀ ᴄᴀɴ ʜᴜʀᴛ ʏᴏᴜ!\n\n✿ Gᴀᴍᴇ Iɴꜰᴏ ✿\nMʏ ꜰɪʀꜱᴛ ɢᴀᴍᴇ\n687 Bʟᴏᴄᴋꜱ\n10 Sᴘʀɪᴛᴇꜱ\n42 Sᴄʀɪᴘᴛꜱ\n3 Mᴇꜱꜱᴀɢᴇꜱ\n7 Vᴀʀɪᴀʙʟᴇꜱ \n11 Cᴜꜱᴛᴏᴍ ʙʟᴏᴄᴋꜱ \n13 Lᴇᴠᴇʟꜱ\n100+ Lᴏᴠᴇꜱ\n90+ Fᴀᴠᴏᴜʀɪᴛᴇꜱ\n8 Rᴇᴍɪxᴇꜱ\n2.7k+ Vɪᴇᴡꜱ\n\n✿ Cʀᴇᴅɪᴛꜱ ✿\nGᴀᴍᴇ ʙʏ @-GalacticCoder-\nEɴɢɪɴᴇ ʙʏ @--AwesomeCode-- (ᴍᴏᴅɪꜰɪᴇᴅ ʙʏ ᴍᴇ)\nIɴᴛʀᴏ ʙʏ @-PickleAnimator- (ᴍᴏᴅɪꜰɪᴇᴅ ʙʏ ᴍᴇ)\nPʟᴀʏᴇʀ, Eɴᴇᴍʏ, Gʀᴏᴜɴᴅ, Bʀɪᴅɢᴇ, Sᴀᴡꜱ, Sᴘɪᴋᴇꜱ ʙʏ @Invisity\nLᴀᴠᴀ ʙʏ @Deluxra\nMᴏʙɪʟᴇ ᴡᴀʟʟ ᴊᴜᴍᴘ ʙʏ @LakiTheKoopa\nEᴠᴇʀʏᴛʜɪɴɢ Eʟꜱᴇ ʙʏ Mᴇ
Scratch Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed x) / (steps))\n Check Touching Solid\n if <(Touching?) > [0]> then\n Collide x - Slope or Wall\n end\n set [last value v] to (y position)\n change y by ((Speed y) / (steps))\n Check Touching Solid\n if <(Touching?) > [0]> then\n Collide y - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching? v] to [1]\nelse\n set [touching? v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (Speed y) ) + ([abs v] of (Speed x) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <<(Wall Slide) > [0]> and <(Jumping) = [0]>> then\n start sound [Wall Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(Jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(Jumping) > [0]> and <(Jumping) < (Jump Duration)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(Wall Slide) > [0]> then\n Check Can Wall Slide\n if <(Speed y) < [0]> then\n set [speed y v] to ((Speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(Long Jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(Key x) = [0]> then\n if <<(Falling) > [2]> and <(Wall Slide) < [1]>> then\n set [speed x v] to ((Speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((Key x) * (Acceleration))\n point in direction ((Key x) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed x) * (Resistance))\n\ndefine Reset and Begin level\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (Spawn Scene) Go to x: (Spawn x) y: (Spawn y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) Go to x: [-235] y: []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) Go to x: [235] y: []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) Go to x: [] y: [-180]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene #) + (-100)) Go to x: [] y: [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x: (x) y: (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (direction)\nset [temporary v] to (direction)\nset [distance v] to [1]\npoint in direction (direction)\nrepeat (128)\n Check Touching Solid\n if <(Touching?) < [1]> then\n point in direction (Temporary)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Wall Slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(Speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(Frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((Frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(Touching?) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide x - Slope or Wall\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(Touching?) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(Touching?) > [0]> then\n change y by (-2)\n set x to (Last Value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((Speed x) * (0.8))\nend\nset [speed x v] to ((Speed x) * (0.95))\nSlip\n\ndefine Collide y - Ceiling or Floor\nset y to (Last Value)\nif <(Speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(Falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((Speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(Touching?) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Touching?) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (Touching?)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(Lives) > [0]> then\n Reset and Begin level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (Platform dx)\nchange y by (Platform dy)\nCheck Touching Solid\nif <(Touching?) > [0]> then\n Find Closest Space to x: (x position) y: (y position) Maximum [16]\n if <(Touching?) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to x: (x) y: (y) Maximum (maximum)\nset [temporary v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (maximum)\n repeat (16)\n go to x: (x) y: (y)\n move (Distance) steps\n Check Touching Solid\n if <(Touching?) < [1]> then\n point in direction (Temporary)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temporary)\nstop [this script v]\n\nwhen I receive [start game v]\nset [gravity v] to [-1.2]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [55]\nReset and Begin level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp 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\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (normal v)\ngo to [back v] layer\nhide\nif <(Scene #) = [4]> then\n Add Door at x: [-24] y: [52] Key [Key 1]\nend\n\ndefine Animate Platform\nswitch costume to (normal v)\ngo to x: (19) y: (-47)\npoint in direction (90)\nforever\n wait (1) seconds\n glide (2) secs to x: (15) y: (90)\n wait (1) seconds\n glide (1) secs to x: (163) y: (51)\n wait (1) seconds\n glide (2) secs to x: (19) y: (-47)\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last y)> then\n change y by (1)\nelse\n set y to ((Last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last x))\n set [platform dy v] to ((new y) - (Last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (normal v)\ngo to x: (102) y: (87)\npoint in direction (0)\nforever\n wait (0.5) seconds\n glide (0.5) secs to x: (102) y: (-25)\n wait (1) seconds\n glide (2) secs to x: (102) y: (87)\nend\n\ndefine Animate 3\nswitch costume to (normal v)\ngo to x: (-130) y: (-64)\npoint in direction (90)\nforever\n wait (1) seconds\n glide (2) secs to x: (15) y: (-64)\n wait (1) seconds\n glide (2) secs to x: (-130) y: (-64)\nend\n\ndefine Animate 4\nswitch costume to (wide v)\ngo to x: (-198) y: (-54)\npoint in direction (90)\nforever\n wait (1) seconds\n glide (5) secs to x: (219) y: (-54)\n wait (1) seconds\n glide (5) secs to x: (-198) y: (-54)\nend\n\ndefine Add Door at x: (x) y: (y) Key (key)\nshow\nswitch costume to (key)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine Animate (x) (y) (x2) (y2) (time)\nshow\npoint in direction (90)\ngo to x: (x) y: (y)\nforever\n wait (0.5) seconds\n glide (time) secs to x: (x2) y: (y2)\n wait (0.5) seconds\n glide (time) secs to x: (x) y: (y)\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(Scene #) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (Frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif < (costume [name v]) contains [Apple]?> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (Scene #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace Collectable [Apple] at Scene [1] x: [155] y: [-25]\nPlace Collectable [Apple] at Scene [1] x: [-27] y: [43]\nPlace Collectable [Apple] at Scene [2] x: [16] y: [-65]\nPlace Collectable [Apple] at Scene [103] x: [-132] y: [48]\nPlace Collectable [Key 1] at Scene [103] x: [192] y: [4]\nPlace Collectable [Apple] at Scene [104] x: [124] y: [-150]\nPlace Collectable [Apple big] at Scene [5] x: [100] y: [-4]\nPlace Collectable [Green Flag] at Scene [2] x: [160] y: [-50]\nPlace Collectable [Green Flag] at Scene [4] x: [138] y: [57]\n\ndefine Place Collectable (collectable) at Scene (scene) x: (x) y: (y)\nset [my scene v] to (scene)\nswitch costume to (collectable)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-78)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (10)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - x\n Move - y\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(Invulnerable) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn Enemy [Red] at x: [209] y: [-76] Direction [-90]\n else\n Spawn Enemy [Red] at x: [87] y: [-76] Direction [90]\n end\n Spawn Enemy [Red] at x: [6] y: [34] Direction [-90]\nend\nif <(Scene #) = [4]> then\n Spawn Enemy [Red] at x: [58] y: [23] Direction [-90]\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - y\nchange [speed y v] by (-1)\nchange y by (Speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - x\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn Enemy (type) at x: (x) y: (y) Direction (direction)\ngo to x: (x) y: (y)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n
Use Left Arrow keys or Right Arrow keys to move Left and Right\nUse Up Arrow keys to jump.\n \n@griffpatch commented :O
Dinosaurs PlatFormer Remixed
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next page v]\nswitch backdrop to (instructs 2 v)\n\nwhen I receive [previous page v]\nswitch backdrop to (instructs 1 v)\n\n@Dinosaur\n\nwhen flag clicked\nhide\nforever\n Platform Gravity [-1] Jump Height [16] Side Movement Speed [3] Friction [0.7] Slope [8]\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\nset size to (65) %\nswitch costume to (purple 1 v)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-65) y: (-20)\nforever\n if <key (p v) pressed?> then\n switch costume to (purple 1 v)\n end\n if <key (r v) pressed?> then\n switch costume to (red 1 v)\n end\n if <key (b v) pressed?> then\n switch costume to (blue 1 v)\n end\n if <key (y v) pressed?> then\n switch costume to (yellow 1 v)\n end\n if <key (g v) pressed?> then\n switch costume to (green 1 v)\n end\n if <key (o v) pressed?> then\n switch costume to (orange 1 v)\n end\n if <key (w v) pressed?> then\n switch costume to (white 1 v)\n end\n if <key (i v) pressed?> then\n switch costume to (pink 1 v)\n end\n if <key (k v) pressed?> then\n switch costume to (brown 1 v)\n end\n if <key (l v) pressed?> then\n switch costume to (blue 2 v)\n end\n if <key (z v) pressed?> then\n switch costume to (black v)\n end\n if <key (d v) pressed?> then\n switch costume to (dark green v)\n end\n if <touching (switch 1 v)?> then\n broadcast (Level v)\n go to x: (-65) y: (-20)\n play sound [High Whoosh v] until done\n end\n if <touching (lava v)?> then\n go to x: (-65) y: (-20)\n play sound [Low Whoosh v] until done\n end\nend\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (side movement) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (stages v)?> then\n repeat until <not <touching (stages 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?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [my variable v] to [0]\nif <touching (stages v)?> then\n change y by (1)\n repeat until <not <touching (stages v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n start sound [Dance Funky v]\n wait (5.00) seconds\nend\n\n@Stages\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [switch 1 v]\nswitch costume to (costume3 v)\n\nwhen I receive [level v]\nnext costume\n\n@Play\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop1 v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [instructs 1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\n@Help\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (instructs 1 v)\nhide\nplay sound [pop v] until done\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\n@Switch 1\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [instructs 1 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Next Page v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [instructs 2 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [instructs 2 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Previous page v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [instructs 1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nnext costume\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume1 v)\n\n@Home\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [instructs 1 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n
This Is a normal Platformer. Yes Normal. Move with arrow keys.
Time Travel To Dino Land | A Scrolling Platformer (For SDS)
@Stage\n\nwhen I receive [play game v]\nswitch backdrop to (jurassic v)\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen I receive [tick v]\nif <(LEVEL) = [4]> then\n switch backdrop to (jurassic with dinosaurs v)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nshow variable [level v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Tick\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\n switch costume to (left v)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\n switch costume to (right v)\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (up v)\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\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(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 <(LEVEL) = [5]> then\n hide variable [level v]\n set [scroll x v] to [0]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (levels 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 (levels v)?> then\n repeat (20)\n change [y v] by (1)\n Position\n if <not <touching (levels v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-20)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (levels v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (moving enemies v)?> then\n set [exit v] to [die]\nend\n\ndefine Game On\nset [x v] to [-200]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nset rotation style [left-right v]\npoint in direction (90)\nshow\n\ndefine Game - Win\nswitch costume to (normal v)\nset rotation style [don't rotate v]\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen [r v] key pressed\nGame On\n\n@Levels\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 - 1 v)\n Clone at x: [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 Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 - 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 - 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-4]\n else\n if <(LEVEL) = [5]> then\n switch costume to (win v)\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 - 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 - 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 - 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (win v)\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Text\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 - 1 v)\n Clone at x: [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 Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 - 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 - 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (win v)\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Portal\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [eggs collected v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Create Portal at x: [1300] y: [-10]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Create Portal at x: [1300] y: [-10]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Create Portal at x: [1300] y: [-10]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Create Portal at x: [1314] y: [152]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Create Portal at x: [99999] y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Portal at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Collectables\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [eggs collected v] by (1)\n if <(EGGS COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [eggs collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (egg v)\n Clone at x: [0] y: [56]\n Clone at x: [382] y: [75]\n Clone at x: [587] y: [73]\n Clone at x: [956] y: [69]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [-70] y: [-19]\n Clone at x: [51] y: [-19]\n Clone at x: [445] y: [184]\n Clone at x: [514] y: [184]\n Clone at x: [859] y: [62]\n Clone at x: [1058] y: [218]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-98] y: [51]\n Clone at x: [99] y: [51]\n Clone at x: [390] y: [94]\n Clone at x: [598] y: [214]\n Clone at x: [845] y: [38]\n Clone at x: [1078] y: [38]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [-161] y: [11]\n Clone at x: [493] y: [-5]\n Clone at x: [814] y: [22]\n Clone at x: [1130] y: [117]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [999] y: [0]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Thumbnail\n\nwhen I receive [green flag v]\nhide variable [eggs collected v]\nhide variable [level v]\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\nshow variable [eggs collected v]\nshow variable [level v]\n\n
My second platformer! \n\nInstructions:\nArrow keys, WASD or mobile controls to move.\nYou can walljump!\nAvoid spikes and lava.\nIf you get stuck, press R to restart the level.\nThere are four levels.\nAll levels are possible.\n\nLog:\n28/09/21: I WOKE UP WITH 74 MESSAGES WOW!\n30/09/21: 1000 views! Thanks you so much for viewing!\n30/09/21: #11 on Trending Tutorials!\n01/10/21: Is this serious?! 3000 views and 14 remixes!\n02/10/21: 100 loves!\n05/10/21: Top Remixed! I came into Scratch and saw that I had 237 messages and 7000 views!\n05/10/21: #64 Trending All!\n08/10/21: OMG 20,000 views, 300 loves and 300 faves!\n11/10/21: 25,000 views, 450 loves and 380 faves!\n\n\nComment: I actually read the description :D
HISTORY 1 - Stone Age (A platformer)
@Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n if <key (down arrow v) pressed?> then\n change [y-speed v] by (-10.5)\n end\n if <key (up arrow v) pressed?> then\n change [y-speed v] by (10)\n end\n set [y-speed v] to ((y-speed) * (0.6))\n change [y-speed v] by (((y-speed) / (15)) + (2))\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n show\n set [ghost v] effect to (0)\n go to x: (-235) y: (0)\n set [level v] to [1]\n forever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x-spped v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x-spped v] by (-1)\n end\n set [x-spped v] to ((x-spped) * (0.9))\n change x by (x-spped)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((x-spped) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x-spped) > [0]> then\n set [x-spped v] to [-5]\n else\n set [x-spped v] to [5]\n end\n set [y-speed v] to [10]\n else\n set [x-spped v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y-speed v] by (-1)\n change y by (y-speed)\n if <touching (ground v)?> then\n change y by ((y-speed) * (-1))\n set [y-speed v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y-speed v] to [15]\n end\n change y by (1)\n if <<touching (lava v)?> or <touching (spike v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-235) y: (0)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-150]> then\n broadcast (message1 v)\n go to x: (-200) y: (50)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-200) y: (50)\nset [y-speed v] to [0]\nforever\n create clone of (_myself_ v)\n if <[240] < (x position)> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-200) y: (50)\n set [x-spped v] to [0]\n set [y-speed v] to [0]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume7 v)\nclear graphic effects\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (-4)\n change [color v] effect by (4)\nend\ndelete this clone\n\nwhen flag clicked\nreset timer\nset [level v] to [1]\nforever\n if <(y-speed) < [1]> then\n if <[1] < (x-spped)> then\n switch costume to (costume2 v)\n else\n if <(x-spped) < [-1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n else\n if <[1] < (x-spped)> then\n switch costume to (costume4 v)\n else\n if <(x-spped) < [-1]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume6 v)\n end\n end\n end\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen flag clicked\nset [skip v] to [0]\n\nwhen I receive [bounce v]\nset [y-speed v] to [20]\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Bg/text\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (level)\n set y to (round (([sin v] of ((timer) * (100)) ) * (10)))\nend\n\n@spike\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (level)\nend\n\n@dark\n\nwhen flag clicked\nforever\n switch costume to (small v)\n set size to (200) %\n if <(level) = [4]> then\n switch costume to (dark v)\n else\n switch costume to (dark2 v)\n end\n if <(level) = [4]> then\n go to (player v)\n else\n go to x: (100) y: (0)\n end\n if <<(level) = [4]> or <(level) = [5]>> then\n show\n else\n hide\n end\nend\n\n@music\n\nwhen flag clicked\nforever\n play sound [Vicetone - United We Dance v] until done\nend\n\n@skip\n\nwhen this sprite clicked\nif <(level) < [8]> then\n change [level v] by (1)\nend\nchange [skip v] by (1)\n\n@cloud\n\nwhen I receive [next level v]\nif <(level) = [8]> then\n if <(timer) < (☁ world reccord)> then\n if <(skip) = [0]> then\n set [☁ world reccord v] to (timer)\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen [t v] key pressed\nif <(username) = [--Jung--]> then\n show\nend\n\n@trampoline\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (bounce v)\n glide (0.1) secs to x: (0) y: (30)\n glide (0.1) secs to x: (0) y: (0)\n wait until <not <touching (player v)?>>\n end\nend\n\nglide (0.1) secs to x: (0) y: (-30)\n\n
My record 21.384\nPart 2 : https://scratch.mit.edu/projects/564469292/\nPart 3 Soon\n#games #trending #all #platformer
プラットフォーマー2 Platformer 2
@Stage\n\nwhen flag clicked\nhide\nshow\n\n@スプライト2\n\nwhen flag clicked\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\nchange [変数 v] by (1)\nshow list [見た人 v]\nset rotation style [left-right v]\nforever\n if <(x position) > [230]> then\n broadcast (次 v)\n 座標と変数をリセット\n end\n show\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 (#9a9a9a)?> or <touching color (#ff0000)?>> or <(y position) < [-180]>> then\n 座標と変数をリセット\n start sound [チーン.mp3 v]\nend\n\ndefine バネ\nif <touching color (#00e5ff)?> then\n set [y v] to [20]\nend\n\nwhen flag clicked\nshow variable [時間 v]\nset [時間 v] to [0]\nrepeat until <([costume # v] of [地形 v]) = [15]>\n wait (1) seconds\n change [時間 v] by (1)\nend\nshow variable [☁ 記録 v]\nhide variable [時間 v]\nset [☁ 記録 v] to (時間)\nif <(時間) < (世界記録)> then\n set [世界記録 v] to (時間)\n set [世界記録保持者 v] to (username)\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <<[17] = ([backdrop # v] of [_stage_ v])> and <(x position) < [-170]>> then\n broadcast (頭いいね☆ v)\n end\nend\n\n@トラップ\n\nwhen flag clicked\nforever\n if <<[3] = ([costume # v] of [地形 v])> or <<[7] = ([costume # v] of [地形 v])> or <[4] = ([costume # v] of [地形 v])>>> then\n if <<[3] = ([costume # v] of [地形 v])> or <[4] = ([costume # v] of [地形 v])>> then\n go to x: (61) y: (24)\n switch costume to (コスチューム1 v)\n show\n turn left (5) degrees\n end\n if <[7] = ([costume # v] of [地形 v])> then\n point in direction (90)\n switch costume to (コスチューム2 v)\n show\n go to x: (60) y: (28)\n repeat until <touching (地形 v)?>\n change y by (-10)\n end\n end\n else\n hide\n end\nend\n\n@地形\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム7 v)\nforever\n go to x: (60) y: (28)\n show\n play sound [Guitar Chords1 v] until done\nend\n\ngo to x: (61) y: (24)\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nforever\n\nwhen I receive [頭いいね☆ v]\nswitch costume to (コスチューム18 v)\nbroadcast (いいな いいな v)\n\n@トラップ2\n\nwhen flag clicked\nforever\n if <<[7] = ([costume # v] of [地形 v])> or <<[6] = ([costume # v] of [地形 v])> or <[8] = ([costume # v] of [地形 v])>>> then\n if <[7] = ([costume # v] of [地形 v])> then\n go to x: (206) y: (19)\n point in direction (90)\n switch costume to (コスチューム2 v)\n show\n wait (pick random (0.001) to (2)) seconds\n repeat until <touching (地形 v)?>\n change y by (-10)\n end\n end\n if then\n go to x: (-35) y: (34)\n switch costume to (コスチューム3 v)\n show\n end\n else\n hide\n end\nend\n\nhide\n\nwhen I receive [いいな いいな v]\nif then\n go to x: (-35) y: (34)\n switch costume to (コスチューム4 v)\n show\nend\n\n@スプライト3\n\nwhen flag clicked\nhide variable [ゆ v]\nhide\n\n@☆\n\nwhen flag clicked\nforever\n hide\n forever\n create clone of (_myself_ v)\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [☆ v] to (pick random (-2) to (-10))\npoint in direction (pick random (0) to (360))\nset [ghost v] effect to (pick random (20) to (100))\nset size to (pick random (100) to (150)) %\nset [color v] effect to (pick random (0) to (50))\nset rotation style [all around v]\nif <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-240) to (240)) y: (180)\nelse\n go to x: (240) y: (pick random (180) to (-180))\nend\nshow\nrepeat until <<(y position) < [-179]> or <(x position) < [-239]>>\n change [color v] effect by (1)\n turn right (☆) degrees\n change y by (☆)\n change x by (☆)\nend\ndelete this clone\n\nwhen I receive [消す v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト5\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I receive [消す v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nset [☆ v] to (pick random (-2) to (-10))\npoint in direction (pick random (0) to (360))\nset [ghost v] effect to (pick random (20) to (100))\nset size to (pick random (100) to (150)) %\nset [color v] effect to (pick random (0) to (50))\nset rotation style [all around v]\nif <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-240) to (240)) y: (180)\nelse\n go to x: (240) y: (pick random (180) to (-180))\nend\nshow\nrepeat until <<(y position) < [-179]> or <(x position) < [-239]>>\n change [color v] effect by (1)\n turn right (☆) degrees\n change y by (☆)\n change x by (☆)\nend\ndelete this clone\n\n@スプライト6\n\nwhen I receive [次 v]\ngo to [front v] layer\nshow\nset [変数 v] to [0]\ngo to x: (0) y: (180)\nstart sound [Finger Snap v]\nrepeat (10)\n change y by ((-1) - ((y position) / (3)))\nend\nwait (0.5) seconds\nrepeat until <(y position) > [179]>\n change y by ((y position) / (3))\nend\nhide\nset [変数 v] to [9999]\nbroadcast (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [変数 v] to [9999]\n\n@ターボストップ\n\nwhen flag clicked\nforever\n set [*ターボ対策* v] to [0]\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n change [*ターボ対策* v] by (1)\n wait (0) seconds\n if <(*ターボ対策*) > [5]> then\n broadcast (ターボ感知 v)\n stop [all v]\n end\nend\n\n@スプライト4\n\n
English below (下に英語)\n\n僕が作ったプラットフォーマー2です!( ̄∇ ̄)\n少々バグがございます。(((殴\n傾向乗りたい(のるか!)\n音楽がいいね!\n\n\nThis is Platformer 2 I made! ( ̄∇ ̄)\n There are some bugs. (((Beat\n I want to ride the trend \nThere are multiple bugs!\n I like music!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n \n \n\n\n\n\n \n \n \n \n \n \n \n\n\nここまで見た貴方!☆と❤️とフォローとスタジオに入れて!そうしないと虫が寄って来ます!\n\nYou who have seen so far! ☆ and ❤️ and follow and put in the studio! Melting and insects are coming!
Red A Platformer (Mobile Friendly) #Games#All
@Stage\n\nwhen flag clicked\nplay sound [Warriyo - Mortals \(feat. Laura Brehm\) \[NCS Release\] v] until done\nset volume to (75) %\n\n@Platform guy\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.90)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-0.85)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n fast\n if <touching (level v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (level v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13.1415926535]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (level v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (level v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (level v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (spikes v)?> or <<touching (danger v)?> or <<touching (axe1 v)?> or <touching (axe2 v)?>>>>> then\n go to x: (-223) y: (-100)\n set volume to (11) %\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [y v] to [1]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to x: (-218) y: (-90)\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\n@level\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nhide variable [level v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (End v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (36) y: (27)\nend\n\n@picture\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n
Red | A Platformer \n\n\nPlease ❤️⭐️ & Follow @Aurora72\n\n_Instructions_\n\nUse ⬆⬅➡ and don't touch the spikes\n10 levels 100 % Possible\nHave Fun !\n------Tags------\n#Aurora72 #Games #All #Cool #red\n\n---Other---\n45 min of work\nMusic : Warriyo - Mortals\n\n*Credits*\n@clemJ72
[☁online] Night platformer//夜のプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [Medieval1 v] until done\nend\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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\nbroadcast (オンライン v)\n\ndefine ユーザー名数値化\nset [ユーザー v] to [0]\nset [ユーザー名数値化 v] to []\nrepeat (length of (username))\n change [ユーザー v] by (1)\n switch costume to (letter (ユーザー) of (username))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) (costume [number v]))\nend\nrepeat ((40) - (length of (ユーザー名数値化)))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [ユーザー v]\nset [回数 v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [回数 v] by (1)\n set [読み込み v] to [0]\n set [1 v] to []\n repeat (20)\n if <not <(join (letter ((読み込み) + (1)) of (item (回数) of [p1〜10 v])) (letter ((読み込み) + (2)) of (item (回数) of [p1〜10 v]))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (item (回数) of [p1〜10 v])) (letter (読み込み) of (item (回数) of [p1〜10 v])))\n set [1 v] to (join (1) (costume [name v]))\n end\n end\n add (1) to [ユーザー v]\nend\n\n@スプライト4\n\ndefine 配置\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ngo to x: (-188) y: (167)\nrepeat (11)\n create clone of (_myself_ v)\n change y by (-25)\n next costume\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nset [しゃべる言葉 v] to [0]\nset [チャット? v] to [0]\nhide\n配置\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(チャット?) = [1]> then\n set [チャット? v] to [0]\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n else\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [チャット? v] to [1]\n end\n end\n else\n if <<(チャット?) = [1]> and <not <(costume [number v]) = [1]>>> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [しゃべる言葉 v] to ((costume [number v]) - (1))\n broadcast (喋る v)\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [喋る v]\nwait (5) seconds\nset [しゃべる言葉 v] to [0]\n\nwhen I start as a clone\nforever\n set [チャットか? v] to (mouse y)\n if <<(チャット?) = [1]> and <<(mouse x) < [-140]> and <[-100] < (mouse y)>>> then\n set [チャットか? v] to [1]\n else\n if <<(チャット?) = [0]> and <<(mouse x) < [-140]> and <[150] < (mouse y)>>> then\n set [チャットか? v] to [1]\n else\n set [チャットか? v] to [0]\n end\n end\nend\n\n@背景\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [ghost v] effect to (50)\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 [1200] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [3900] [520] [7]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\n@障害物\n\nwhen flag clicked\nhide\nwait (0) seconds\ngo to [front v] layer\nステージ配置 [100] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1200] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [200] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [2700] [360] [7]\nステージ配置 [3400] [520] [8]\nステージ配置 [3900] [520] [10]\nステージ配置 [4600] [520] [9]\nステージ配置 [5100] [520] [11]\nステージ配置 [5600] [800] [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\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 ((2000) - (視点x)) ((105) - (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 [2000]\n set [復活y v] to [105]\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 [timer v] > (time2)\nhide\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\nif <touching (背景 v)?> then\n change [y v] by (-0.1)\nelse\n change [y v] by (-1)\nend\nchange [i v] by (1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n if <(チャットか?) = [0]> then\n set rotation style [left-right v]\n point in direction (1)\n change [x v] by (1)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n if <(チャットか?) = [0]> then\n set rotation style [left-right v]\n point in direction (-1)\n change [x v] by (-1)\n end\nend\nset [x v] to ((x) * (0.88))\nchange x by (x)\nrepeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\nif <touching (地面 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 if <(チャットか?) = [0]> then\n start sound [Jump v]\n set [y v] to [12]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n end\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (地面 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 (地面 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n if <touching (背景 v)?> then\nend\nif <<touching (背景 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n if <(チャットか?) = [0]> then\n set [y v] to [5]\n end\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 (地面 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 (地面 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 (地面 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 (地面 v)?>>)))\nset [y v] to [0]\n\ndefine 初期位置\npoint in direction (1)\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)\nset [しゃべる言葉 v] to [0]\n\nwhen flag clicked\nshow\nset size to (50) %\npoint in direction (1)\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\ngo [forward v] (2) layers\n\nwhen I receive [オンライン! v]\nset [しゃべる言葉 v] to [0]\nforever\n if <not <(username) = []>> then\n if <(しゃべる言葉) = [0]> then\n say (username)\n else\n say (join (join (username) [:]) (item (しゃべる言葉) of [しゃべる言葉 v]))\n end\n end\nend\n\nwhen [timer v] > (time2)\nhide\n\n@オンライン2\n\ndefine コピー\nswitch costume to (コスチューム1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [オンライン! v]\ngo to [front v] layer\nhide\nコピー\n\nwhen I receive [プログラム2 v]\n移動 (((join (join (letter (41) of (item (costume [number v]) of [p1〜10 v])) (letter (42) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (43) of (item (costume [number v]) of [p1〜10 v])) (letter (44) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - (視点x)) (((join (join (letter (45) of (item (costume [number v]) of [p1〜10 v])) (letter (46) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (47) of (item (costume [number v]) of [p1〜10 v])) (letter (48) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - ((視点y) - (-20)))\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\n add (☁ p9) to [p1〜10 v]\n add (☁ p10) to [p1〜10 v]\nend\n\ndefine 移動 (x) (y)\nset rotation style [left-right v]\ngo to x: (x) y: (y)\nif <<(1p?) = (costume [number v])> or <(item (costume [number v]) of [p1〜10 v]) = [0]>> then\n hide\nend\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n if <<not <(1p?) = (costume [number v])>> and <not <(item (costume [number v]) of [p1〜10 v]) = [0]>>> then\n if <[0] = ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10))> then\n say (item (costume [number v]) of [ユーザー v])\n else\n say (join (item (costume [number v]) of [ユーザー v]) (join [:] (item ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10)) of [しゃべる言葉 v])))\n end\n point in direction ((-1) + (letter (49) of (item (costume [number v]) of [p1〜10 v])))\n show\n set [ghost v] effect to (100)\n end\nelse\n if <<not <(1p?) = (costume [number v])>> and <not <(item (costume [number v]) of [p1〜10 v]) = [0]>>> then\n if <[0] = ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10))> then\n say (item (costume [number v]) of [ユーザー v])\n else\n say (join (item (costume [number v]) of [ユーザー v]) (join [:] (item ((join (letter (50) of (item (costume [number v]) of [p1〜10 v])) (letter (51) of (item (costume [number v]) of [p1〜10 v]))) - (10)) of [しゃべる言葉 v])))\n end\n point in direction ((-1) + (letter (49) of (item (costume [number v]) of [p1〜10 v])))\n show\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n delete all of [確認 v]\n add (☁ p1) to [確認 v]\n add (☁ p2) to [確認 v]\n add (☁ p3) to [確認 v]\n add (☁ p4) to [確認 v]\n add (☁ p5) to [確認 v]\n add (☁ p6) to [確認 v]\n add (☁ p7) to [確認 v]\n add (☁ p8) to [確認 v]\n add (☁ p9) to [確認 v]\n add (☁ p10) to [確認 v]\n wait (1) seconds\n if <(letter (length of (item (costume [number v]) of [確認 v])) of (item (costume [number v]) of [確認 v])) = (letter (length of (item (costume [number v]) of [p1〜10 v])) of (item (costume [number v]) of [p1〜10 v]))> then\n if <(costume [number v]) = [1]> then\n hide\n set [☁ p1 v] to [0]\n end\n if <(costume [number v]) = [2]> then\n hide\n set [☁ p2 v] to [0]\n end\n if <(costume [number v]) = [3]> then\n hide\n set [☁ p3 v] to [0]\n end\n if <(costume [number v]) = [4]> then\n hide\n set [☁ p4 v] to [0]\n end\n if <(costume [number v]) = [5]> then\n hide\n set [☁ p5 v] to [0]\n end\n if <(costume [number v]) = [6]> then\n hide\n set [☁ p6 v] to [0]\n end\n if <(costume [number v]) = [7]> then\n hide\n set [☁ p7 v] to [0]\n end\n if <(costume [number v]) = [8]> then\n hide\n set [☁ p8 v] to [0]\n end\n if <(costume [number v]) = [9]> then\n hide\n set [☁ p9 v] to [0]\n end\n if <(costume [number v]) = [10]> then\n hide\n set [☁ p10 v] to [0]\n end\n end\nend\n\nwhen [timer v] > (time2)\nhide\n\n@地面\n\nwhen flag clicked\nwait (0.1) seconds\nhide\ngo to [front v] layer\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1185] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [200] [5]\nステージ配置 [2700] [360] [6]\nステージ配置 [3400] [360] [7]\nステージ配置 [3900] [520] [8]\nステージ配置 [4600] [520] [9]\nステージ配置 [5100] [520] [10]\nステージ配置 [5600] [520] [11]\nステージ配置 [6100] [800] [12]\nステージ配置 [6600] [900] [13]\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\nwhen flag clicked\nhide\n\n@影2\n\nwhen flag clicked\n\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 [1200] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [2700] [360] [7]\nステージ配置 [3900] [520] [8]\nステージ配置 [5100] [520] [9]\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]\ngo to [back v] layer\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@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (75)\ngo to [front v] layer\nwait (0.2) seconds\nbroadcast (光 v)\n\nwhen I receive [光 v]\nshow\nforever\n go to (キャラ v)\nend\n\nwhen [timer v] > (time2)\nhide\n\n@オンライン3\n\ndefine コピー\nswitch costume to (コスチューム1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [プログラム2 v]\n移動 (((join (join (letter (41) of (item (costume [number v]) of [p1〜10 v])) (letter (42) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (43) of (item (costume [number v]) of [p1〜10 v])) (letter (44) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - (視点x)) (((join (join (letter (45) of (item (costume [number v]) of [p1〜10 v])) (letter (46) of (item (costume [number v]) of [p1〜10 v]))) (join (letter (47) of (item (costume [number v]) of [p1〜10 v])) (letter (48) of (item (costume [number v]) of [p1〜10 v])))) - (1500)) - ((視点y) - (-20)))\n\ndefine 移動 (x) (y)\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) )> or <<(1p?) = (costume [number v])> or <(item (costume [number v]) of [p1〜10 v]) = [0]>>>> then\n hide\nelse\n show\nend\n\nwhen I receive [オンライン! v]\nwait (0) seconds\nコピー\n\nwhen flag clicked\nset [ghost v] effect to (75)\ngo to [front v] layer\n\nwhen [timer v] > (time2)\nhide\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 ((3450) - (視点x)) ((412) - (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 [3450]\n set [復活y v] to [412]\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 [timer v] > (time2)\nhide\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 ((6575) - (視点x)) ((995) - (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] > (time2)\nhide\n\nwhen I receive [クリア v]\nset [クリア v] to [1]\nstop [all v]\n\n@サムネ\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [time2 v] to (timer)\n point in direction (90)\nend\n\nwhen [timer v] > (time2)\nif <(クリア) = [0]> then\n start sound [Rip v]\n switch costume to (サムネイルにしよう 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 (最後 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 (サムネイルにしよう 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
日本語説明は下です↓。\n\nOperate with WASD key, arrow key or tap.\n Up to 10 people can play online!\n You can also chat with fixed phrases. \n Please enjoy the game.\n\nWASDキー、矢印キー、タップで操作。\n最大10人でオンラインプレイできます!\n定型文でのチャットもできます。\nさあ!あかりを灯して夜の冒険へ出発だ!(謎)
Dawn (Platformer)
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset volume to (50) %\nforever\n play drum (1 v) for (0.25) beats\n rest for (pick random (1) to (10)) beats\n play drum (1 v) for (0.25) beats\n rest for (pick random (1) to (10)) beats\nend\n\n@Sprite2\n\nwhen I receive [6 v]\nrest for (2) beats\nrepeat (16)\n rest for (pick random (1) to (4)) beats\n repeat (pick random (1) to (4))\n play drum (3 v) for (0.25) beats\n end\nend\n\nwhen flag clicked\nset tempo to (150)\nrepeat (4)\n play drum (1 v) for (0.25) beats\n play drum (1 v) for (0.25) beats\n play drum (1 v) for (0.25) beats\n play drum (1 v) for (0.25) beats\n rest for (1) beats\nend\nset tempo to (500)\nrepeat (4)\n play drum (2 v) for (0.25) beats\n rest for (0.5) beats\n play drum (1 v) for (0.25) beats\n rest for (0.5) beats\n play drum (2 v) for (0.25) beats\n rest for (0.5) beats\n play drum (11 v) for (0.25) beats\n rest for (0.5) beats\n play drum (2 v) for (0.25) beats\n rest for (0.5) beats\n play drum (8 v) for (0.25) beats\n rest for (0.5) beats\n play drum (11 v) for (0.25) beats\n rest for (0.5) beats\n play drum (13 v) for (0.25) beats\n rest for (0.5) beats\nend\nbroadcast (message1 v)\nset tempo to (120)\nrepeat (8)\n play drum (2 v) for (0.25) beats\n rest for (0.5) beats\n play drum (1 v) for (0.25) beats\n rest for (0.5) beats\n play drum (2 v) for (0.25) beats\n rest for (0.5) beats\n play drum (11 v) for (0.25) beats\n rest for (0.5) beats\n play drum (2 v) for (0.25) beats\n rest for (0.5) beats\n play drum (8 v) for (0.25) beats\n rest for (0.5) beats\n play drum (11 v) for (0.25) beats\n rest for (0.5) beats\n play drum (13 v) for (0.25) beats\n rest for (0.5) beats\nend\nbroadcast (6 v)\n\n@Amon\n\nwhen I receive [message1 v]\nset instrument to (10 v)\nforever\n change tempo by (20)\n play note (60) for (0.25) beats\n play note (62) for (0.25) beats\n play note (61) for (0.25) beats\n play note (59) for (0.25) beats\n play note (64) for (0.25) beats\n play note (66) for (0.25) beats\n play note (58) for (0.25) beats\n play note (63) for (0.25) beats\nend\n\nwhen I receive [6 v]\nset instrument to (5 v)\nset tempo to (120)\nstop [other scripts in sprite v]\nrepeat (4)\n play note (60) for (1) beats\n play note (62) for (1) beats\n play note (64) for (1) beats\n play note (63) for (1) beats\n play note (61) for (1) beats\n play note (60) for (1) beats\n play note (59) for (2) beats\nend\nrepeat (4)\n play drum (8 v) for (0.25) beats\n play drum (3 v) for (0.25) beats\n play drum (9 v) for (0.25) beats\n play drum (16 v) for (0.25) beats\n play drum (13 v) for (0.25) beats\nend\nwait (4) seconds\nstop [all v]\n\n@Apple\n\nrepeat (4)\n play drum (8 v) for (0.25) beats\n play drum (3 v) for (0.25) beats\n play drum (9 v) for (0.25) beats\n play drum (16 v) for (0.25) beats\n play drum (13 v) for (0.25) beats\nend\n\n
Infected Part 2 ll #Trending #All #Games #Platformer #Marvel0678
@Stage\n\nwhen flag clicked\nforever\n if <(username) = [Marvel0678]> then\n else\n play sound [K-391, Alan Walker & Ahrix - End of Time \(Lyrics\) v] until done\n wait (0.3) seconds\n play sound [Your Little Wings Tokyo Music Walker \(No Copyright Music\) v] until done\n wait (0.3) seconds\n play sound [TheFatRat - Time Lapse v] until done\n end\nend\n\n@Player\n\ndefine Player Walk\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n point in direction (-90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n point in direction (90)\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 [15]\n end\n end\n change y by (1)\nend\n\ndefine Detection\nforever\n if <touching (finish v)?> then\n go to x: (-237) y: (-50)\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n go to x: (-237) y: (-50)\n change [deaths v] by (1)\n end\n if <touching (lava v)?> then\n change [deaths v] by (1)\n go to x: (-237) y: (-50)\n end\n if <touching (infected peoples v)?> then\n go to x: (-237) y: (-50)\n change [deaths v] by (1)\n end\n if <touching (trampoline v)?> then\n set [y v v] to [15]\n broadcast (Tramp anim v)\n end\nend\n\ndefine Costume Changer\nforever\n wait (pick random (4) to (6)) seconds\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\n switch costume to (costume1 v)\nend\n\nwhen I receive [end v]\nset [useless variable v] to [YOU FOUND THE EASTER EGG]\ngo to x: (-237) y: (-50)\nforever\n Detection\nend\n\nwhen I receive [end v]\nshow\nforever\n Costume Changer\nend\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nforever\n Player Walk\nend\n\nwhen flag clicked\nhide variable [useless variable v]\nhide\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nforever\n Key Detection\nend\n\ndefine Key Detection\nforever\n if <not <(Level) = [7]>> then\n if <key (s v) pressed?> then\n change [level v] by (1)\n wait until <not <key (s v) pressed?>>\n end\n end\n if <key ((join [en] [ter]) v) pressed?> then\n show variable [useless variable v]\n wait until <not <key ((join [en] [ter]) v) pressed?>>\n wait (3) seconds\n hide variable [useless variable v]\n end\n if <key (space v) pressed?> then\n broadcast (Hide mouse v)\n end\n if <key (m v) pressed?> then\n broadcast (Show mouse v)\n end\nend\n\nwhen I receive [skip v]\nchange [level v] by (1)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Sign\n\nwhen flag clicked\nhide\n\ndefine Sign Codes\nforever\n if <touching (player v)?> then\n say (Message)\n else\n say []\n end\nend\n\ndefine The message\nforever\n if <(Level) = [1]> then\n set [message v] to (join [HOLY MOLY!! ] (join (username) [ the infection is spreading quickly!!!We have to find the cure immediately.And we seem be pretty lost in this dark forest]))\n end\n if <(Level) = [2]> then\n set [message v] to (join (username) [ we have to find our way to the hospital!! Watch out for the deadly bush.])\n end\n if <(Level) = [3]> then\n set [message v] to (join (username) [ this place seems familiar])\n end\n if <(Level) = [4]> then\n set [message v] to [I wonder what are they guarding?]\n end\n if <(Level) = [5]> then\n set [message v] to (join [OH NO!! The spike is on our way.We have to find a way to jump over the spikes ] (username))\n end\n if <(Level) = [6]> then\n set [message v] to [OH NO!! DOUBLE TROUBLE IS COMING]\n end\n if <(Level) = [7]> then\n set [message v] to [Well here it is.Just what we've been looking for.]\n end\nend\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nset [level v] to [1]\nforever\n Sign Codes\nend\n\nwhen I receive [end v]\nforever\n The message\nend\n\n@Infected peoples\n\ndefine Show or hide\nforever\n if <<(Level) = [4]> or <(Level) = [0]>> then\n show\n end\n if <not <<(Level) = [4]> or <(Level) = [0]>>> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nset [infected speed v] to [3]\n\ndefine Walking\nforever\n if <(Level) = [4]> then\n show\n go to x: (207) y: (106)\n switch costume to (join [Costume ] (pick random (1) to (2)))\n repeat until <not <(Level) = [4]>>\n point in direction (90)\n glide (Infected speed) secs to x: (138) y: (106)\n wait (2) seconds\n point in direction (-90)\n glide (Infected speed) secs to x: (207) y: (106)\n end\n end\n if <not <<(Level) = [4]> or <(Level) = [0]>>> then\n hide\n end\nend\n\ndefine Infected Speed\nforever\n set [infected speed v] to ((Level) - (1))\nend\n\nwhen I receive [end v]\nforever\n go to [back v] layer\n Walking\nend\n\nwhen I receive [end v]\nforever\n go to [back v] layer\n Show or hide\nend\n\nwhen I receive [end v]\nforever\n go to [back v] layer\n Infected Speed\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Finish\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nforever\n go to [back v] layer\nend\n\n@Decor\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\n go [forward v] (10000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\nend\n\n@Intro by me\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth zoom Size: (size) Speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen flag clicked\nhide\nset size to (50) %\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nset [cloneid v] to [0]\nwait () seconds\nset [cloneid v] to [Background]\ncreate clone of (_myself_ v)\nwait () seconds\nset [cloneid v] to [Logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Logo]> then\n show\n set size to (50) %\n switch costume to (CloneID)\n Smooth zoom Size: [100] Speed: [14]\n broadcast (Next v)\n set [cloneid v] to [Name]\n create clone of (_myself_ v)\n Smooth Glide x: (-124) y: (0) speed: (12)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Name]> then\n show\n set size to (100) %\n go to [back v] layer\n set [type of project v] to [Game]\n switch costume to (join (CloneID) (Type of project))\n go to x: (37) y: (-1)\n wait (2) seconds\n broadcast (Almost v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Background]> then\n show\n set size to (100) %\n switch costume to (CloneID)\n forever\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Decor]> then\n show\n switch costume to (CloneID)\n go to x: (37) y: (-1)\nend\n\nwhen I receive [almost v]\nset [ghost v] effect to (0)\nrepeat (5)\n wait (0.1) seconds\n change [ghost v] effect by (20)\nend\nhide\nbroadcast (End v)\n\n@Rain\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\nwhen I start as a clone\nforever\n set [ghost v] effect to (16)\n if <touching (water 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\nwhen flag clicked\nset [level v] to [1]\nhide\ngo [backward v] (1) layers\nforever\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\nend\n\n@Lava\n\nwhen flag clicked\nshow\nreset timer\ngo to x: (0) y: (100)\nforever\n go to [back v] layer\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (200)) ) * (5))\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\ngo to x: (0) y: (100)\nswitch costume to (tramp animation v)\nreset timer\nforever\n go to [back v] layer\n if <<(Level) = [5]> or <(Level) = [6]>> then\n show\n if <(Level) = [5]> then\n switch costume to (1 v)\n end\n if <(Level) = [6]> then\n switch costume to (2 v)\n end\n end\n if <not <<(Level) = [5]> or <(Level) = [6]>>> then\n hide\n end\nend\n\nwhen I receive [tramp anim v]\nTrampoline Animation\n\ndefine Trampoline Animation\nif <(Level) = [5]> then\n switch costume to (tramp animation v)\n wait (0.1) seconds\n switch costume to (tramp animation v)\n wait (0.1) seconds\n switch costume to (1 v)\nend\nif <(Level) = [6]> then\n switch costume to (tramp animation l1 v)\n wait (0.3) seconds\n switch costume to (tramp animation l2 v)\n wait (0.2) seconds\n switch costume to (2 v)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (1) y: (163)\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@Mouse Trail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to (mouse-pointer v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nrepeat (10)\n move (5) steps\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [hide mouse v]\nhide\n\nwhen I receive [show mouse v]\nshow\n\n@Blank\n\nwhen I receive [end v]\nask [What device are you using?] and wait\nforever\n if <(answer) = [mobile]> then\n set [device v] to [Mobile]\n end\n if <(answer) = [Mobile]> then\n set [device v] to [Mobile]\n end\n if <(answer) = [computer]> then\n set [device v] to [Comp]\n end\n if <(answer) = [Computer]> then\n set [device v] to [Comp]\n end\n if <(answer) = [comp]> then\n set [device v] to [Comp]\n end\n if <(answer) = [mobile.]> then\n set [device v] to [Mobile]\n end\nend\n\nwhen flag clicked\nset [device v] to [0]\nhide\n\n@Mobile1\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [backward v] (3) layers\nforever\n if <<not <(Device) = [Comp]>> and <not <(Device) = [0]>>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <not <(Level) = [7]>> then\n broadcast (Skip v)\n wait (1) seconds\nend\nif <(Level) = [7]> then\n\n@Nothing to see here\n\nwhen flag clicked\nshow list [popular scratcher in the game v]\nforever\n if <(username) = [Marvel0678]> then\n if <key (9 v) pressed?> then\n hide list [popular scratcher in the game v]\n end\n if <key (8 v) pressed?> then\n show list [popular scratcher in the game v]\n end\n end\n if <<(username) = [HenryWolfe]> or <(username) = [TechCoder]>> then\n add (username) to [popular scratcher in the game v]\n \n end\nend\n\n
Infected part 2 is here!!!\n-------------------------------------------------------------\nIf you are the curator pls propose this :)\nhttps://scratch.mit.edu/studios/28715018/e \n-------------------------------------------------------------\nGo here to see all the infected parts i made :\nhttps://scratch.mit.edu/studios/30229166\n-------------------------------------------------------------\nStory : We manage to escape the city but we were lost in the mystery dark forest.Find your way out to the hospital and make the cure.The farther we go the more dangerous the adventure goes.So are you truly ready??\n-------------------------------------------------------------\nPress "S" to skip level :)
Land of Ice || ☁ Multiplayer Scrolling Platformer #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (100) %\nforever\n play sound [Water v] until done\nend\n\n@Blank\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n play sound [Connect v] until done\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [timeout v]\nplay sound [Disconnect v] until done\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@Trampoline\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (2 v)\nset [x v] to [-99999]\n\nClone at [] []\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n play sound [Big Boing v] until done\n set volume to (200) %\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nhide\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [spikes x v] to [0]\nset [spikes y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nset [spikes x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((Spikes x) - (SCROLL X)) ((Spikes y) - (SCROLL Y))\ngo [backward v] (5) layers\n\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [spikes x v] by (x)\nchange [spikes y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\n\n@Chat\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [the shop is open v] to [0]\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\nwhen I receive [win v]\nhide\n\nwhen I receive [chat open v]\nset [the shop is open v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\n set size to ((size) + (((100) - (size)) / (3))) %\nend\nwait until <(is the chat open) = [0]>\n\nrepeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\nend\n\nwhen I receive [chat open 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\nend\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nshow\nset [the shop is open v] to [0]\n\nhide\n\nwhen I receive [chat open v]\nset [is the chat open v] to [1]\n\nshow\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [] []\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\n\n@Background particles\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [speed v] to (pick random (1) to (5))\nshow\nset size to (pick random (30) to (150)) %\nset [ghost v] effect to (pick random (60) to (92))\ngo to (random position v)\nset x to (260)\npoint in direction (pick random (-60) to (-105))\nrepeat until <<(x position) < [-239]> or <(y position) > [179]>>\n move (speed) steps\n turn right (pick random (-1) to (1.0)) degrees\nend\ndelete this clone\n\nwhen I receive [win v]\nhide\n\n@shop\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(the shop is open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(the shop is open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nset [the shop is open v] to [0]\nset [shop v] to []\n\nwhen flag clicked\nforever\n if <(the shop is open) = [1]> then\n if <<<key (1 v) pressed?> and <(COINS) > [4]>> and <not <([costume # v] of [player v]) = [2]>>> then\n set [shop v] to (join (shop) [red])\n change [coins v] by (-5)\n wait until <not <key (1 v) pressed?>>\n end\n if <<<key (2 v) pressed?> and <(COINS) > [9]>> and <not <([costume # v] of [player v]) = [3]>>> then\n set [shop v] to (join (shop) [green])\n change [coins v] by (-10)\n wait until <not <key (2 v) pressed?>>\n end\n if <<<key (3 v) pressed?> and <(COINS) > [19]>> and <not <([costume # v] of [player v]) = [4]>>> then\n set [shop v] to (join (shop) [PurpleHat])\n change [coins v] by (-20)\n wait until <not <key (3 v) pressed?>>\n end\n if <<<key (4 v) pressed?> and <(COINS) > [29]>> and <not <([costume # v] of [player v]) = [5]>>> then\n set [shop v] to (join (shop) [BlueCrown])\n change [coins v] by (-30)\n wait until <not <key (4 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop open v]\nshow\nset [the shop is open v] to [1]\n\nwhen I receive [shop close v]\nhide\n\n@Coins\n\nwhen I start as a clone\nforever\n change [effects v] by (1)\n set size to ((8000) / ((80) + (([sin v] of (Effects) ) * (9)))) %\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\nend\n\nwhen I receive [tick v]\nposition ((coin x) - (SCROLL X)) ((coin y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (coin v)\n change [coins v] by (1)\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [coin x v] to [0]\nset [tick v] to [0]\nset [coin y v] to [0]\nswitch costume to (1 v)\nClone at [0] [30]\nClone at [0] [0]\nClone at [100] [50]\nClone at [130] [50]\nClone at [328] [50]\nClone at [401] [-60]\nClone at [600] [95]\nClone at [600] [125]\nClone at [714] [135]\nClone at [714] [160]\nClone at [980] [50]\nClone at [878] [15]\nClone at [1135] [195]\nClone at [1135] [215]\nClone at [1420] [-60]\nClone at [1420] [-90]\nClone at [1659] [50]\nClone at [1659] [25]\nClone at [2096] [150]\nClone at [2066] [150]\nClone at [2456] [75]\nClone at [2720] [-17]\nClone at [2695] [-17]\nClone at [2691] [130]\nClone at [3086] [280]\nClone at [3575] [-30]\nClone at [4045] [230]\nClone at [4188] [230]\nClone at [4544] [260]\nClone at [4733] [-40]\nClone at [4766] [-40]\nset [coin x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [coin x v] to (x)\nset [coin y v] to (y)\ncreate clone of (_myself_ v)\n\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\nwhen I receive [win v]\nhide\n\nwhen I receive [coin v]\nplay sound [Coin v] until done\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\nwhen I receive [win v]\nhide\n\n@_shadow\n\nwhen I receive [green flag v]\ngo [backward v] (2) layers\nset [ghost v] effect to (60)\nset [shadow x v] to [0]\nset [shadow y v] to [0]\nswitch costume to (1 v)\nClone at [0] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nset [shadow x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((shadow x) - (SCROLL X)) ((shadow y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nchange [shadow x v] by (x)\nchange [shadow y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [win v]\nhide\n\ngo to [front v] layer\ngo [backward v] (10) layers\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [Hi!]\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [Come with me!]\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [Ok!]\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [Nice!]\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [Look at me!]\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [Be careful!]\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [lol]\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [Bye!]\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say [No thanks.]\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (Player: x) to encoded\nwrite (Player: y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [player: x v] to [-100]\n set [player: y v] to [-60]\n set [scroll y v] to (Player: y)\n set [scroll x v] to (Player: x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [player: x v] to [986]\n set [player: y v] to [-69]\n set [scroll y v] to (Player: y)\n set [scroll x v] to (Player: x)\n else\n if <(CHECKPOINT) = [2]> then\n set [player: x v] to [3399]\n set [player: y v] to [52]\n set [scroll y v] to (Player: y)\n set [scroll x v] to (Player: x)\n else\n if <(CHECKPOINT) = [3]> then\n set [player: x v] to [3363]\n set [player: y v] to [-137]\n set [scroll y v] to (Player: y)\n set [scroll x v] to (Player: x)\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset rotation style [left-right v]\nshow\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [14]\n end\n end\nend\nif <touching (trampoline v)?> then\n set [sy v] to [23]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [player: y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [player: y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\nif <touching (end v)?> then\n broadcast (win v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [player: x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [player: y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [player: y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\ndefine Test - Die\nif <<<touching (spinning wheel of death v)?> or <touching (danger v)?>> and <not <(username) = [Weirdify]>>> then\n broadcast (die v)\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (blue v)\nforever\n if < (shop) contains [red]?> then\n switch costume to (middle2 v)\n end\n if < (shop) contains [green]?> then\n switch costume to (middle3 v)\n end\n if < (shop) contains [PurpleHat]?> then\n switch costume to (middle4 v)\n end\n if < (shop) contains [BlueCrown]?> then\n switch costume to (middle5 v)\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\nset [scroll x v] to (Player: x)\n\nwhen I receive [die v]\nplay sound [Crunch v] until done\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n@Platforms_Art3\n\nwhen I receive [green flag v]\nhide\nset [platforms_art3: x v] to [0]\nset [platforms_art3: y v] to [0]\nset [w v] to [0]\nswitch costume to (1 v)\ngo to [front v] layer\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\nClone at [480] [0] moving: []\n\nwhen I receive [tick v]\nposition (((Platforms_Art3: x) - (SCROLL X)) - (([sin v] of (Effects) ) * (w))) ((Platforms_Art3: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y) moving: (w)\ncreate clone of (_myself_ v)\nchange [platforms_art3: x v] by (x)\nchange [platforms_art3: y v] by (y)\nset [w v] to (w)\nnext costume\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\n\nclear graphic effects\n\n@Spinning wheel of death\n\nwhen I receive [tick v]\nposition ((Spinning wheel of death2: x) - (SCROLL X)) ((Spinning wheel of death2: y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [spinning wheel of death2: x v] to [0]\nset [spinning wheel of death2: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [908] [-80]\nClone at [1558] [-10]\nClone at [2451] [-30]\nClone at [3245] [40]\nClone at [3610] [-80]\nClone at [4113] [170]\nset [spinning wheel of death2: x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [spinning wheel of death2: x v] to (x)\nset [spinning wheel of death2: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nhide\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]) = [1]> then\n if <touching (player v)?> then\n broadcast (checkpoint v)\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [checkpoint x v] to (x)\nset [checkpoint y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nswitch costume to (closed v)\nClone at [986] [-69]\nClone at [3399] [52]\nset [checkpoint x v] to [-99999]\n\nwhen I receive [win v]\nhide\n\nwhen I receive [checkpoint v]\nplay sound [Magic Spell v] until done\n\n@end\n\nwhen I receive [tick v]\nswitch costume to (2 v)\nposition ((end: x) - (SCROLL X)) ((end: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [end: x v] to [0]\nset [tick v] to [0]\nset [end: y v] to [0]\nswitch costume to (1 v)\nClone at [5062] [-61]\n\ndefine Clone at (x) (y)\nset [end: x v] to (x)\nset [end: y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [win v]\nhide\n\nwhen I receive [win v]\nhide\n\n@win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\ngo to [front v] layer\nshow\nplay sound [Triumph v] until done\nstop all sounds\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 (FREE REWARDS 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\nset [faved___ v] to [1]\nset [loved__ v] to [1]\n\n@+10 coins for love and fav\n\nwhen flag clicked\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nhide\n\nwhen flag clicked\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n change [coins v] by (10)\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [free rewards v]\nchange [coins v] by (10)\n\nwhen I receive [free rewards v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\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 open v]\nshow\nset size to (100) %\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\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [win v]\nhide\n\ngo to [front v] layer\ngo to [front v] layer\n\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\nend\n\nrepeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\nend\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [chat close v]\nshow\n\nwhen flag clicked\nforever\n reset timer\n if <(timer) > [.00000000000001]> then\n hide\n end\nend\n\n@Chat X\n\nwhen flag clicked\nhide\ngo to x: (-53) y: (125)\n\nwhen I receive [chat open v]\nshow\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (Chat Close v)\n end\nend\n\nwhen I receive [chat close v]\nset [is the chat open v] to [0]\n\n@Shop 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 (Shop 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 [shop open v]\nshow\nset size to (100) %\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-131) y: (-156)\n\nwhen I receive [win v]\nhide\n\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [shop close v]\nshow\n\nwhen flag clicked\nforever\n reset timer\n if <(timer) > [.00000000000001]> then\n hide\n end\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\n@Shop X\n\nwhen flag clicked\ngo to x: (178) y: (102)\nhide\n\nwhen I receive [shop open v]\nshow\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [shop close v]\nset [the shop is open v] to [0]\nhide\n\nwhen I receive [shop open v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (Shop Close v)\n end\nend\n\n
-- Land of Ice--\n --Multiplayer Scrolling Platformer--\n \n Top Loved! \n \n-How to play-\n➡ Use Arrow keys, WASD, or tap to use (Mobile)\n ➡ Watch out for spikes, lava, and saws\n➡ Press the shop button to open the shop and press the x to close it. To purchase something, type a number corresponding to the thing you want to buy to purchase it.\n ➡ Press the chat button to open the chat and press the x to close it\n \n-Other info-\n➡ There are two checkpoints\n➡ Collect coins to buy skins and powerups from the shop\n➡ Took roughly 24+ hours to make which was spread over about a week
Bright Sky || A Platformer #games #art
@Stage\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\nend\ndelete this clone\n\nclear graphic effects\n\nturn right (2) degrees\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [end v]\nshow\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n create clone of (_myself_ v)\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n create clone of (_myself_ v)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (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 change [the level v] by (1)\n broadcast (Next Level v) and wait\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 if <touching (_enemy_ v)?> then\n broadcast (Reset v)\n end\n if <touching (saw v)?> then\n broadcast (Reset v)\n end\n if <touching (saw2 v)?> then\n broadcast (Reset v)\n end\n if <touching (_enemy_2 v)?> then\n broadcast (Reset v)\n end\n if <touching (_enemy_3 v)?> then\n broadcast (Reset v)\n end\n if <touching (saw4 v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [end v]\nstart sound [Unlimited2 v]\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\n@_enemy_\n\nwhen flag clicked\ngo to x: (136) y: (-54)\nhide\nforever\n if <(The Level) = [3]> then\n glide (1.5) secs to x: (136) y: (-54)\n glide (1.5) secs to x: (-132) y: (-54)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [3]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [4]> then\n hide\n end\nend\n\n@saw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [6]> then\n go to x: (4) y: (-74)\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\nend\n\ngo [backward v] (1) layers\n\n@saw2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [6]> then\n go to x: (62) y: (-73)\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\nend\n\ngo [backward v] (1) layers\n\n@Intro\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\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@Sun\n\nwhen flag clicked\nhide\nforever\n set drag mode [not draggable v]\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\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@Clouds\n\nwhen I start as a clone\nswitch costume to (big v)\nset size to (pick random (60) to (90)) %\nset [ghost v] effect to (pick random (10) to (40))\ngo to [back v] layer\nswitch costume to (cloud v)\nshow\ngo to x: (-290) y: (pick random (140) to (0))\nrepeat until <[290] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n repeat (pick random (2) to (4))\n create clone of (_myself_ v)\n wait (2) seconds\n end\n wait (pick random (1) to (3)) seconds\nend\n\n@Love & Fav\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\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 [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\nforever\n show\n go to [front v] layer\nend\n\n@saw4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [6]> then\n go to x: (159) y: (-75)\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n\ngo [backward v] (1) layers\n\n@_enemy_2\n\nwhen flag clicked\ngo to x: (193) y: (-55)\nset size to (100) %\nhide\nforever\n if <(The Level) = [10]> then\n show\n glide (1) secs to x: (56) y: (-55)\n glide (1) secs to x: (193) y: (-55)\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [11]> then\n hide\n end\nend\n\n@_enemy_3\n\nwhen flag clicked\ngo to x: (-5) y: (-55)\nset size to (100) %\nhide\nforever\n if <(The Level) = [10]> then\n glide (1) secs to x: (-105) y: (-55)\n glide (1) secs to x: (-5) y: (-55)\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(The Level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [11]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@影\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n go to (player v)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n
Arrow Keys To Move\nPress down to crouch\n\nDOUBLE CLICK THE GREEN FLAG!\n\nnot mobile friendly!
Tutorial: Platformer
@Stage\n\n@Slides\n\nwhen flag clicked\nbroadcast (Begin v)\n\nwhen I receive [begin v]\ndelete all of [item link v]\ngo to x: (0) y: (0)\nset [_slide v] to [0]\nbroadcast (Update Slide movement v)\nforever\n broadcast (Update Slide v)\nend\n\nwhen I receive [begin v]\nswitch costume to (tn v)\n\nwhen I receive [update slide v]\nset [_slide v] to (costume [number v])\n\nwhen I receive [update slide movement v]\nforever\n if <not <(costume [number v]) = [30]>> then\n if <<key (space v) pressed?> or <mouse down?>> then\n go to x: (-1) y: (0)\n repeat (30)\n set x to ((x position) * (1.2))\n end\n next costume\n go to x: (500) y: (0)\n repeat (30)\n set x to ((x position) * (.8))\n end\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Chris Brown - Overtime \(Audio\) v] until done\nend\n\n@Items\n\nwhen flag clicked\nshow list [item link v]\nhide\n\nwhen I receive [begin v]\nforever\n if <(_slide) = [6]> then\n Create set | No# of items: [2] [1] [2] [0] [0]\n wait until <not <(_slide) = [6]>>\n broadcast (DEL clone v)\n else\n if <(_slide) = [7]> then\n Create set | No# of items: [3] [3] [4] [5] [0]\n wait until <not <(_slide) = [7]>>\n broadcast (DEL clone v)\n else\n if <(_slide) = [28]> then\n Create set | No# of items: [4] [6] [7] [8] [9]\n wait until <not <(_slide) = [28]>>\n broadcast (DEL clone v)\n end\n end\n end\nend\n\ndefine Create | Costume: (#) x: (x) y: (y)\nshow\nswitch costume to (#)\nset x to (x)\nset y to (y)\ncreate clone of (_myself_ v)\nhide\n\ndefine Create set | No# of items: (#) (c1) (c2) (c3) (c4)\ndelete all of [item x v]\ndelete all of [item c v]\ndelete all of [item y v]\nif <(#) = [2]> then\n add [-69] to [item x v]\n add [69] to [item x v]\n add [19] to [item y v]\n add [19] to [item y v]\nend\nif <(#) = [3]> then\n add [-79] to [item x v]\n add [79] to [item x v]\n add [9] to [item x v]\n add [69] to [item y v]\n add [69] to [item y v]\n add [9] to [item y v]\nend\nif <(#) = [4]> then\n add [-122] to [item x v]\n add [122] to [item x v]\n add [-122] to [item x v]\n add [122] to [item x v]\n add [72] to [item y v]\n add [72] to [item y v]\n add [-72] to [item y v]\n add [-72] to [item y v]\nend\nadd (c1) to [item c v]\nadd (c2) to [item c v]\nadd (c3) to [item c v]\nadd (c4) to [item c v]\nset [i v] to [0]\nset [clone_id v] to [0]\nrepeat (#)\n change [clone_id v] by (1)\n change [i v] by (1)\n Create | Costume: (item (i) of [item c v]) x: (item (i) of [item x v]) y: (item (i) of [item y v])\nend\n\nwhen I receive [del clone v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Aseprite]> then\n set [item link v] to [https://www.aseprite.org/]\nend\nif <(costume [name v]) = [Alien Adventure]> then\n set [item link v] to [https://scratch.mit.edu/projects/559222135/]\nend\nif <(costume [name v]) = [Scratch Run]> then\n set [item link v] to [https://scratch.mit.edu/projects/562141442/]\nend\nif <(costume [name v]) = [Coded]> then\n set [item link v] to [https://scratch.mit.edu/projects/559650850/]\nend\nif <(costume [name v]) = [Wonder Valley]> then\n set [item link v] to [https://scratch.mit.edu/projects/560798616]\nend\nif <(costume [name v]) = [Pixilart]> then\n set [item link v] to [https://www.pixilart.com/]\nend\nif <(costume [name v]) = [Scratch]> then\n set [item link v] to [https://scratch.mit.edu/]\nend\nif <(costume [name v]) = [Blender]> then\n set [item link v] to [https://www.blender.org/]\nend\nif <(costume [name v]) = [Paint 3D]> then\n set [item link v] to [https://microsoft-paint-3d.en.softonic.com/]\nend\ngo to x: (item (CLONE_ID) of [item x v]) y: (-180)\nSmooth glide | x: (item (CLONE_ID) of [item x v]) y: (item (CLONE_ID) of [item y v]) friction: [8]\nrepeat until <<key (space v) pressed?> or <mouse down?>>\n if <<touching (mouse-pointer v)?> and <key (up arrow v) pressed?>> then\n delete all of [item link v]\n add (Item Link) to [item link v]\n add [Double click the link and copy and paste it in your browser.] to [item link v]\n add ["Down arrow key" to close!] to [item link v]\n hide list [item link v]\n wait until <not <<touching (mouse-pointer v)?> and <key (up arrow v) pressed?>>>\n wait until <key (down arrow v) pressed?>\n show list [item link v]\n end\nend\nshow list [item link v]\nwait (1) seconds\nSmooth glide | x: ((item (CLONE_ID) of [item x v]) + ([x position v] of [slides v])) y: (item (CLONE_ID) of [item y v]) friction: [8]\ndelete this clone\n\ndefine Smooth glide | x: (x) y: (y) friction: (friction)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (friction))\n change y by (((y) - (y position)) / (friction))\nend\n\n@Logo \n\nset size to ((([cos v] of (((timer) + (-3)) * (150)) ) * (8)) + (25)) %\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nset size to (25) %\nforever\n go to x: (210) y: (-150)\n set [brightness v] effect to (50)\nend\n\ngo to x: (-203) y: (150)\n\n@TN\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ʙɪɢɢᴇꜱᴛ ᴀɴᴅ ᴍᴏꜱᴛ ᴛɪᴍᴇ-ᴄᴏɴꜱᴜᴍɪɴɢ ᴛᴜᴛᴏʀɪᴀʟ ʏᴇᴛ, ᴍʏ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ᴛᴜᴛᴏʀɪᴀʟ! ᴛʜɪꜱ ᴛᴜᴛᴏʀɪᴀʟ ᴡɪʟʟ ᴡᴀʟᴋ ʏᴏᴜ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ʙᴀꜱɪᴄꜱ ᴏꜰ ᴄʀᴇᴀᴛɪɴɢ ᴀ ꜱɪᴍᴘʟᴇ ꜰᴜʟʟ-ʟᴇɴɢᴛʜ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ᴛʜᴀᴛ ʏᴏᴜ ᴄᴀɴ ʙʀᴀɢ ᴀʙᴏᴜᴛ ᴀᴛ ꜱᴄʜᴏᴏʟ! ꜰᴏʟʟᴏᴡ ᴛʜᴇ ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ ʙᴇʟᴏᴡ:\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ:- \n⭐ᴄʟɪᴄᴋ ᴛʜᴇ ɢʀᴇᴇɴ ꜰʟᴀɢ ᴛᴏ ꜱᴛᴀʀᴛ! \n⭐ᴘʀᴇꜱꜱ ᴛʜᴇ ꜱᴘᴀᴄᴇ ᴋᴇʏ ᴏʀ ᴄʟɪᴄᴋ ᴛᴏ ꜱʜɪꜰᴛ ʙᴇᴛᴡᴇᴇɴ ꜱʟɪᴅᴇꜱ. \n⭐ᴡʜᴇɴ ɪᴛᴇᴍꜱ ᴘᴏᴘ ᴜᴘ ᴏɴ ᴛʜᴇ ꜱᴄʀᴇᴇɴ, ᴘʀᴇꜱꜱ ᴛʜᴇ ᴜᴘ ᴀʀʀᴏᴡ ᴋᴇʏ ᴡʜɪʟᴇ ᴛᴏᴜᴄʜɪɴɢ ᴛʜᴇᴍ ᴡɪᴛʜ ʏᴏᴜʀ ᴍᴏᴜꜱᴇ ᴘᴏɪɴᴛᴇʀ ᴛᴏ ᴀᴄᴄᴇꜱꜱ ᴛʜᴇɪʀ ᴡᴇʙꜱɪᴛᴇ. ᴄʟɪᴄᴋ ᴛʜᴇ ᴅᴏᴡɴ ᴀʀʀᴏᴡ ᴋᴇʏ ᴛᴏ ʜɪᴅᴇ ᴛʜᴇ ʟɪɴᴋ!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nᴅᴏ ʏᴏᴜ ᴡɪꜱʜ ꜰᴏʀ ᴍᴀɴʏ ᴏᴛʜᴇʀ ᴘᴇᴏᴘʟᴇ ᴛᴏ ʟᴇᴀʀɴ ꜰʀᴏᴍ ᴛʜɪꜱ? ᴘʀᴏᴘᴏꜱᴇ ɪᴛ ʜᴇʀᴇ! :- https://scratch.mit.edu/studios/28715018/\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nᴄᴏᴍᴍᴇɴᴛ ꜱᴇᴄᴛɪᴏɴ ʀᴜʟᴇꜱ:- \n ✅ᴄᴏɴꜱᴛʀᴜᴄᴛɪᴠᴇ ᴄʀɪᴛɪᴄɪꜱᴍ / ᴘᴏꜱɪᴛɪᴠᴇ ꜰᴇᴇᴅʙᴀᴄᴋ / ꜱᴜɢɢᴇꜱᴛɪᴏɴꜱ \n❌ʀᴇQᴜᴇꜱᴛɪɴɢ ꜰ4ꜰ, ꜰᴏʀ (ꜰᴏʟʟᴏᴡ ᴏɴ ʀᴇQᴜᴇꜱᴛ), ꜱᴘᴀᴍ, ʜᴀᴛᴇ, ᴀᴅꜱ, ᴘʀᴏᴠɪᴅɪɴɢ ᴘᴇʀꜱᴏɴᴀʟ ɪɴꜰᴏʀᴍᴀᴛɪᴏɴ\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nɴᴏᴛᴇꜱ :- \n⭐ɪ'ʟʟ ʙᴇ ɢᴏɪɴɢ ᴏɴ ᴀ ᴏɴᴇ ᴍᴏɴᴛʜ ʜɪᴀᴛᴜꜱ ꜱᴏᴏɴ. ʜᴏᴡᴇᴠᴇʀ, ɪ'ʟʟ ꜱᴛɪʟʟ ʙᴇ ʀᴇʟᴇᴀꜱɪɴɢ 2 ᴘʀᴏᴊᴇᴄᴛꜱ ʙᴇꜰᴏʀᴇ ᴛʜᴇ ʙʀᴇᴀᴋ (ʜᴏᴘᴇꜰᴜʟʟʏ).\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nᴄʀᴇᴅɪᴛꜱ :- \n⭐@ɪᴄᴍʏ123'ꜱ ᴛʀɪɢᴏɴᴏᴍᴇᴛʀʏ ᴛᴜᴛᴏʀɪᴀʟ ʜᴇᴀᴠɪʟʏ ɪɴꜱᴘɪʀᴇᴅ ᴛʜᴇ ꜰᴏʀᴍᴀᴛ ᴀɴᴅ ᴛʜᴇ ɪᴅᴇᴀ ᴏꜰ ᴛʜᴇ ᴛᴜᴛᴏʀɪᴀʟ. \n⭐ᴛʜᴀɴᴋ ʏᴏᴜ ᴛᴏ @ꜰᴀᴢᴀʜ_ᴄʜᴀᴍᴘ, @ɪᴍʀᴏʜᴀɴ10187, @ᴀᴍᴀᴢɪɴɢQ, ᴀɴᴅ @ᴄʜᴇᴡɪɴɢꜰʀᴜɪᴛɢᴜᴍ, ᴀꜱ ᴛʜᴇɪʀ ɢᴀᴍᴇꜱ ʜᴀᴅ ʙᴇᴇɴ ɪɴᴄʟᴜᴅᴇᴅ ɪɴ ᴛʜɪꜱ ᴘʀᴏᴊᴇᴄᴛ :)\n⭐ᴛʜᴇ ꜱᴏɴɢ ᴛʜᴀᴛ ɪꜱ ɪɴ ᴛʜɪꜱ ᴛᴜᴛᴏʀɪᴀʟ ɪꜱ "ᴏᴠᴇʀᴛɪᴍᴇ" ʙʏ ᴄʜʀɪꜱ ʙʀᴏᴡɴ :ᴅ\n⭐ᴛʜᴀɴᴋ ʏᴏᴜ ᴛᴏ @-ɴᴇʀᴅᴀɴɪᴍᴀᴛᴏʀ ꜰᴏʀ ᴛʜᴇ ꜱʟɪᴅᴇ ᴄᴏᴅᴇ! \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nᴛʜᴀᴛ'ꜱ ᴀʟʟ! ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ʟᴏᴠᴇ, ꜰᴀᴠᴇ, ᴀɴᴅ ꜰᴏʟʟᴏᴡ ꜰᴏʀ ᴍᴏʀᴇ :ᴅ . (ᴛᴇxᴛ ᴍᴀᴅᴇ ᴜꜱɪɴɢ ꜰᴏɴᴛꜱᴘᴀᴄᴇ.ᴄᴏᴍ ᴀɴᴅ ɢᴏᴏɢʟᴇ ᴅʀᴀᴡɪɴɢꜱ)
PLAIN platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded. v] until done\nend\n\n@스프라이트 1\n\nwhen flag clicked\ngo to x: (-200) y: (-50)\nset [y v] to [0]\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\n change [y v] by (-1)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n end\n set [x v] to ((x) * (0.9))\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (1)\n if <touching (스프라이트 2 v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [11]\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (스프라이트 2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (스프라이트 2 v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [12]\n end\n if <touching (스프라이트 5 v)?> then\n set [y v] to [0]\n go to x: (-200) y: (-50)\n end\n if <touching (스프라이트 6 v)?> then\n set [y v] to [20]\n end\n if <(x position) = [242]> then\n broadcast (메시지1 v)\n set [y v] to [0]\n go to x: (-200) y: (-50)\n end\n change x by (x)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (100)\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\n@스프라이트 2\n\nwhen flag clicked\nswitch costume to (모양 1 v)\n\nwhen I receive [메시지1 v]\nnext costume\n\n@스프라이트 3\n\nwhen flag clicked\nhide\nset [나의 변수 v] to [0]\ngo to x: (-39) y: (59)\nforever\n change [나의 변수 v] by (3)\n point in direction ((90) + (([sin v] of (나의 변수) ) * (5)))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n hide\n wait until <([costume # v] of [스프라이트 2 v]) = [10]>\n show\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@스프라이트 4\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n@스프라이트 5\n\nwhen flag clicked\nswitch costume to (모양 1 v)\n\nwhen I receive [메시지1 v]\nnext costume\n\n@스프라이트 6\n\nwhen flag clicked\nswitch costume to (모양 1 v)\n\nwhen I receive [메시지1 v]\nnext costume\n\n
-English-\n Move with the arrow keys.\n Avoid thorns.\n -한국어-\n 방향키로 움직입니다.\n 가시를 피합니다.
Basic Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\n@Player\n\nwhen flag clicked\nGo to start\nswitch costume to (block v)\nset [level v] to [1]\nset [falling v] to [0]\nset [gravity v] to [-1]\nset [jump strength v] to [12]\nset [speed v] to [1.5]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nset [customise menu v] to [0]\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n if <(falling) < [3]> then\n set [speed y v] to (Jump Strength)\n end\n if <touching color (#00f9ff)?> then\n set [speed y v] to ((Jump Strength) - (5))\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by ((0) - (Speed))\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (Speed)\n end\n if <key (o v) pressed?> then\n if <(Customise Menu) = [1]> then\n set [customise menu v] to [0]\n else\n set [customise menu v] to [1]\n end\n end\n if <touching color (#f5ff00)?> then\n change [level v] by (1)\n Go to start\n end\n if <touching color (#ff0000)?> then\n Go to start\n end\n if <touching color (#8600ff)?> then\n set size to (50) %\n end\n if <(Customise Menu) = [1]> then\n show variable [speed v]\n show variable [jump strength v]\n else\n hide variable [speed v]\n hide variable [jump strength v]\n end\n change [speed y v] by (GRAVITY)\n set [speed x v] to ((speed x) * (Resistance))\n Move - in steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#000000)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#000000)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Go to start\nset size to (100) %\nif <(LEVEL) = [4]> then\n go to x: (-170) y: (-75)\nelse\n if <(LEVEL) = [5]> then\n go to x: (-210) y: (-40)\n else\n if <(LEVEL) = [11]> then\n go to x: (0) y: (0)\n set [level v] to [10]\n switch costume to (well done! v)\n set size to (200) %\n stop [all v]\n else\n go to x: (-150) y: (-40)\n end\n end\nend\n\n
A basic platformer game that I made using this tutorial: https://www.youtube.com/watch?v=D16hTnDGweo\n\nNew version now out: https://scratch.mit.edu/projects/570230528/\n\nInstructions:\nTouch yellow to win\nDon't touch red\nFloat in water\nTouch purple to go smaller\n\nControls:\nWASD or Arrow Keys to move\nPress O to customise jumping and speed\n\nFeel free to remix and edit!
The Cube Planet - Platformer || mobile friendly
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (The Level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nswitch backdrop to (tło12 v)\nwait (0.5) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nstop [all v]\n\n@Duszek1\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nshow\nset [brightness v] effect to (0)\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [-50]> and <mouse down?>>> then\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [50]> and <mouse down?>>> 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 (duszek2 v)?> then\n change y by (1)\n end\n if <touching (duszek2 v)?> then\n change y by (1)\n end\n if <touching (duszek2 v)?> then\n change y by (1)\n end\n if <touching (duszek2 v)?> then\n change y by (1)\n end\n if <touching (duszek2 v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [-30]> and <mouse down?>>> 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 (duszek2 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 (duszek2 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [-30]> and <mouse down?>>>> 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 (duszek3 v)?> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [11]> and <touching (duszek4 v)?>> then\n start sound [Teleport v]\n broadcast (End v)\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\n\nwhen flag clicked\nshow variable [time v]\nreset timer\nforever\n set [time v] to (round (timer))\nend\n\nturn left (15) degrees\n\n@Duszek2\n\nwhen flag clicked\nshow\nset [brightness v] effect to (0)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\n\n@Duszek3\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\n\n@Duszek4\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide\nforever\n if <(backdrop [number v]) = [11]> then\n go to x: (0) y: (0)\n show\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\n\n@Duszek5\n\nwhen flag clicked\nhide\n\n@Duszek6\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (kostium1 v)\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (480)\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nforever\n set [screen x v] to ((X) - (Camera x))\n set x to (((Screen x) mod ((480) * (2))) - (480))\n set y to (0)\nend\n\nwhen flag clicked\nforever\n change [camera x v] by (1)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n
Welcome to the Cube Planet - a beautiful and peaceful place.\n\nArrow keys or W A D - move\n\nMy best time on Computer - 38\nMy Best time on Mobile - 60\n\nJoin this discussion: https://scratch.mit.edu/discuss/topic/545910/?page=1#post-5642975\n\nMake sure you clicked heart, because only 1/20 viewers clicked it. If you done this you can also follow me.
platformer
@Stage\n\n@player\n\nwhen flag clicked\ngo to x: (-119) y: (-152)\nforever\n change [y velocity v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (0.87))\n change x by (x velocity)\n if <touching (stage v)?> then\n change y by (1)\n end\n if <touching (stage v)?> then\n change y by (1)\n end\n if <touching (stage v)?> then\n change y by (1)\n end\n if <touching (stage v)?> then\n change y by (1)\n end\n if <touching (stage v)?> then\n change y by (1)\n end\n if <touching (stage v)?> then\n change y by (1)\n end\n if <touching (stage v)?> then\n change y by (-6)\n change x by ((x velocity) * (-1))\n set [x velocity v] to [0]\n end\n change y by (y velocity)\n if <touching (stage v)?> then\n change y by ((y velocity) - ((y velocity) * (2)))\n set [y velocity v] to [0]\n end\n if <touching (stage v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (stage v)?>> then\n set [y velocity v] to [13]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (wall ig idk v)?> then\n broadcast (next v)\n go to x: (-119) y: (-152)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes/lava v)?> then\n go to x: (-119) y: (-152)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\nend\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 flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if < (costume [number v]) contains [2]?> then\n wait (0.6) seconds\n switch costume to (costume1 v)\n end\nend\n\n@stage\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@wall ig idk\n\nwhen flag clicked\ngo to [back v] layer\n\n@spikes/lava\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [next v]\nnext costume\n\n@guide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nbroadcast (open v)\n\nwhen I receive [close v]\nswitch costume to (costume1 v)\n\n@close\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (close v)\nhide\n\nwhen I receive [open v]\nshow\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n
-> instructions are all written in the project. just click 'guide'\n\n-> 90% code from a yt tutorial :D\n-> NOT mobile friendly\n\nevery stage is possible!
platformer!
@Stage\n\n@自分\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-3.7)\nend\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (-186) y: (13)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (52) %\npoint in direction (90)\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.8)\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 [x v] by (-0.8)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.92))\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 x by ((0) - (x))\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 <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ステージ v)?>> then\n set [y v] to [17]\n end\n change y by (1)\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <<touching (まぐま v)?> or <[-168] > (y position)>> then\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [left-right v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-186) y: (13)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(x position) > [239]> then\n broadcast (次のステージ v)\n go to x: (-186) y: (13)\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 (しゃがむ v)\n else\n switch costume to (普通 v)\n end\n end\nend\n\n@ステージ\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [スタート v]\ngo to x: (2) y: (8)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nshow\n\nwhen flag clicked\nhide\n\n@まぐま\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [次のステージ v]\nnext costume\nif <(costume [name v]) = [コスチューム6]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (スタート v)\n\nwhen flag clicked\nrepeat (10)\n play sound [Axol x Alex Skrindo - You \[NCS Release\] v] until done\nend\n\n
モバイル対応です!\n自信作なので⭐️と❤️お願いします!\nフォローお願いします!\n
Multiplayer Scrolling Dinosaur Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen I receive [stop sound v]\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [Win v]\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nbroadcast (Stop Sound v)\nstop [other scripts in sprite v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\n send cloud data\nend\nhide\nwait (1) seconds\nset [ghost v] effect to (0)\nset [x v] to [-100]\nset [y v] to [-60]\nset [scroll y v] to (y)\nset [scroll x v] to (x)\nbroadcast (End Game And Disconnect v)\n\nwhen flag clicked\nset [level2 v] to [1]\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (right up v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\n if <touching (exit v)?> then\n Game - Win\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen I receive [end game and disconnect v]\nset [offline v] to [100]\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [452]\nClone at [480] [0]\nClone at [0] [452]\nClone at [480] [452]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (100)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [452]\nClone at [480] [0]\nClone at [0] [452]\nClone at [480] [452]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [480] [0]\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [210] [30]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n switch costume to (2 v)\nelse\n switch costume to (1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [1100] [270]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [452]\nClone at [480] [0]\nClone at [0] [452]\nClone at [480] [452]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (100)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\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) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@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@Thumb\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [end game v]\nrepeat (10)\n change volume by (-10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [end game and disconnect v]\nstop [other scripts in sprite v]\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-66] [-95]\nClone at [0] [0]\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nClone at [203] [72]\nClone at [203] [102]\nClone at [0] [-94]\nClone at [300] [94]\nClone at [460] [0]\nposition [728] [-95]\nClone at [1448] [353]\nClone at [1857] [282]\nClone at [1992] [500]\nClone at [1969] [1100]\nClone at [2412] [1187]\nClone at [2698] [1186]\nClone at [2795] [1185]\nClone at [2972] [1200]\nClone at [2972] [1400]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nset [x, y v] to (join ([floor v] of (([x v] of [player v]) - (SCROLL X)) ) (join [ ] ([floor v] of (([y v] of [player v]) - (SCROLL Y)) )))\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Exit open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL2) = [1]> then\n switch costume to (exit open v)\n Clone at x: [2800] y: [1300]\nelse\nend\n\nif <(LEVEL2) = [2]> then\n Clone at x: [784] y: [485]\nelse\nend\n\nset [x v] to [-99999999]\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nset [color v] effect to (0)\n\n@Credits\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [end game and disconnect v]\nswitch costume to (thumbnail v)\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\ngo to [front v] layer\nrepeat until <(costume [number v]) > [57]>\n wait (0.1) seconds\n next costume\nend\nrepeat (5)\n wait (0.5) seconds\n switch costume to (thumbnail59 v)\n wait (0.5) seconds\n switch costume to (thumbnail2 v)\nend\nbroadcast (End Game v)\nforever\n wait (0.5) seconds\n switch costume to (thumbnail59 v)\n wait (0.5) seconds\n switch costume to (thumbnail2 v)\nend\n\nwhen I receive [end game and disconnect v]\nstop all sounds\nforever\n play sound [Video Game 2 v] until done\nend\n\nbroadcast (End Game And Disconnect v)\n\nstop [other scripts in sprite v]\n\n@notification\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (6) to (10)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [end game and disconnect v]\nstop [other scripts in sprite v]\nhide\n\n@Bouncing icon\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (TIMER)\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] > (TIMER)\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-5)\n end\n clear graphic effects\nend\n\nwhen [timer v] > (TIMER)\nforever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (100)) / (-4))\n end\n wait until <not <touching (mouse-pointer v)?>>\n start sound [Boing v]\n set size to (100) %\n set [__stop_effect_size_vel v] to [20]\n repeat (17)\n change [__stop_effect_size_vel v] by (-2.5)\n change size by (__stop_effect_size_vel)\n end\nend\n\nwhen [timer v] > (TIMER)\nforever\n turn right (1.5) degrees\nend\n\nwhen [timer v] > (TIMER)\nforever\n set [timer v] to (timer)\nend\n\n
10 players max\narrow keys or wasd or mouse presses to move\nt to open chat\ndinos kill u if you jump into their mouth\n20 coins to collect
easy black-platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (achtergrond1 v) and wait\n\n@Sprite1\n\nwhen I receive [startgame v]\nwait (0.01) seconds\nshow\nswitch costume to (right v)\nshow variable [level v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-195) y: (-76)\nforever\n if <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-195) y: (-76)\n broadcast (NextLVL v)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n switch costume to (richt v)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n switch costume to (left v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change y by (1)\n if <touching (lijn v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (lijn v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (lijn v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n if <touching (spikes v)?> then\n go to x: (-214) y: (-90)\n end\n if <touching (springplank v)?> then\n set [y velocity v] to [20]\n broadcast (spring v)\n end\n if <(level) = [5]> then\n hide variable [level v]\n end\n if <touching (bounce pad 2 v)?> then\n set [y velocity v] to [20]\n end\n change y by (1)\nend\n\nwhen flag clicked\nshow variable [level v]\nbroadcast (StartGame v)\n\n@lijn\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n if <(level) = [1]> then\n switch costume to (uiterlijk1 v)\n end\n if <(level) = [2]> then\n switch costume to (8 v)\n end\n if <(level) = [3]> then\n switch costume to (6 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 (uiterlijk3 v)\n end\n if <(level) = [6]> then\n switch costume to (uiterlijk4 v)\n end\n if <(level) = [7]> then\n switch costume to (uiterlijk2 v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\nforever\n if <(level) = [2]> then\n switch costume to (uiterlijk1 v)\n show\n wait (2) seconds\n hide\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n switch costume to (uiterlijk2 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch costume to (uiterlijk3 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch costume to (uiterlijk4 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch costume to (uiterlijk5 v)\n show\n end\nend\n\n@springplank\n\nwhen I receive [spring v]\nswitch costume to (uiterlijk1 v)\nwait (0.2) seconds\nswitch costume to (2 v)\n\nwhen flag clicked\nhide\nforever\n if <(level) = [4]> then\n switch costume to (2 v)\n show\n end\n if <(level) = [5]> then\n hide\n end\nend\n\n
Just play!\n----------------------------------------------------------------------------\nhttps://scratch.mit.edu/projects/565655427/remixtree/\n
past - Semi-scrolling Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (idle v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (-10)\nset size to (230) %\n\nwhen I receive [reatart v]\nswitch costume to (idle v)\nhide variable [level v]\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nrepeat until <not <touching (platform v)?>>\n broadcast (Floor v)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (240) y: (y position)\nrepeat (45)\n set [xv v] to [0]\n change x by (-10.2)\nend\n\ndefine Tick\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n point in direction (90)\n change [xv v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (right v)\n point in direction (-90)\n change [xv v] by (-1)\nend\nif <<touching (danger v)?> or <<(y position) < [-180]> or <touching (saw v)?>>> then\n switch costume to (dead v)\n go to x: (-213) y: (18)\n set size to (100) %\nend\nset [xv v] to ((xv) * (.9))\nchange x by (xv)\nif <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((xv) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching (platform v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n set [yv v] to [13]\nend\nchange y by (1)\nif <(x position) > [230]> then\n broadcast (Next Level v)\nend\nif <touching (danger v)?> then\n broadcast (Reatart v)\nend\n\nif <(level) > [5]> then\n set [level v] to [1]\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [next level v]\nchange y by (-1)\nrepeat until <not <touching (platform v)?>>\n broadcast (Floor v)\nend\n\ndefine Floor Detection - Level transition\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change y by (1)\n end\nend\n\nwhen I receive [floor v]\nFloor Detection - Level transition\n\nwhen I receive [start v]\nset size to (100) %\ngo to x: (-213) y: (18)\nbroadcast (Reatart v)\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [next v]\n\nwhen this sprite clicked\nchange [color v] effect by (15)\n\n@platform\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\n@bg art\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\n@danger\n\nwhen flag clicked\nshow\nclear graphic effects\nset [level v] to [1]\nswitch costume to (level)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nwait (1) seconds\nnext costume\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10.3)\nend\ndelete this clone\n\nchange x by (1000)\ncreate clone of (_myself_ v)\nnext costume\nrepeat (45)\n change x by (-10.3)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n repeat (9)\n change y by (-1)\n end\n repeat (9)\n change y by (1)\n end\nend\n\n@Vectors\n\n@home\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@Start\n\nwhen flag clicked\nset [open? v] to [no]\nset [size velocity v] to [0]\nset size to (100) %\nrepeat until <(Open?) = [yes]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (2)\n if <mouse down?> then\n start sound [Connect v]\n set [ghost v] effect to (0)\n set [open? v] to [yes]\n repeat (2)\n change [ghost v] effect by (12)\n set [size velocity v] to (((size velocity) * (0.8)) + (((250) - (size)) * (0.2)))\n change size by (size velocity)\n end\n broadcast (Start v)\n repeat (25)\n change [ghost v] effect by (12)\n set [size velocity v] to (((size velocity) * (0.8)) + (((250) - (size)) * (0.2)))\n change size by (size velocity)\n end\n else\n set [size velocity v] to (((size velocity) * (0.8)) + (((130) - (size)) * (0.2)))\n change size by (size velocity)\n set [ghost v] effect to (0)\n end\n else\n set [brightness v] effect to (0)\n set [size velocity v] to (((size velocity) * (0.8)) + (((100) - (size)) * (0.2)))\n change size by (size velocity)\n set [ghost v] effect to (0)\n end\nend\n\n@saw\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saw v]\nshow\n\nwhen flag clicked\nforever\n if <<(level) = [4]> or <(level) = [13]>> then\n wait (1) seconds\n broadcast (saw v)\n else\n hide\n end\nend\n\n@Thumb\n\nwhen flag clicked\nforever\n play sound [Carefree.mp3 v] until done\nend\n\nwhen flag clicked\nhide\n\n@home2\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (99)\npoint in direction (100)\nforever\n repeat (20)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen flag clicked\npoint in direction (100)\nforever\n repeat (10)\n turn left (2) degrees\n end\n repeat (10)\n turn right (2) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (72) %\n switch costume to (button2-a2 v)\n else\n set size to (70) %\n switch costume to (button2-a v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n
hey guys\nwelcome to my platformer\nits semi scrolling\nand its mobile friendly\ntry to beat it\nand press the player sprite for another color\nMake this to 200 likes to a party it will be scrolling!!
Autumn I A Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\n@Blank\n\nwhen flag clicked\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n change [ghost v] effect by (100000000)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag 🏳 v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag 🏳 v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nhide variable [mouse v]\nset size to (80) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\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 (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(sx) > [50]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <<touching (spikes v)?> or <<touching (saws v)?> or <touching (water v)?>>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\n@Platforms\n\nwhen I receive [green flag 🏳 v]\nhide\n\nwhen I receive [tick v]\nPosition x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\nend\nset [x v] to [-99999]\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Art\n\nwhen I receive [green flag 🏳 v]\nhide\n\nwhen I receive [tick v]\nPosition x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nset [x v] to [-99999]\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Spikes\n\nwhen I receive [tick v]\nPosition x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\nend\nset [x v] to [-99999]\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 [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 [green flag 🏳 v]\nhide\n\n@Water\n\nwhen I receive [tick v]\nPosition x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\nend\nset [x v] to [-99999]\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 [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 [green flag 🏳 v]\nhide\n\n
✿ Aᴜᴛᴜᴍɴ ✿\n\n✿ Mʏ ᴍᴇꜱꜱᴀɢᴇ ✿\nI ᴀᴍ ꜱᴏʀʀʏ ɪᴛ ɪꜱ ꜱʜᴏʀᴛ ʙᴜᴛ ɪ ʜᴀᴠᴇ ʙᴇᴇɴ ᴡᴏʀᴋɪɴɢ ᴏɴ ɪᴛ ʜᴀʀᴅ. Iᴛ ᴛᴏᴏᴋ ᴍᴇ ᴀ ʟᴏɴɢ ᴛɪᴍᴇ ᴛᴏ ᴄʀᴇᴀᴛᴇ ᴛʜɪꜱ. I ᴄᴀɴ'ᴛ ꜰɪɢᴜʀᴇ ᴏᴜᴛ ᴡʜʏ ᴛʜᴇ ᴘʟᴀʏᴇʀ ɪꜱ ꜱʟᴏᴡ ꜱᴏ ᴘʟᴇᴀꜱᴇ ꜰᴏʀɢɪᴠᴇ ᴍᴇ! Tᴏ ᴍᴀᴋᴇ ᴛʜᴇ ᴘʟᴀʏᴇʀ ɢᴏ ꜱᴍᴏᴏᴛʜ, ʜᴏʟᴅ Aʟᴛ ᴀɴᴅ ᴘʀᴇꜱꜱ ᴛʜᴇ ɢʀᴇᴇɴ ꜰʟᴀɢ. Eɴᴊᴏʏ!\n\nGo to Turbowarp and right click the flag: https://turbowarp.org/565704705\n\n✿ Gᴀᴍᴇ ✿\n- Usᴇ Lᴇғᴛ/Rɪɢʜᴛ ᴏʀ A/D Kᴇʏs ᴛᴏ ᴍᴏᴠᴇ!\n- Usᴇ Uᴘ Kᴇʏ ᴏʀ W Kᴇʏ ᴛᴏ ᴊᴜᴍᴘ!\n- Sᴘɪᴋᴇꜱ, ᴀɴᴅ Wᴀᴛᴇʀ ᴄᴀɴ ʜᴜʀᴛ ʏᴏᴜ!\n\n✿ Gᴀᴍᴇ Iɴꜰᴏ ✿\nMʏ ꜱᴇᴄᴏɴᴅ ɢᴀᴍᴇ\n407 Bʟᴏᴄᴋꜱ\n7 Sᴘʀɪᴛᴇꜱ\n37 Sᴄʀɪᴘᴛꜱ\n5 Mᴇꜱꜱᴀɢᴇꜱ\n27 Vᴀʀɪᴀʙʟᴇꜱ \n16 Cᴜꜱᴛᴏᴍ ʙʟᴏᴄᴋꜱ \n10 Lᴇᴠᴇʟꜱ\n60+ Lᴏᴠᴇꜱ\n40+ Fᴀᴠᴏᴜʀɪᴛᴇꜱ\n1.9k+ Vɪᴇᴡꜱ\n\n✿ Cʀᴇᴅɪᴛꜱ ✿\nGᴀᴍᴇ ʙʏ @-GalacticCoder-\nEɴɢɪɴᴇ ᴀɴᴅ Tᴜᴛᴏʀɪᴀʟ ʙʏ @griffpatch (ᴍᴏᴅɪꜰɪᴇᴅ ʙʏ ᴍᴇ)\nPʟᴀʏᴇʀ ᴀɴᴅ Sᴘɪᴋᴇꜱ ʙʏ @Invisity\nWᴀᴛᴇʀ ʙʏ @Ziyu3\nTᴇxᴛ ʙʏ Cooltext.com\nEᴠᴇʀʏᴛʜɪɴɢ Eʟꜱᴇ ʙʏ Mᴇ
SPACE ADVENTURE 5 a multiplayer platformer! #all #stories #Games #music #art #animations #tutorial
@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: [5020] 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@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@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Checkpoints\n\nwhen I 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: [2900] y: [70]\nswitch costume to (blankkk v)\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen 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\nstop [this script v]\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
⚠️ lf this gets 1000 favorites l will make part 6! ⚠️\n------------------------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\n\nComment "space games are fun!"
Neon A Platformer #Games #All #Music #Stories #Art #Animations
@Stage\n\nwhen flag clicked\nforever\n play sound [TIN - Ticking v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (-200) y: (0)\nset size to (90) %\nforever\n wait (pick random (2) to (4)) seconds\n repeat (14)\n next costume\n end\n wait (pick random (0.3) to (0.5)) seconds\n repeat (14)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nReset\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n create clone of (_myself_ v)\n change [x velocity v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n create clone of (_myself_ v)\n change [x velocity v] by (-1)\n point in direction (-90)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching color (#ffad00)?> then\n change y by (2)\n if <touching color (#ffad00)?> then\n change y by (2)\n if <touching color (#ffad00)?> then\n change y by (2)\n if <touching color (#ffad00)?> then\n change x by ((0) - (X Velocity))\n change y by (-6)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching color (#ffad00)?> then\n change y by ((0) - (Y Velocity))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching color (#ffad00)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [y velocity v] to [14.39]\n end\n end\n change y by (1)\n if <touching (smasher v)?> then\n Reset\n end\n if <touching color (#00c1ff)?> then\n broadcast (Next Level v)\n Reset\n end\n if <touching color (#002bff)?> then\n set [y velocity v] to [30]\n end\nend\n\ndefine Reset\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nrepeat (7)\n change size by (-7)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [die v]\nReset\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n Reset\n end\nend\n\nwhen flag clicked\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
Neon A Platformer \nPls Play This- https://scratch.mit.edu/projects/573447185/\nSame as A platformer\nDark blue is trampoline\nlight blue is portal\nred is lava\norange is ground\n\n\n\n\n#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations#Games #All #Music #Stories #Art #Animations
Fossil Hunt|A Scrolling Platformer|#fossil #hunt #scrolling #platformer #games #all #music #art
@Stage\n\nwhen flag clicked\nset [dug2 v] to [Yes]\nset [dug3 v] to [Yes]\n\n@Player\n\nwhen I receive [play v]\nshow\nforever\n Griffpatch Platforming Engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox 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\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (6))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\n\nstart sound [jump v]\n\nstart sound [fall v]\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\nQuick Scroll\n\nif <touching (level hitbox v)?> then\n\nif <key (down arrow v) pressed?> then\n switch costume to ([floor v] of (() + ((frame) mod (6))) )\nend\n\nwhen flag clicked\nforever\n\n@Level HITBOX\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [21]\n\nset [level_x v] to [0]\n\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Sunflowers - @-Xaf- \(1\) v] until done\nend\n\n@Thumbnail\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@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [1 v]\nswitch costume to (costume2 v)\n\nwhen I receive [2 v]\nswitch costume to (costume3 v)\n\nwhen I receive [3 v]\nswitch costume to (costume4 v)\n\n@DIG\n\ndefine Create\nwait (1) seconds\nchange [level_x v] by (2210)\ncreate clone of (_myself_ v)\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (1000) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\nrepeat ((Level Costumes) - (1))\n\nnext costume\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(dug) = [No]>> then\n set [dig? v] to [1]\n else\n set [dig? v] to [0]\n end\nend\n\nwhen I receive [dig v]\nbroadcast (1 v)\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [dug v] to [No]\nforever\n if <(dig?) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\nwhen this sprite clicked\nif <<(dig?) = [1]> and <(dug) = [No]>> then\n broadcast (dig v)\n set [dig? v] to [0]\n set [dug v] to [Yes]\n hide\nend\n\n@Sprite4\n\nwhen I receive [1 v]\nswitch costume to (costume1 v)\nshow\nglide (0.5) secs to x: (x position) y: (0)\nwait (4) seconds\nglide (0.5) secs to x: (x position) y: (-133)\nhide\n\nwhen I receive [2 v]\nswitch costume to (costume2 v)\nshow\nglide (0.5) secs to x: (x position) y: (0)\nwait (4) seconds\nglide (0.5) secs to x: (x position) y: (-133)\nhide\n\nwhen flag clicked\nhide\n\nbroadcast (2 v)\n\nwhen I receive [3 v]\nswitch costume to (costume3 v)\nshow\nglide (0.5) secs to x: (x position) y: (0)\nwait (4) seconds\nglide (0.5) secs to x: (x position) y: (-133)\nhide\n\nwhen I receive [4 v]\nswitch costume to (costume4 v)\nshow\nglide (0.5) secs to x: (x position) y: (0)\nwait (4) seconds\nglide (0.5) secs to x: (x position) y: (-133)\nhide\n\n@Transition\n\nwhen I receive [transition in v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nhide\nshow\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\ngo to x: (0) y: (0)\nswitch costume to (costume17 v)\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@DIG2\n\ndefine Create\nwait (1) seconds\nchange [level_x v] by (2493)\ncreate clone of (_myself_ v)\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (1000) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\nrepeat ((Level Costumes) - (1))\n\nnext costume\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(dug2) = [No]>> then\n set [dig v] to [1]\n else\n set [dig v] to [0]\n end\nend\n\nwhen I receive [dig2 v]\nbroadcast (2 v)\n\n@Sprite5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (80)\n\nwhen this sprite clicked\nif <<(dig) = [1]> and <(dug2) = [No]>> then\n broadcast (dig2 v)\n set [dig v] to [0]\n set [dug2 v] to [Yes]\n hide\nend\n\nwhen I receive [1 v]\nset [dug2 v] to [No]\nforever\n if <(dig) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\n@DIG3\n\ndefine Create\nwait (1) seconds\nchange [level_x v] by (5010)\ncreate clone of (_myself_ v)\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (1000) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\nrepeat ((Level Costumes) - (1))\n\nnext costume\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(dug3) = [No]>> then\n set [dig_ v] to [1]\n else\n set [dig_ v] to [0]\n end\nend\n\nwhen I receive [dig 3 v]\nbroadcast (3 v)\n\n@Sprite6\n\nwhen flag clicked\nshow\nset [ghost v] effect to (80)\n\nwhen this sprite clicked\nif <<(dig_) = [1]> and <(dug3) = [No]>> then\n broadcast (dig 3 v)\n set [dig v] to [0]\n set [dug2 v] to [Yes]\n hide\nend\n\nwhen I receive [2 v]\nset [dug3 v] to [No]\nforever\n if <(dig_) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\n@DIG4\n\ndefine Create\nwait (1) seconds\nchange [level_x v] by (6210)\ncreate clone of (_myself_ v)\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (1000) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\nrepeat ((Level Costumes) - (1))\n\nnext costume\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(dug4) = [No]>> then\n set [dig$ v] to [1]\n else\n set [dig$ v] to [0]\n end\nend\n\nwhen I receive [dig4 v]\nbroadcast (4 v)\n\n@Sprite7\n\nwhen flag clicked\nshow\nset [ghost v] effect to (80)\n\nwhen this sprite clicked\nif <<(dig$) = [1]> and <(dug4) = [No]>> then\n broadcast (dig4 v)\n set [dig v] to [0]\n set [dug2 v] to [Yes]\n hide\nend\n\nwhen I receive [3 v]\nset [dug4 v] to [No]\nforever\n if <(dig$) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\n@Sprite8\n\nwhen I receive [4 v]\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Please propose it to be featured here \nhttps://scratch.mit.edu/studios/28715018/\n__________________________________________\nInstructions\n___________________________________________\nYou are Andrew the Paleontologist, who studies fossils. Use Arrow keys or WASD to move Andrew and up or W to jump. To win, you must collect all the virtual fossils. To collect a virtual fossil, go to a grey hill like object and press the dig button, which looks like a shovel. You can only collect the fossil which is nearest to your starting point\n___________________________________________\nType "fossil" if you won the game\n___________________________________________\nTags\n#fossil #hunt #scrolling #platformer #games #all #cool #awesome #music #art #trending #stories
Minecraft | A Platformer remix
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nplay sound [monodyL v] until done\n\nwhen I receive [lol v]\nplay sound [LFZ - Popsicle \[NCS Release\] v] until done\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-214) y: (125)\n\nwhen I receive [lol v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <<(costume [number v]) = [1]> and <touching (sprite1 v)?>> then\n broadcast (Restart v)\n end\n if <key (a v) pressed?> then\n next costume\n wait (0.1) seconds\n end\nend\n\n@download\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (5)\n change size by (-10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (-10)\n wait (0.05) seconds\nend\nrepeat (10)\n turn right (15) degrees\n change size by (-10)\n wait (0.05) seconds\nend\nbroadcast (message1 v)\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [color v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nset size to (10) %\nshow\nrepeat (10)\n change size by (10)\nend\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nbroadcast (lol v)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [lol v]\nwait (pick random (2) to (4)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [lol v]\nforever\n repeat (30)\n change x by (1)\n wait (0.05) seconds\n end\n repeat (30)\n change x by (-1)\n wait (0.05) seconds\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n
MINECRAFT A PLATFORMER IS OUT! 59th trending!?! 2000+ VIEWS\nInstructions:\n-Use arrow keys to move\n-Dodge lava\n-Dodge Skeletons\n-Turn into a zombie with key a\nPlay on turbowarp! https://turbowarp.org/561071973
Thuderstorm 2 || A platformer #games #game #all || A Mobile platformer
@Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Bowser's Galaxy Generator v] until done\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nbroadcast (Start v)\n\n@Player\n\ndefine Platform Physics (speed) (friction) (jump height)\nset rotation style [left-right v]\nchange [y vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((X Vel) * (friction))\nchange x by (X Vel)\nset [slpoe v] to [0]\nif <<touching (level v)?> or <touching (tb v)?>> then\n repeat until <<not <<touching (level v)?> or <touching (tb v)?>>> or <(Slpoe) = [-8]>>\n change [slpoe v] by (-1)\n change y by (1)\n end\nend\nif <<touching (level v)?> or <touching (tb v)?>> then\n change y by (Slpoe)\n repeat until <not <<touching (level v)?> or <touching (tb v)?>>>\n change x by ((([abs v] of (X Vel) ) / (X Vel)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vel v] to [11.5]\n if <(X Vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y Vel)\nif <<touching (level v)?> or <touching (tb v)?>> then\n repeat until <not <<touching (level v)?> or <touching (tb v)?>>>\n change y by ((([abs v] of (Y Vel) ) / (Y Vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (level v)?> or <touching (tb v)?>>> then\n start sound [smw_jump v]\n set [y vel v] to [13]\nend\nchange y by (1)\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (player v)\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-215) y: (-30)\nrepeat until <(costume [number v]) = [2]>\n Platform Physics [1] [0.9] [11]\nend\nforever\n Platform Physics [2] [0.9] [22]\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [210]> then\n go to x: (-215) y: (-30)\n change [level v] by (1)\n broadcast (Next v)\n if <(Level) = [11]> then\n hide\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n end\n if <[-179] > (y position)> then\n go to x: (-215) y: (-30)\n end\nend\n\nwhen flag clicked\nhide\n\nif <(Level) = [11]> then\n hide\nend\n\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nshow\nset [brightness v] effect to (0)\nset [dark v] to [0]\nwait (2) seconds\nforever\n show\n go to [front v] layer\n repeat (10)\n set [dark v] to [1]\n change [brightness v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\n set [dark v] to [0]\nend\n\n@spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nshow\nset [brightness v] effect to (0)\nwait (2) seconds\nforever\n go to [back v] layer\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (180)\n create clone of (_myself_ v)\n wait (0.25) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nglide (2) secs to x: (x position) y: (-180)\ndelete this clone\n\nwhen I receive [start v]\nshow\nshow\nset [brightness v] effect to (0)\nwait (2) seconds\nforever\n go to [front v] layer\n repeat (10)\n change [brightness v] effect by (-2)\n end\n wait (2) seconds\n repeat (10)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (180)\n create clone of (_myself_ v)\n wait (0.25) seconds\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nglide (2) secs to x: (x position) y: (-180)\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\ngo to [front v] layer\nrepeat (5)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\ngo to [front v] layer\nhide\nwait (2) seconds\nshow\nwait (1.5) seconds\n\nwait (0.5) seconds\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (pick random (2) to (4))\nshow\nwait (0.1) seconds\nhide\nwait (0.05) seconds\nshow\nwait (0.2) seconds\nhide\nwait (0.05) seconds\nshow\nwait (0.1) seconds\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (-2) y: (3)\ngo to x: (-2) y: (3)\ngo to x: (-2) y: (3)\nshow\ngo to [front v] layer\n\n
Next game:\nhttps://scratch.mit.edu/projects/568157180/\n\nDesktop Controls\nWASD or arrow keys\n\n\nMobile tap the direction you wanna go.....\nkinda hard though for mobile\n\nComment: THUNDER!
platformer 海
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (背景1 v)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (イントロ v)\nwait (10) seconds\nclear graphic effects\nswitch backdrop to (underwater 1 v)\n\nwhen flag clicked\nset [終了 v] to [0]\nforever\n if <not <(スタート) = [0]>> then\n switch backdrop to (underwater 1 v)\n stop all sounds\n wait (0.1) seconds\n forever\n wait (2) seconds\n start sound [Tobu - Candyland \[NCS Release\] v]\n wait (198) seconds\n end\n end\nend\n\nwhen flag clicked\nset [終了 v] to [0]\n\nwhen I receive [perfect v]\nset [終了 v] to [1]\n\nwhen I receive [next5 v]\nset [終了 v] to [1]\n\n@cube\n\ndefine 初期化\ngo to x: (-201) y: (0)\nswitch costume to (cube1 v)\nset size to (100) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (5) layers\nshow\nset [y v] to [0]\nset [x v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.4) seconds\n\nwhen I receive [next v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen I receive [next2 v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen I receive [next3 v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen I receive [next4 v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen I receive [next5 v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen I receive [perfect v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen flag clicked\nhide variable [死んだ回数 v]\nset [死んだ回数 v] to [0]\n\nwhen I receive [スタート v]\nhide variable [死んだ回数 v]\nset [死んだ回数 v] to [0]\n\nwhen I start as a clone\nswitch costume to (残像 v)\nchange [color v] effect by (pick random (0) to (30))\nif <key (down arrow v) pressed?> then\n set size to (pick random (15) to (25)) %\n go to x: ((x position) + (pick random (-20) to (0))) y: ((y position) + (pick random (-15) to (-8)))\nelse\n set size to (pick random (30) to (55)) %\n go to x: ((x position) + (pick random (-20) to (20))) y: ((y position) + (pick random (-15) to (15)))\nend\nrepeat (20)\n change size by (((0) - (size)) / (15))\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <<<<key (0 v) pressed?> or <<key (1 v) pressed?> or <key (2 v) pressed?>>> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>> or <<<key (6 v) pressed?> or <key (7 v) pressed?>> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>> then\n repeat until <<<key (0 v) pressed?> or <<key (1 v) pressed?> or <key (2 v) pressed?>>> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>\n stop all sounds\n end\n end\nend\n\nwhen [space v] key pressed\nif <(始まり) = [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [next6 v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen I receive [next8 v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen I receive [next7 v]\nhide\ngo to x: (-201) y: (0)\nset [ghost v] effect to (100)\nwait (1.1) seconds\n初期化\n\nwhen flag clicked\nset [始まり v] to [0]\nhide\n\nwhen flag clicked\nset [スタート v] to [0]\nset [床のタイプ v] to [1]\nhide\nswitch costume to (コスチューム1 v)\nforever\n if <not <(スタート) = [0]>> then\n 初期化\n forever\n if <not <(ターボにしている可能性) = [100]>> then\n if <(y position) = [-194]> then\n 初期化\n end\n change [color v] effect by (3)\n change x by (x)\n if <key (down arrow v) pressed?> then\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n switch costume to (cube4 v)\n create clone of (_myself_ v)\n end\n end\n if <key (right arrow v) pressed?> then\n if <key (down arrow v) pressed?> then\n switch costume to (cube6 v)\n point in direction (90)\n change [x v] by (0.7)\n create clone of (_myself_ v)\n else\n switch costume to (cube2 v)\n point in direction (90)\n change [x v] by (0.7)\n create clone of (_myself_ v)\n end\n end\n if <key (left arrow v) pressed?> then\n if <key (down arrow v) pressed?> then\n switch costume to (cube5 v)\n point in direction (90)\n change [x v] by (-0.7)\n create clone of (_myself_ v)\n else\n switch costume to (cube3 v)\n point in direction (90)\n change [x v] by (-0.7)\n create clone of (_myself_ v)\n end\n end\n if <<(y position) = [-230]> or <<touching (pencil12 v)?> or <<touching (pencil10 v)?> or <<touching (pencil11 v)?> or <<touching (pencil v)?> or <<touching (pencil13 v)?> or <<touching (pencil15 v)?> or <touching (pencil14 v)?>>>>>>>> then\n switch costume to (cube1 v)\n set rotation style [all around v]\n change y by (4)\n set [y v] to [13]\n set [x v] to [10]\n start sound [Oops v]\n repeat until <touching (_edge_ v)?>\n change y by (y)\n change [y v] by (-1)\n turn right (14) degrees\n end\n 初期化\n change [死んだ回数 v] by (1)\n end\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change y by (1)\n if <touching (床 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n change y by (-2)\n set [x v] to ((x) * (0.96))\n if <key (up arrow v) pressed?> then\n create clone of (_myself_ v)\n if <touching (床 v)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (床 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (button5 v)?> then\n hide\n broadcast (next6 v)\n set [床のタイプ v] to [1]\n end\n if <touching (button8 v)?> then\n hide\n broadcast (next7 v)\n set [床のタイプ v] to [2]\n end\n if <touching (button7 v)?> then\n hide\n broadcast (next8 v)\n set [床のタイプ v] to [1]\n end\n if <touching (button3 v)?> then\n hide\n broadcast (next v)\n set [床のタイプ v] to [1]\n end\n if <touching (button4 v)?> then\n hide\n broadcast (next2 v)\n set [床のタイプ v] to [1]\n end\n if <touching (button2 v)?> then\n hide\n broadcast (next3 v)\n set [床のタイプ v] to [1]\n end\n if <touching (button6 v)?> then\n if <(死んだ回数) = [0]> then\n hide\n broadcast (perfect v)\n else\n hide\n broadcast (next5 v)\n end\n end\n if <<(y position) = [-230]> or <<<touching (pencil3 v)?> or <touching (pencil6 v)?>> or <<touching (pencil4 v)?> or <<touching (pencil2 v)?> or <<touching (pencil5 v)?> or <<touching (pencil9 v)?> or <<touching (pencil8 v)?> or <<touching (pencil7 v)?> or <<touching (pencil27 v)?> or <touching (pencil28 v)?>>>>>>>>>> then\n switch costume to (cube1 v)\n set rotation style [all around v]\n change y by (4)\n set [y v] to [13]\n set [x v] to [10]\n start sound [Oops v]\n repeat until <[-150] > (y position)>\n change y by (y)\n change [y v] by (-1)\n turn right (14) degrees\n end\n change [死んだ回数 v] by (1)\n 初期化\n end\n if <<(y position) = [-230]> or <<<touching (pencil16 v)?> or <touching (pencil17 v)?>> or <<touching (pencil18 v)?> or <<touching (pencil19 v)?> or <<touching (pencil20 v)?> or <<touching (pencil21 v)?> or <<touching (pencil26 v)?> or <<touching (pencil25 v)?> or <<touching (pencil24 v)?> or <<touching (pencil23 v)?> or <touching (pencil22 v)?>>>>>>>>>>> then\n switch costume to (cube1 v)\n set rotation style [all around v]\n change y by (4)\n set [y v] to [13]\n set [x v] to [10]\n start sound [Oops v]\n repeat until <[-150] > (y position)>\n change y by (y)\n change [y v] by (-1)\n turn right (14) degrees\n end\n change [死んだ回数 v] by (1)\n 初期化\n end\n if <<not <key (left arrow v) pressed?>> and <<not <key (down arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (cube1 v)\n end\n if <<not <key (left arrow v) pressed?>> and <<key (down arrow v) pressed?> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (cube4 v)\n end\n end\n end\n end\nend\n\n@Pencil\n\nwhen I receive [next v]\npoint in direction (90)\ngo to x: (50) y: (-100)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next2 v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@床\n\nwhen I receive [next8 v]\npoint in direction (90)\nshow\n\nwhen flag clicked\ngo to x: (3) y: (-93)\npoint in direction (90)\nswitch costume to (床 v)\nhide\nwait (8) seconds\nshow\nforever\n if <not <(スタート) = [0]>> then\n if <(床のタイプ) = [1]> then\n switch costume to (床 v)\n else\n switch costume to (床2 v)\n end\n end\nend\n\n@Button4\n\nwhen I receive [next v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next2 v]\nhide\n\n@Button2\n\nwhen flag clicked\nhide\n\nwhen I receive [next2 v]\nshow\n\nwhen I receive [next3 v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil2\n\nwhen I receive [next2 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next3 v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil3\n\nwhen I receive [next3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil4\n\nwhen flag clicked\nhide\n\nwhen I receive [next3 v]\nshow\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil5\n\nwhen I receive [next3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Story-C\n\nwhen I receive [next5 v]\ngo to x: (-130) y: (110)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Story-L\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-70) y: (110)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Story-E\n\nwhen I receive [next5 v]\ngo to x: (-10) y: (110)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Story-A\n\nwhen I receive [next5 v]\ngo to x: (50) y: (110)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Story-R\n\nwhen flag clicked\ngo to x: (110) y: (110)\nhide\n\nwhen I receive [next5 v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Pencil6\n\nwhen flag clicked\ngo to x: (150) y: (80)\nhide\n\nwhen I receive [next2 v]\nshow\n\nwhen I receive [next3 v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Glow-T\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-200) y: (50)\nshow\n\nwhen I receive [perfect v]\ngo to x: (-200) y: (50)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-H\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-170) y: (50)\nshow\n\nwhen I receive [perfect v]\ngo to x: (-170) y: (50)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-A\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\ngo to x: (-140) y: (50)\nshow\n\nwhen I receive [next5 v]\ngo to x: (-140) y: (50)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-N\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-110) y: (50)\nshow\n\nwhen I receive [perfect v]\ngo to x: (-110) y: (50)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-K\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-80) y: (50)\nshow\n\nwhen I receive [perfect v]\ngo to x: (-80) y: (50)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-Y\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-30) y: (50)\nshow\n\nwhen I receive [perfect v]\ngo to x: (-30) y: (50)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-O\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (0) y: (50)\nshow\n\nwhen I receive [perfect v]\ngo to x: (0) y: (50)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-U\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (30) y: (50)\nshow\n\nwhen I receive [perfect v]\ngo to x: (30) y: (50)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-F\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-100) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (-100) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-O2\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-70) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (-70) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-R\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (-40) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (-40) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-P\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (10) y: (20)\nshow\n\nwhen I receive [next5 v]\ngo to x: (10) y: (20)\nshow\n\nwhen I receive [next5 v]\ngo to x: (10) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (10) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-L\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (40) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (40) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-Y2\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (100) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (100) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-A2\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (70) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (70) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-I\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (130) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (130) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-N2\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (160) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (160) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Glow-G\n\nwhen flag clicked\nhide\n\nwhen I receive [next5 v]\ngo to x: (190) y: (20)\nshow\n\nwhen I receive [perfect v]\ngo to x: (190) y: (20)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Button6\n\nwhen I receive [next3 v]\nshow\n\nwhen I receive [next5 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nhide\n\n@Fish\n\nwhen I receive [スタート v]\nhide\nforever\n set y to (pick random (-247) to (248))\n wait (1) seconds\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n change x by (14)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@Fish2\n\nwhen I start as a clone\nforever\n show\n change x by (5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [スタート v]\nhide\nforever\n set y to (pick random (-245) to (245))\n wait (2) seconds\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\n\n@Jellyfish\n\nwhen I start as a clone\nshow\nforever\n change y by (1)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [スタート v]\nhide\nforever\n set x to (pick random (-240) to (242))\n wait (10) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Shark\n\nwhen I start as a clone\nshow\nforever\n change x by (24)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [スタート v]\nhide\nforever\n set y to (pick random (-70) to (180))\n wait (13) seconds\n create clone of (_myself_ v)\n wait (10) seconds\nend\n\nwhen flag clicked\nhide\n\n@Shark2\n\nwhen I start as a clone\nshow\nforever\n change x by (24)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [スタート v]\nhide\nforever\n change y by (pick random (-70) to (180))\n wait (20) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Story-L2\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nforever\n if <not <(スタート) = [0]>> then\n show\n end\nend\n\n@Story-E2\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nforever\n if <not <(スタート) = [0]>> then\n show\n end\nend\n\n@Story-V\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nforever\n if <not <(スタート) = [0]>> then\n show\n end\nend\n\n@Story-E3\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nforever\nend\n\nif <not <(スタート) = [0]>> then\n show\nend\n\n@Story-L3\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@Glow-1\n\nwhen I receive [next6 v]\nswitch costume to (glow-2 v)\n\nwhen I receive [next7 v]\nswitch costume to (glow-3 v)\n\nwhen I receive [next8 v]\nswitch costume to (glow-4 v)\n\nwhen I receive [next v]\nswitch costume to (glow-5 v)\n\nwhen I receive [next2 v]\nswitch costume to (glow-6 v)\n\nwhen I receive [next3 v]\nswitch costume to (glow-7 v)\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen flag clicked\nswitch costume to (glow-1 v)\n\nwhen flag clicked\nswitch costume to (glow-1 v)\nhide\nwait (10) seconds\nshow\n\n@Story-P\n\nwhen flag clicked\ngo to x: (-160) y: (110)\nhide\n\nwhen I receive [perfect v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Story-E4\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Story-R2\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Story-F\n\nwhen I receive [perfect v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Story-E5\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Story-C2\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Story-T\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Paddle\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil8\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil9\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Paddle4\n\nwhen I receive [next2 v]\nhide\n\nwhen I receive [next v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil10\n\nwhen I receive [next2 v]\nhide\n\nwhen I receive [next v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil11\n\nwhen I receive [next2 v]\nhide\n\nwhen I receive [next v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil12\n\nwhen I receive [next2 v]\nhide\n\nwhen I receive [next v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Paddle6\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Paddle7\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next8 v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@Pencil13\n\nwhen I receive [next3 v]\nhide\n\nwhen I receive [next2 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil14\n\nwhen I receive [next3 v]\nhide\n\nwhen I receive [next2 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Paddle8\n\nwhen I receive [next3 v]\nhide\n\nwhen I receive [next2 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Pencil15\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [next3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Paddle10\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [next3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Paddle11\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [next3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Paddle12\n\nwhen I receive [next5 v]\nhide\n\nwhen I receive [next3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [perfect v]\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Arrow1\n\nwhen flag clicked\ngo to x: (-576) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nshow\nglide (0.5) secs to x: (4) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (576) y: (0)\nhide\ngo to x: (-576) y: (0)\n\nwhen I receive [next2 v]\nswitch costume to (costume1 v)\nshow\nglide (0.5) secs to x: (4) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (576) y: (0)\nhide\ngo to x: (-576) y: (0)\n\nwhen I receive [next3 v]\nswitch costume to (costume2 v)\nshow\nglide (0.5) secs to x: (4) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (576) y: (0)\nhide\ngo to x: (-576) y: (0)\n\nwhen I receive [next5 v]\nswitch costume to (costume1 v)\nshow\nglide (0.5) secs to x: (4) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (576) y: (0)\nhide\ngo to x: (-576) y: (0)\n\nwhen I receive [perfect v]\nswitch costume to (costume1 v)\nshow\nglide (0.5) secs to x: (4) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (576) y: (0)\nhide\ngo to x: (-576) y: (0)\n\nwhen I receive [next6 v]\nswitch costume to (costume1 v)\nshow\nglide (0.5) secs to x: (4) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (576) y: (0)\nhide\ngo to x: (-576) y: (0)\n\nwhen I receive [next7 v]\nswitch costume to (costume1 v)\nshow\nglide (0.5) secs to x: (4) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (576) y: (0)\nhide\ngo to x: (-576) y: (0)\n\nwhen I receive [next8 v]\nswitch costume to (costume1 v)\nshow\nglide (0.5) secs to x: (4) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (576) y: (0)\nhide\ngo to x: (-576) y: (0)\n\nwhen I receive [スタート v]\ngo to x: (-576) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n go to [front v] layer\nend\n\n@Pencil7\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n@Button5\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen I receive [next6 v]\nhide\n\n@Button8\n\nwhen I receive [next6 v]\nshow\n\nwhen I receive [next7 v]\nhide\n\nwhen flag clicked\nhide\n\n@Button7\n\nwhen I receive [next7 v]\nshow\n\nwhen I receive [next8 v]\nhide\n\nwhen flag clicked\nhide\n\n@Button3\n\nwhen I receive [next8 v]\nshow\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\n@Pencil23\n\nwhen flag clicked\ngo to x: (10) y: (32)\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [next7 v]\nshow\n\nwhen I receive [next8 v]\nhide\n\n@Pencil24\n\nwhen flag clicked\ngo to x: (65) y: (32)\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [next7 v]\nshow\n\nwhen I receive [next8 v]\nhide\n\n@Pencil25\n\nwhen flag clicked\ngo to x: (120) y: (32)\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [next7 v]\nshow\n\nwhen I receive [next8 v]\nhide\n\n@Pencil26\n\nwhen flag clicked\ngo to x: (175) y: (32)\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [next7 v]\nshow\n\nwhen I receive [next8 v]\nhide\n\n@Pencil27\n\nwhen flag clicked\ngo to x: (-94) y: (-110)\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [next6 v]\nshow\n\nwhen I receive [next7 v]\nhide\n\n@Pencil28\n\nwhen flag clicked\ngo to x: (111) y: (-116)\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [next6 v]\nshow\n\nwhen I receive [next7 v]\nhide\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n change [ターボ v] by (1)\nend\n\nwhen flag clicked\nset [ターボにしている可能性 v] to [0]\nforever\n set [ターボ v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ)> then\n show\n set [ターボにしている可能性 v] to [100]\n else\n hide\n set [ターボにしている可能性 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@スプライト4\n\ndefine ◇\nset [brightness v] effect to (0)\ngo to x: (-240) y: (180)\nswitch costume to (正方形 v)\nhide\nrepeat (11)\n repeat (13)\n create clone of (_myself_ v)\n change x by (40)\n end\n set x to (-240)\n change y by (-36)\nend\n\ndefine Back Dust\nset [variable v] to [29]\nrepeat (40)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\ndefine Dust\nset [variable v] to [1]\nrepeat (20)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n set size to (0) %\n point in direction (0)\n hide\n wait (((((x position) + (240)) / (240)) + (((y position) + (180)) / (180))) / (5)) seconds\n show\n repeat (30)\n change size by (((105) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <[5] < (timer)>\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (0) %\n set [variable v] to [0]\n repeat (55)\n set [variable v] to (((variable) * (0.75)) + (((100) - (size)) / (3)))\n change size by (variable)\n end\n point in direction (180)\n change x by (150)\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change x by (((0) - (x position)) / (3))\n end\n wait until <[4.5] < (timer)>\n hide\n go to x: (0) y: (500)\n go to [front v] layer\n wait until <[7] < (timer)>\n show\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((25) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n if <(variable) = [3.14]> then\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[12] < (timer)>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) / (6))\n end\n wait until <[7] < (timer)>\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((-100) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <<[4] < (costume [number v])> and <[10] > (costume [number v])>> then\n if <(variable) = [1]> then\n go to x: (0) y: (0)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [variable v] to (pick random (-20) to (20))\n set [?/? v] to (pick random (1) to (360))\n set [? v] to [0]\n repeat (60)\n go to [front v] layer\n point in direction (?/?)\n move (variable) steps\n change [? v] by (variable)\n point in direction ((?) + (?/?))\n if <touching (_edge_ v)?> then\n if on edge, bounce\n set [?/? v] to (direction)\n end\n set [variable v] to ((variable) * (0.95))\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n go to (random position v)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (100)\n point in direction (pick random (1) to (360))\n repeat until <[6] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n change [ghost v] effect by (-4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [イントロ v]\nreset timer\nstart sound [Lensko - Cetus \[NCS Release\] v]\n◇\nwait until <[1.8] < (timer)>\nBack Dust\nset [brightness v] effect to (-100)\nDust\nclear graphic effects\nswitch costume to (かっこいいイラスト v)\ncreate clone of (_myself_ v)\nwait until <[4] < (timer)>\nset [variable v] to [3.14]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\nwait until <[5.25] < (timer)>\nclear graphic effects\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <[9] < (timer)>\nset [variable v] to [8.97]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-15)\n wait (0.1) seconds\nend\nwait (3) seconds\nset [スタート v] to (pick random (1) to (10000000000000000000000000000000000000000000000000000000000000000000))\nbroadcast (スタート v)\n\nwhen flag clicked\nset [スタート v] to [0]\n\n@time\n\ndefine time (x) (y) (表示する桁)\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((表示する桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((表示する桁) - (letter (1) of ((表示する桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen I receive [表示 v]\nrepeat until <(終了) = [1]>\n time [30] [-105] []\n set [brightness v] effect to (100)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [大きさ v] to [100]\n\nwhen I receive [スタート v]\nreset timer\nbroadcast (表示 v)\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (4) layers\n\n
         ~日本語は下~\n\n       『English』(Google翻訳)\n  Move with arrow keys. There are 7 stages. If I get 50 loves and favorites, I will make a new project. Please share with others! I think there are many bugs, so report bugs when you find them. If you beat it without dying, that is a perfect score. Do your best!\n\n~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”\n\n          『日本語』\n 上下左右キーで操作します。ステージは7つあります。❤と★が50を超えたら新作作ります。\n 拡散お願いします‼‼‼‼ \n たくさん不具合があると思いますので、ご報告お願いします。\n 一回も死なないでゴールすると「パーフェクト」となりますので頑張ってください。\n\n~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”\n\n     『中国語(簡体)』(Google翻訳)\n使用上/下/左/右键操作。有7个阶段。如果❤和★超过50,我将制作新作品。\n请传播! ‼ ‼ ‼它是\n我觉得有很多问题,所以请报告。\n如果你一次都没有死就达到了目标,那就是“完美”,所以请尽力而为。\n\n~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”~”\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nガンバ‼‼‼\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nなんでそんな先が知りたいんだよぉ\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nなんもないって\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nまさかここまで見るなんて..................\nしゃがみながらやってみな。\n一気に難易度が下がるぜ( ・´ー・`)
DARKNESS PLATFORMER
@Stage\n\nwhen flag clicked\nforever\n play sound [魔王魂 ピアノ33 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [x v] to [0]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nforever\n show\n set rotation style [don't rotate v]\n set drag mode [not draggable v]\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (キャラクター4 v)\n set [x v] to ((x) * (1.02))\n else\n switch costume to (キャラクター3 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ffffff)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(x position) < (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 [変数 v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ffffff)?>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\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 color (#000000)?> or <touching color (#ffffff)?>> then\n change y by ((変数) * (-1))\n set [変数 v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n set [x v] to [0]\n set [変数 v] to [0]\n go to x: (-201) y: (-50)\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n set [x v] to [0]\n set [変数 v] to [0]\n end\n if <touching color (#50ff00)?> then\n go to x: (-201) y: (-50)\n set [x v] to [0]\n set [変数 v] to [0]\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@スプライト2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n show\n go to x: (0) y: (0)\n set drag mode [not draggable v]\nend\n\nwhen [timer v] > (0)\nhide\n\n@スプライト3\n\nwhen flag clicked\nforever\n hide\n set drag mode [not draggable v]\n go to x: (0) y: (0)\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@スプライト4\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to [back v] layer\nforever\n go to (スプライト1 v)\nend\n\n
どんどん拡散して!!!\n日本語は下にあります。\nI use Google Translate.\n【Method of operation】\nPC ... cross key\nSmartphone ... tap\n【操作方法】\nPC...十字キー\nスマートフォン...タップ
Dinosaur - a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (tło2 v)\n\nwhen flag clicked\nset [czas v] to [0]\nforever\n if <not <(backdrop [number v]) = [12]>> then\n wait (0.1) seconds\n change [czas v] by (0.1)\n end\nend\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (-170) y: (0)\nswitch costume to (kostium3 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\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 change x by (x)\n if <touching color (#10ff00)?> then\n change y by (1)\n if <touching color (#10ff00)?> then\n change y by (1)\n if <touching color (#10ff00)?> then\n change y by (1)\n if <touching color (#10ff00)?> then\n change y by (1)\n if <touching color (#10ff00)?> then\n change y by (1)\n if <touching color (#10ff00)?> then\n change y by (-5)\n change x by ((x) * (-1))\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 (#10ff00)?> 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?> then\n if <touching color (#10ff00)?> then\n set [y v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n hide variable [x v]\n hide variable [y v]\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <(x position) < [-200]> then\n if <key (left arrow v) pressed?> then\n change [x v] by (1.5)\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <<(x position) > [220]> and <not <(backdrop [number v]) = [12]>>> then\n next backdrop\n switch costume to (kostium3 v)\n point in direction (-90)\n go to x: (-170) y: (0)\n end\n if <touching color (#ffffff)?> then\n switch costume to (kostium3 v)\n point in direction (-90)\n go to x: (-170) y: (0)\n end\n if <<(x position) > [220]> and <(backdrop [number v]) = [12]>> then\n change x by (-1)\n end\nend\n\n@Duszek2\n\nwhen flag clicked\nhide\n\n
Move with arrows and don't touch bones. This games is simple and I made it without tools, all is hand draw.\n\nPoruszaj się strzałkami i nie dotykaj kości. Platformówka jest dość krótka. Zrobiłem ją rysując wszystko ręcznie, a nie używając gotowych liń i kształtów.
✩~Midnight Moon Platformer~✩
@Stage\n\n@Player\n\nwhen flag clicked\nset [clone v] to []\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[] < (Clone)> then\n switch costume to (trail v)\n repeat (10)\n change y by (5)\n turn right (5) degrees\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n switch costume to (trail v)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-200) y: (0)\nset size to (75) %\nshow\nswitch costume to (middle v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel 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 [x vel v] by (-1)\n end\n set [x vel v] to ((X Vel) * (0.9))\n change x by (X Vel)\n if <<touching (ground v)?> or <touching (ending v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ending v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ending v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ending v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ending v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ending v)?>> then\n change x by ((X Vel) * (-1))\n change y by (-5)\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <<touching (ground v)?> or <touching (ending v)?>> then\n change y by ((Y Vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching (ending v)?>> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y vel v] by (15)\n end\n end\n if <<touching (trampoline v)?> or <touching (trampoline2 v)?>> then\n start sound [Bounce v]\n set [y vel v] to [20]\n end\n if <<touching (saws v)?> or <<touching (spikes v)?> or <(y position) < [-180]>>> then\n set [clone v] to [Die]\n start sound [Die v]\n go to x: (-200) y: (0)\n wait (0.01) seconds\n set [clone v] to []\n end\n if <(x position) > [220]> then\n start sound [Next v]\n go to x: (-200) y: (-65)\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (left v)\n else\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (up v)\n else\n switch costume to (middle v)\n end\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (2 v)\nforever\n switch costume to (Level)\nend\n\n@Saws\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\n level number [3] go to x: [88] y: [-115] turn [7] size [100]\n level number [5] go to x: [5] y: [-15] turn [10] size [100]\n level number [7] go to x: [195] y: [-100] turn [6] size [90]\n level number [10] go to x: [180] y: [-100] turn [10] size [100]\nend\n\ndefine level number (level num) go to x: (x) y: (y) turn (number) size (size?)\nif <(Level) = (level num)> then\n go to x: (x) y: (y)\n turn right (number) degrees\n set size to (size?) %\nend\n\n@Trampoline\n\ndefine level number (level num) go to x: (x) y: (y)\nif <(level num) = (Level)> then\n show\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\nforever\n hide\n level number [4] go to x: [-50] y: [-100]\n level number [7] go to x: [50] y: [-100]\n level number [8] go to x: [-100] y: [-100]\n level number [9] go to x: [-10] y: [-100]\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n next costume\n wait () seconds\n end\n wait until <not <touching (player v)?>>\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n wait () seconds\n end\n end\nend\n\n@Trampoline2\n\ndefine level number (level num) go to x: (x) y: (y)\nif <(level num) = (Level)> then\n show\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\nforever\n hide\n level number [9] go to x: [50] y: [-100]\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n next costume\n wait () seconds\n end\n wait until <not <touching (player v)?>>\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n wait () seconds\n end\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen [timer v] > (timer)\ngo to x: (0) y: (-550)\nshow\ngo to [front v] layer\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\nend\nset y to (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n set [timer v] to ((timer) + (1))\nend\n\n@moon\n\nwhen flag clicked\ngo to [back v] layer\nshow\ngo to x: (-209) y: (150)\nset size to (100) %\nreset timer\ngo to [back v] layer\nforever\n repeat (50)\n change size by (((130) - (size)) / (18))\n end\n repeat (50)\n change size by (((size) - (100)) / (-18))\n end\nend\n\n@stars3\n\nwhen flag clicked\ngo to x: (147) y: (104)\ngo to [back v] layer\nset [ghost v] effect to (0)\nforever\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@music button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (85) %\n else\n set size to (80) %\n end\nend\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\nwhen flag clicked\ngo to x: (-192) y: (-146)\nset volume to (100) %\nswitch costume to (costume1 v)\nforever\n play sound [Frad- Blossoms v] until done\nend\n\n@ending\n\nwhen flag clicked\ngo to x: (-20) y: (40)\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n glide (0.2) secs to x: (-20) y: (40)\n glide (0.2) secs to x: (-20) y: (45)\nend\n\n
╔═════════════❀~♡~❀═════════════╗\n✎✩~Midnight Moon Platformer~✩ ll ᴋᴀʏʟᴀ'ꜱ ᴅᴇꜱɪɢɴˊˎ-\n❀ᴀʙᴏᴜᴛ:\n↪NO ADS PLEASE :<\n↪Hiya! Welcome to my first platformer. I decided to go with a moon theme (idk why).\n↪Originally by @FlayFlyAnimations. Also this was his entry for the contest @Fazah_Champ hosted. I was going to enter for his contest but I didn't really have any time so I remixed the project @FlayFlyAnimations made.\n↪Hope you enjoy it!\n✩✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧\n♡ᴄʀᴇᴅɪᴛꜱ:\n↪Thumbnail: Done by me :)\n↪Code: @FlayFlyAnimations, some by me :)\n↪Artwork: @FlayFlyAnimations, some by me :)\n♫ Music: Frad: Blossoms (found from @TheCheesePlays's project)\n↪Inspiration: @FlayFlyAnimations\n✩✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧\n✩ʀᴜʟᴇꜱ:\n↪Don't be rude\n↪Don't beg\n↪Don't ask me to f4f\n↪Don't advertise\n↪PLEASE DON'T REMIX AND NOT CHANGE ANYTHING\n↪I'm totally fine that you can add my project to any studio if you like :)\n↪Enjoy and have fun!! <3 <3\n✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧✩♡✧\n✧ᴛᴀɢꜱ:\n#All, #Games, #KaylaLu\n╚═════════════❀~♡~❀═════════════╝
#platformer ll jungle tower!!/ジャングルタワー!!
@Stage\n\nwhen I receive [intro_end v]\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\ndefine 動作\nchange [y2 v] by (-1)\nif <[4280] < (Y)> then\n broadcast (ゴール v)\nend\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 [x2 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 [x2 v] by (-1)\nend\nset [x2 v] to ((X2) * (0.88))\nchange x by (X2)\nif <<touching (stage3 v)?> or <[-400] > (Camera _y)>> then\n broadcast (Particle v)\n 初期位置\nend\nrepeat (6)\n if <touching (stage v)?> then\n set [parent v] to [true]\n change y by (1)\n end\nend\nif <touching (stage v)?> then\n change y by (-6)\n 位置補正x (() - ((X2) / ([abs v] of (X2) ))) ([ceiling v] of ([abs v] of (X2) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [y2 v] to [12]\n set [x2 v] to ((7) - (<(X2) > [0]> * (14)))\n else\n set [x2 v] to [0]\n end\nend\nchange y by (Y2)\nif <touching (stage v)?> then\n 位置補正y (() - ((Y2) / ([abs v] of (Y2) ))) ([ceiling v] of ([abs v] of (Y2) ) )\nend\nchange y by (-1.1)\nset [parent v] to [false]\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [y2 v] to [15]\nend\nchange y by (1.1)\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 <(X2) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(Y2) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\nset [y2 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\npoint in direction (90)\nset [x2 v] to [0]\nset [y2 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 [countdown v]\nset size to (80) %\ngo to x: (0) y: (-20)\nset rotation style [left-right v]\npoint in direction (90)\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nforever\n if <touching (stage2 v)?> then\n broadcast (Particle v)\n wait until <not <touching (stage2 v)?>>\n end\nend\n\n@Player2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to ([costume # v] of [player v])\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\n@stage\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nswitch costume to (ステージ番号)\n\nwhen I receive [start v]\nステージ配置 [0] [0] [1]\nステージ配置 [0] [480] [2]\nステージ配置 [0] [960] [3]\nステージ配置 [0] [1420] [4]\nステージ配置 [0] [1900] [5]\nステージ配置 [0] [2380] [6]\nステージ配置 [0] [2860] [7]\nステージ配置 [0] [3340] [8]\nステージ配置 [0] [3820] [9]\nステージ配置 [0] [4300] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nhide\n\nwhen flag clicked\nhide\n\n@stage2\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 [start v]\nステージ配置 [0] [0] [1]\nステージ配置 [0] [480] [2]\nステージ配置 [0] [960] [3]\nステージ配置 [0] [1420] [4]\nステージ配置 [0] [1900] [5]\nステージ配置 [0] [2380] [6]\nステージ配置 [0] [2860] [7]\nステージ配置 [0] [3340] [8]\nステージ配置 [0] [3820] [9]\nステージ配置 [0] [4300] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nhide\n\nwhen flag clicked\nhide\n\n@stage3\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)\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\nif <(costume [name v]) = [5]> then\n set y to ((y position) + (130))\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (50)))\nelse\n set y to ((y position) + (([sin v] of ((timer) * (180)) ) * (20)))\n point in direction (90)\n go to [back v] layer\n go [forward v] (4) layers\nend\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nswitch costume to (ステージ番号)\n\nwhen I receive [start v]\npoint in direction (90)\nステージ配置 [0] [0] [1]\nステージ配置 [0] [480] [2]\nステージ配置 [0] [960] [3]\nステージ配置 [0] [1420] [4]\nステージ配置 [0] [1900] [5]\nステージ配置 [0] [2380] [6]\nステージ配置 [0] [2860] [7]\nステージ配置 [0] [3340] [8]\nステージ配置 [0] [3820] [9]\nステージ配置 [0] [4300] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nhide\n\nwhen flag clicked\nhide\n\n@1\n\nwhen flag clicked\nshow\n\ncreate clone of (_myself_ v)\nforever\n set [brightness v] effect to (-20)\n go to [back v] layer\n go to x: (join [-] ((Camera_x) / (10))) y: (join [-] ((Camera _y) / (10)))\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (1) layers\n set [brightness v] effect to (0)\n go to x: ((750) + (join [-] ((Camera_x) / (5)))) y: (join [-] ((Camera _y) / (5)))\nend\n\n@2\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [countdown v]\nswitch costume to (3 v)\ngo to x: (0) y: (0)\nbroadcast (Particle v)\nshow\nrepeat (2)\n wait (1) seconds\n broadcast (Particle v)\n next costume\nend\nwait (1) seconds\nswitch costume to (go!! v)\nbroadcast (start v)\nwait (1) seconds\nhide\n\n@thumbnail\n\nwhen I receive [intro_end v]\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\ngo to [front v] layer\nshow\nforever\n set [camera _y v] to (([sin v] of ((timer) * (180)) ) * (20))\n set y to (Camera _y)\n set [camera_x v] to (([sin v] of ((timer) * (50)) ) * (30))\n set x to (Camera_x)\n if <mouse down?> then\n broadcast (countdown v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Particle\n\nwhen I start as a clone\nclear graphic effects\nset size to (pick random (45) to (70)) %\nset [brightness v] effect to (pick random (0) to (100))\nshow\ngo to x: (0) y: (0)\nset [x v] to (pick random (-16.) to (16.))\nset [y v] to (pick random (-15.) to (15.))\nset [i v] to (pick random (-10.) to (-10.))\nrepeat (80)\n go to [front v] layer\n change x by (x)\n set [x v] to ((x) * (.94))\n change y by (y)\n set [y v] to ((y) * (.94))\n turn right (i) degrees\n set [i v] to ((i) * (.9))\n change size by (-1)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\ndefine Particle\nif <<(x position) = [240]> and <(y position) = [180]>> then\n repeat (30)\n switch costume to (◯ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (240) y: (180)\nhide\n\nwhen I receive [particle v]\nParticle\n\n@cloud\n\nwhen I receive [start v]\nforever\n if <not <(Y2) = [0]>> then\n create clone of (_myself_ v)\n wait (pick random (0.5) to (2)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-300) to (300)) y: (300)\nset size to (pick random (80) to (100)) %\nset [ghost v] effect to (pick random (10) to (50))\nshow\nforever\n if <(y position) < [-180]> then\n delete this clone\n end\n change y by (join [-] ((Y2) / (3)))\nend\n\n@4\n\nwhen flag clicked\nhide\nhide variable [☁ world record v]\nhide variable [time v]\n\nwhen I receive [ゴール v]\nif <(☁ world record) > (time)> then\n set [☁ world record v] to (time)\nend\nshow variable [☁ world record v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nset [time v] to [0]\nshow variable [time v]\nset [clone_id v] to [1]\nshow\ngo to x: (215) y: (150)\nset size to (80) %\nswitch costume to (0 v)\nbroadcast (clone v)\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@INTRO by harukun19\n\ndefine clone (cloneid) x: (x) y: (y)\ngo to x: (x) y: (y)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\ndefine wait (timer)\nwait until <(timer) > (timer)>\n\ndefine setup\nreset timer\nset size to (100) %\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nstart sound [TheFatRat - Monody.mp3 v]\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n set size to (5) %\n repeat until <(round (y position)) = [0]>\n change y by ((0) - ((y position) / (5)))\n if <[101] > (size)> then\n change size by ((size) / (5))\n end\n set [ghost v] effect to ((100) - (size))\n end\n wait [9.8]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n set size to (5) %\n repeat until <(round (y position)) = [0]>\n change y by ((0) - ((y position) / (5)))\n if <[101] > (size)> then\n change size by ((size) / (5))\n end\n set [ghost v] effect to ((100) - (size))\n end\n wait [9.8]\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n set size to (5) %\n repeat until <(round (y position)) = [0]>\n change y by ((0) - ((y position) / (5)))\n if <[101] > (size)> then\n change size by ((size) / (5))\n end\n set [ghost v] effect to ((100) - (size))\n end\n wait [9.8]\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n set size to (100) %\n repeat until <(round (y position)) = [0]>\n change y by ((0) - ((y position) / (5)))\n end\n wait [9.8]\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n go [backward v] (1) layers\n set size to (100) %\n repeat until <(round (y position)) = [0]>\n change y by ((0) - ((y position) / (5)))\n end\n wait [9.8]\n delete this clone\nend\nif <(costume [name v]) = [flash]> then\n clear graphic effects\n set size to (100) %\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine flash\nclone [flash] x: [0] y: [0]\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n wait [5.05]\n repeat until <(round (x position)) = [200]>\n change x by (((200) - (x position)) / (1.7))\n end\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (1.7))\n end\n wait [6.12]\n repeat until <(round (x position)) = [-200]>\n change x by (((-200) - (x position)) / (1.7))\n end\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (1.7))\n end\nend\nif <(costume [number v]) = [5]> then\n wait [5.05]\n repeat until <(round (x position)) = [-200]>\n change x by (((-200) - (x position)) / (1.7))\n end\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (1.7))\n end\n wait [6.12]\n repeat until <(round (x position)) = [200]>\n change x by (((200) - (x position)) / (1.7))\n end\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (1.7))\n end\nend\n\nwhen I receive [flash v]\nwait [4.58]\nflash\nparticle\nwait [5.64]\nflash\nparticle\nwait [6.73]\nrepeat (4)\n flash\n particle\n wait (0.5) seconds\nend\nwait (3) seconds\nbroadcast (INTRO_END v)\n\nwhen I start as a clone\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n wait [4.58]\n set size to (150) %\n repeat until <(size) < [101]>\n change size by (((100) - (size)) / (3))\n end\n wait [5.64]\n set size to (150) %\n repeat until <(size) < [101]>\n change size by (((100) - (size)) / (3))\n end\n repeat (4)\n wait [6.73]\n set size to (150) %\n repeat until <(size) < [101]>\n change size by (((100) - (size)) / (3))\n end\n wait (0.13) seconds\n end\nend\n\ndefine particle\nclone [7] x: [0] y: [0]\nclone [8] x: [0] y: [0]\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n go [backward v] (3) layers\n set size to (30) %\n repeat until <(size) > [199]>\n change size by (((200) - (size)) / (5))\n end\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n set size to (30) %\n go [backward v] (3) layers\n wait (0.05) seconds\n repeat until <(size) > [199]>\n change size by (((200) - (size)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [intro_start v]\nbroadcast (flash v)\nsetup\nwait [2.2]\nclone [1] x: [0] y: [-500]\nwait [2.8]\nclone [3] x: [0] y: [-500]\nwait [3.35]\nclone [2] x: [0] y: [-500]\nwait [4.58]\nclone [4] x: [0] y: [-500]\nclone [5] x: [0] y: [-500]\n\nwhen flag clicked\nreset timer\nbroadcast (INTRO_START v)\n\nwhen I receive [intro_start v]\nwait [9.1]\nclone [9] x: [0] y: [0]\n\n
この企画をみんなでやってみよう!!((\n https://scratch.mit.edu/projects/572181476/ \nNew Game!!\n https://scratch.mit.edu/projects/570525926/ \n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\nI've got 900 followers!! Thank you!!\nフォロワーが900人突破しました!ありがとう!\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\nHow to play / 操作方法\nuse arrows or tap to play!!\n矢印キーか、タップで操作です!\nAvoid traps!!\n罠に触れてはいけません!!\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\nTell me the time in the comments!!\nクリアしたら、コメント欄でタイムを教えてね!!\nLet's remix,Have fun with your character!!\nリミックスしてあなたのキャラクターで楽しもう!!\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°
The Grassland Adventure - A Platformer (Mobile Friendly) #games #all
@Stage\n\nwhen I receive [start v]\nset volume to (75) %\nforever\n play sound [Jim Yosef - Firefly \[NCS Release\] v] until done\nend\n\n@Game Background\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n if <<(Level) > [11]> and <(Level) < [17]>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Player\n\ndefine Jump\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> and <<<touching (levels v)?> or <touching (key locks v)?>> or <<touching (button blocks v)?> and <(Button Block Status) = [1]>>>> then\n set [yv v] to [13]\n set [jump v] to [1]\nend\nchange y by (1)\n\nwhen flag clicked\ngo to x: (-180) y: (0)\nhide\nset size to (70) %\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine Touch Ground\nif <(Yv) > [0]> then\n repeat until <<<not <touching (levels v)?>> and <not <touching (key locks v)?>>> and <not <<touching (button blocks v)?> and <(Button Block Status) = [1]>>>>\n change y by (-1)\n set [yv v] to [0]\n end\nelse\n repeat until <<<not <touching (levels v)?>> and <not <touching (key locks v)?>>> and <not <<touching (button blocks v)?> and <(Button Block Status) = [1]>>>>\n change y by (1)\n set [yv v] to [0]\n set [in air v] to [0]\n set [jump v] to [0]\n end\nend\nif <<<(in air) > [0]> and <(in air) < [10]>> and <(Yv) < [0]>> then\n set [jump v] to [1]\nend\nJump\n\ndefine Touch Wall\nrepeat (10)\n if <<<touching (levels v)?> or <touching (key locks v)?>> or <<touching (button blocks v)?> and <(Button Block Status) = [1]>>> then\n change y by (1)\n end\nend\nif <<<touching (levels v)?> or <touching (key locks v)?>> or <<touching (button blocks v)?> and <(Button Block Status) = [1]>>> then\n change x by ((round (my variable)) * (-1))\n change y by (-10)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <(my variable) > [0]> then\n set [my variable v] to [-8]\n else\n set [my variable v] to [8]\n end\n set [yv v] to [11]\n else\n set [my variable v] to [0]\n end\nend\n\ndefine Reset\ngo to x: (-180) y: (-30)\nset size to (175) %\nset [my variable v] to [0]\nset [yv v] to [0]\nset [jump v] to [0]\nset [in air v] to <<<touching (levels v)?> or <touching (key locks v)?>> or <<touching (button blocks v)?> and <(Button Block Status) = [1]>>>\nset [yv v] to [0]\n\ndefine Set Costume\nswitch costume to (front v)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n switch costume to (up v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<(mouse x) > [0]> and <mouse down?>> and <not <<(mouse y) > [0]> and <mouse down?>>>>> then\n switch costume to (right v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<[0] > (mouse x)> and <mouse down?>> and <not <<(mouse y) > [0]> and <mouse down?>>>>> then\n switch costume to (left v)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<<(mouse y) > [0]> and <mouse down?>> and <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (up right v)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<(mouse y) > [0]> and <mouse down?>> and <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (up left v)\nend\n\ndefine Detect\nif <touching (danger v)?> then\n Death Sound\n broadcast (Reset v)\n Reset\nend\nif <<(y position) < [-175]> and <not <(Level) = [11]>>> then\n Death Sound\n broadcast (Reset v)\n Reset\nend\nif <(x position) > [240]> then\n start sound [Coin v]\n Reset\n broadcast (Next Level v)\nend\nif <<(y position) < [-175]> and <(Level) = [11]>> then\n start sound [Coin v]\n Reset\n broadcast (Next Level v)\nend\n\nwhen I receive [time v]\nif <(Skipped?) = [No]> then\n say (join [Your score is ] (join (Timer) [ seconds.]))\nelse\n if <(Skipped?) = [Yes]> then\n say (join [Your score is ] (join (Timer) [ seconds. \(With Skips\)]))\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n Death Sound\n broadcast (Reset v)\n Reset\n wait until <not <key (r v) pressed?>>\n end\nend\n\ndefine Death Sound\nstart sound [Restart v]\n\n\n\nwhen I receive [start v]\nshow\nReset\nforever\n broadcast (Game On v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [0]> and <mouse down?>>> then\n change [my variable v] by (1.6)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<[0] > (mouse x)> and <mouse down?>>> then\n change [my variable v] by (-1.6)\n end\n set [my variable v] to ((my variable) * (0.8))\n change x by (round (my variable))\n Touch Wall\n change [yv v] by (-1)\n change [in air v] by (1)\n change y by (Yv)\n Touch Ground\n Detect\n Set Costume\nend\n\nset y to (-62)\n\nbroadcast (Reset v)\n\nwhen I receive [skip v]\nReset\n\n@Player Trail\n\nwhen flag clicked\ngo to (player v)\nhide\nset size to (175) %\nset [effectslayers v] to [3]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (EffectsLayers) layers\nshow\nclear graphic effects\nset [ghost v] effect to (20)\nrepeat (10)\n change [ghost v] effect by (8)\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nswitch costume to (normal v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\n@Levels\n\nwhen I receive [start v]\nswitch costume to (level1 v)\ngo to [front v] layer\ngo [backward v] (8) layers\ngo to x: (0) y: (0)\nshow\nset [level v] to [1]\n\ngo to [back v] layer\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\nif <(Level) = [17]> then\n broadcast (Time v)\nend\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (level1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (4) layers\ngo to x: (0) y: (0)\nshow\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nhide\nset [color v] effect to (90)\nstart sound [Vexento - Forever v]\nset [my variable v] to [1]\nset [cam rot v] to [0]\nset [size v] to [100]\nset [ended v] to [0]\nset [direction v] to [90]\nset [follow cam v] to [1]\nset [i1 v] to [0]\nswitch costume to (screen v)\ncreate clone of (_myself_ v)\nswitch costume to (square v)\ncreate clone of (_myself_ v)\nswitch costume to (square2 v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (control v)\ncreate clone of (_myself_ v)\nCam Shake\ngo to [front v] layer\ngo [backward v] (14) layers\nrepeat (3)\n set [size v] to [0]\n switch costume to (square v)\n create clone of (_myself_ v)\n switch costume to (square2 v)\n create clone of (_myself_ v)\n Cam Shake\nend\nrepeat (1)\n set [size v] to [0]\n switch costume to (square v)\n create clone of (_myself_ v)\n switch costume to (square2 v)\n create clone of (_myself_ v)\n repeat (20)\n change [cam rot v] by (round (((360) - (Cam Rot)) / (4)))\n end\nend\nCam Shake\nset [ended v] to [1]\nwait (1) seconds\nbroadcast (Start v)\n\ndefine Cam Shake\nset [my variable v] to [1]\nset [cam rot v] to [0]\nset [cam shake var v] to [0]\nrepeat (3)\n change [my variable v] by (((1.2) - (my variable)) / (2))\n change [cam rot v] by (((8) - (Cam Rot)) / (2))\nend\nrepeat (17)\n change [my variable v] by (((1) - (my variable)) / (3))\n set [cam shake var v] to (((Cam Shake Var) * (0.8)) + ((Cam Rot) / (-3)))\n change [cam rot v] by (Cam Shake Var)\nend\nset [my variable v] to [1]\nset [cam rot v] to [0]\n\nwhen I start as a clone\nshow\nset [costume v] to (costume [number v])\nforever\n switch costume to (costume)\n if <((size) * (my variable)) > [100]> then\n switch costume to (control v)\n end\n if <(Follow Cam) = [1]> then\n set size to ((size) * (my variable)) %\n go to x: (0) y: (0)\n else\n set size to (size) %\n end\n switch costume to (costume)\n point in direction ((Direction) + ((Cam Rot) * <<(Follow Cam) = [1]> and <not <(costume) = [4]>>>))\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set [size v] to [0]\n repeat (20)\n change [size v] by (round (((100) - (size)) / (4)))\n end\n repeat (20)\n change [size v] by (round (((400) - (size)) / (4)))\n end\n repeat (20)\n change [size v] by (round (((700) - (size)) / (4)))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set [size v] to [0]\n repeat (20)\n change [size v] by (round (((100) - (size)) / (4)))\n end\n repeat (20)\n change [size v] by (round (((400) - (size)) / (4)))\n end\n repeat (20)\n change [size v] by (round (((700) - (size)) / (4)))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [size v] to [200]\n repeat (10)\n change [size v] by (round (((100) - (size)) / (4)))\n end\nend\n\ndefine Line Explosion\ngo to (random position v)\ngo to x: ((x position) * (0.8)) y: ((y position) * (0.6))\nswitch costume to (le1 v)\nset [follow cam v] to [0]\nrepeat (15)\n create clone of (_myself_ v)\n change [direction v] by (24)\nend\nset [follow cam v] to [1]\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n set [size v] to [100]\n repeat (10)\n change [costume v] by (1)\n move (((150) - (i1)) / (3)) steps\n change [i1 v] by (((150) - (i1)) / (3))\n wait (0) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n repeat (20)\n set [i1 v] to [0]\n end\n repeat (4)\n Line Explosion\n repeat (20)\n set [i1 v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nwait until <(Ended) = [1]>\nif <not <(costume [number v]) = [1]>> then\n delete this clone\nend\nrepeat (30)\n change [size v] by (((40) - (size)) / (10))\n change [direction v] by (((80) - (Direction)) / (10))\n change [ghost v] effect by (3.5)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n\n\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n play sound [Jim Yosef - Firefly \[NCS Release\] v] until done\nend\n\n@Key Locks\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [start v]\nforever\n if <(Level) = [5]> then\n switch costume to (wall1 v)\n go to x: (190) y: (-23)\n repeat until <(Door Unlocked) = [1]>\n show\n end\n hide\n else\n if <(Level) = [6]> then\n switch costume to (wall2 v)\n go to x: (210) y: (103)\n repeat until <(Door Unlocked) = [1]>\n show\n end\n hide\n else\n if <(Level) = [7]> then\n switch costume to (wall3 v)\n go to x: (214) y: (-55)\n repeat until <(Door Unlocked) = [1]>\n show\n end\n hide\n else\n if <(Level) = [8]> then\n switch costume to (wall4 v)\n go to x: (-11) y: (-143)\n repeat until <<(Door Unlocked) = [1]> or <(Level) = [9]>>\n show\n end\n hide\n else\n if <(Level) = [9]> then\n switch costume to (wall5 v)\n go to x: (210) y: (-23)\n repeat until <(Door Unlocked) = [1]>\n show\n end\n hide\n else\n if <(Level) = [11]> then\n switch costume to (wall6 v)\n go to x: (98) y: (68)\n repeat until <(Door Unlocked) = [1]>\n show\n end\n hide\n else\n if <(Level) = [15]> then\n switch costume to (wall7 v)\n go to x: (212) y: (92)\n repeat until <(Door Unlocked) = [1]>\n show\n end\n hide\n else\n if <(Level) = [16]> then\n switch costume to (wall8 v)\n go to x: (218) y: (92)\n repeat until <(Door Unlocked) = [1]>\n show\n end\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nset [door unlocked v] to [0]\n\nwhen I receive [reset v]\nset [door unlocked v] to [0]\n\nwhen I receive [skip v]\nset [door unlocked v] to [1]\n\n@Key\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (11) layers\nset [door unlocked v] to [0]\nset [keyx v] to [65]\nset [keyy v] to [-25]\n\nwhen I receive [start v]\nforever\n if <(Level) = [5]> then\n go to x: (65) y: (-25)\n set [keyx v] to [65]\n set [keyy v] to [-25]\n repeat until <(Door Unlocked) = [1]>\n if <(Door Unlocked) = [0]> then\n show\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [door unlocked v] to [1]\n hide\n end\n end\n else\n if <(Level) = [6]> then\n go to x: (-17) y: (-51)\n set [keyx v] to [-17]\n set [keyy v] to [-51]\n repeat until <(Door Unlocked) = [1]>\n if <(Door Unlocked) = [0]> then\n show\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [door unlocked v] to [1]\n hide\n end\n end\n else\n if <(Level) = [7]> then\n go to x: (187) y: (134)\n set [keyx v] to [187]\n set [keyy v] to [134]\n repeat until <(Door Unlocked) = [1]>\n if <(Door Unlocked) = [0]> then\n show\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [door unlocked v] to [1]\n hide\n end\n end\n else\n if <(Level) = [8]> then\n go to x: (0) y: (-60)\n set [keyx v] to [0]\n set [keyy v] to [-60]\n repeat until <<(Door Unlocked) = [1]> or <(Level) = [9]>>\n if <(Door Unlocked) = [0]> then\n show\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [door unlocked v] to [1]\n hide\n end\n end\n else\n if <(Level) = [9]> then\n go to x: (-193) y: (80)\n set [keyx v] to [-193]\n set [keyy v] to [80]\n repeat until <(Door Unlocked) = [1]>\n if <(Door Unlocked) = [0]> then\n show\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [door unlocked v] to [1]\n hide\n end\n end\n else\n if <(Level) = [11]> then\n go to x: (-215) y: (155)\n set [keyx v] to [-215]\n set [keyy v] to [155]\n repeat until <(Door Unlocked) = [1]>\n if <(Door Unlocked) = [0]> then\n show\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [door unlocked v] to [1]\n hide\n end\n end\n else\n if <(Level) = [15]> then\n go to x: (141) y: (119)\n set [keyx v] to [141]\n set [keyy v] to [119]\n repeat until <(Door Unlocked) = [1]>\n if <(Door Unlocked) = [0]> then\n show\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [door unlocked v] to [1]\n hide\n end\n end\n else\n if <(Level) = [16]> then\n go to x: (156) y: (-56)\n set [keyx v] to [156]\n set [keyy v] to [-56]\n repeat until <(Door Unlocked) = [1]>\n if <(Door Unlocked) = [0]> then\n show\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [door unlocked v] to [1]\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [keyx v] to [0]\nset [keyy v] to [0]\n\nwhen I receive [start v]\nforever\n repeat (10)\n change y by (1)\n end\n repeat until <(y position) = (KeyY)>\n change y by (-1)\n end\nend\n\nchange x by (1)\n\nwhen I receive [next level v]\nif <<<<(Level) < [5]> or <(Level) = [10]>> or <<(Level) > [11]> and <(Level) < [15]>>> or <(Level) = [17]>> then\n hide\nend\n\nif then\n\n@clouds\n\nwhen I start as a clone\nset [cloudspeed v] to (pick random (-2) to (-7))\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (240) y: (pick random (160) to (0))\nforever\n repeat until <[-233] > (x position)>\n move (CloudSpeed) steps\n end\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nforever\n wait (pick random (.2) to (.8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait until <<(Level) > [11]> and <(Level) < [17]>>\ndelete this clone\n\n@Button\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (7) layers\n\nwhen I receive [start v]\nforever\n if <(Level) = [13]> then\n point in direction (90)\n go to x: (120) y: (-57)\n show\n repeat until <(Button Pushed) = [1]>\n if <(Button Pushed) = [0]> then\n switch costume to (normal v)\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [button pushed v] to [1]\n switch costume to (pushed v)\n end\n end\n else\n if <(Level) = [14]> then\n point in direction (90)\n go to x: (165) y: (119)\n show\n repeat until <(Button Pushed) = [1]>\n if <(Button Pushed) = [0]> then\n switch costume to (normal v)\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [button pushed v] to [1]\n switch costume to (pushed v)\n end\n end\n else\n if <(Level) = [15]> then\n point in direction (180)\n go to x: (-160) y: (103)\n show\n repeat until <(Button Pushed) = [1]>\n if <(Button Pushed) = [0]> then\n switch costume to (normal v)\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [button pushed v] to [1]\n switch costume to (pushed v)\n end\n end\n else\n if <(Level) = [16]> then\n point in direction (90)\n go to x: (154) y: (120)\n show\n repeat until <(Button Pushed) = [1]>\n if <(Button Pushed) = [0]> then\n switch costume to (normal v)\n end\n if <touching (player v)?> then\n start sound [Collect v]\n set [button pushed v] to [1]\n switch costume to (pushed v)\n end\n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nset [button pushed v] to [0]\n\nwhen I receive [reset v]\nset [button pushed v] to [0]\n\n@Button Blocks\n\nwhen flag clicked\nhide\nset [button block status v] to [0]\ngo to [front v] layer\ngo [backward v] (9) layers\n\nwhen I receive [start v]\nforever\n if <(Level) = [13]> then\n go to x: (40) y: (0)\n show\n repeat until <(Button Pushed) = [1]>\n if <(Button Pushed) = [0]> then\n switch costume to (block1open v)\n set [button block status v] to [0]\n end\n end\n switch costume to (block1normal v)\n set [button block status v] to [1]\n else\n if <(Level) = [14]> then\n go to x: (-62) y: (-119)\n show\n repeat until <(Button Pushed) = [1]>\n if <(Button Pushed) = [0]> then\n switch costume to (block2open v)\n set [button block status v] to [0]\n end\n end\n switch costume to (block2normal v)\n set [button block status v] to [1]\n else\n if <(Level) = [15]> then\n go to x: (65) y: (-119)\n show\n repeat until <(Button Pushed) = [1]>\n if <(Button Pushed) = [0]> then\n switch costume to (block3open v)\n set [button block status v] to [0]\n end\n end\n switch costume to (block3normal v)\n set [button block status v] to [1]\n else\n if <(Level) = [16]> then\n go to x: (-69) y: (-141)\n show\n repeat until <(Button Pushed) = [1]>\n if <(Button Pushed) = [0]> then\n switch costume to (block4open v)\n set [button block status v] to [0]\n end\n end\n switch costume to (block4normal v)\n set [button block status v] to [1]\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [skip v]\nset [button pushed v] to [1]\n\n@Timer\n\nwhen flag clicked\nhide\nset [timer v] to [0]\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [time v]\nstop [other scripts in sprite v]\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (7) layers\nhide\nset [skipped? v] to [No]\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nif <(Level) < [17]> then\n broadcast (Skip v) and wait\n broadcast (Reset v)\n broadcast (Next Level v)\n set [skipped? v] to [Yes]\nend\n\nwhen I receive [start v]\nforever\n if <(Level) < [17]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n
❖ The Grassland Adventure - A Platformer (Mobile Friendly) #games #all ❖\n\n❖ Instructions ❖\nUse the arrow keys or your finger to navigate. You can also use the W, A, S, and D keys to move.\n\nReach the right side of the screen to continue to the next level\n\nPress the skip button to skip to the next level. If you somehow get stuck, press R to reset your character or skip to the next level.\n\nDodge spikes, collect keys, push buttons, and explore caves. Do it all in my newest platformer, The Grassland Adventure!\n\nLove, Favorite, and Follow for more!
Climb Platformer #?
@Stage\n\nwhen flag clicked\nforever\n change [color v] effect by (0.1)\nend\n\n@Player\n\nwhen flag clicked\n初期位置\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\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 [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n if <key (up arrow v) pressed?> then\n switch costume to (コスチューム4 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (コスチューム2 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (コスチューム3 v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (コスチューム7 v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (コスチューム5 v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (コスチューム6 v)\n end\n if <<key (right arrow v) pressed?> and <key (down arrow v) pressed?>> then\n switch costume to (コスチューム8 v)\n end\n if <<key (left arrow v) pressed?> and <key (down arrow v) pressed?>> then\n switch costume to (コスチューム9 v)\n end\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ゴール v)?> then\n broadcast (GOAL v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] ((360) * (0)) [1]\nステージ配置 [0] ((360) * (1)) [2]\nステージ配置 [0] ((360) * (2)) [3]\nステージ配置 [0] ((360) * (3)) [4]\nステージ配置 [0] ((360) * (4)) [5]\nステージ配置 [0] ((360) * (5)) [6]\nステージ配置 [0] ((360) * (6)) [7]\nステージ配置 [0] ((360) * (7)) [8]\nステージ配置 [0] ((360) * (8)) [9]\nステージ配置 [0] ((360) * (9)) [10]\nステージ配置 [0] ((360) * (10)) [11]\nステージ配置 [0] ((360) * (11)) [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nステージ配置 [0] ((360) * (3)) [1]\nステージ配置 [0] ((360) * (4)) [1]\nステージ配置 [0] ((360) * (5)) [1]\nステージ配置 [0] ((360) * (6)) [1]\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nnext costume\n\n
今回は簡単です。難しい場合は キーボードでkdksと打ってください。そうするとドラッグで移動できるようになります。
Daylight 2 A Platformer #games #all #trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\nforever\n if <(pick random (1) to (5)) = [1]> then\n play sound [The Fat Rat Vexento v] until done\n end\n if <(pick random (1) to (5)) = [2]> then\n play sound [Marshmello_Alone.mp3 v] until done\n end\n if <(pick random (1) to (5)) = [3]> then\n play sound [ParagonX9 - Chaoz Fantasy v] until done\n end\n if <(pick random (1) to (5)) = [4]> then\n play sound [Inferno v] until done\n end\n if <(pick random (1) to (5)) = [5]> then\n play sound [MBB - Beach \[NCS BEST OF\] v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-216) y: (0)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [x v] to (x position)\n set [y v] to (y position)\n switch costume to (player v)\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (.9))\n change x by (xv)\n if <<<<touching color (#6cde5b)?> or <<<touching color (#1ede00)?> or <touching color (#1ab800)?>> or <touching color (#b86400)?>>> or <touching color (#b57b00)?>> or <<touching color (#985e35)?> or <touching color (#ab6a3c)?>>> then\n change y by (1)\n if <<<<touching color (#6cde5b)?> or <<<touching color (#1ede00)?> or <touching color (#1ab800)?>> or <touching color (#b86400)?>>> or <touching color (#b57b00)?>> or <<touching color (#985e35)?> or <touching color (#ab6a3c)?>>> then\n change y by (1)\n if <<<<touching color (#6cde5b)?> or <<<touching color (#1ede00)?> or <touching color (#1ab800)?>> or <touching color (#b86400)?>>> or <touching color (#b57b00)?>> or <<touching color (#985e35)?> or <touching color (#ab6a3c)?>>> then\n change y by (1)\n if <<<<touching color (#6cde5b)?> or <<<touching color (#1ede00)?> or <touching color (#1ab800)?>> or <touching color (#b86400)?>>> or <touching color (#b57b00)?>> or <<touching color (#985e35)?> or <touching color (#ab6a3c)?>>> then\n change y by (1)\n if <<<<touching color (#6cde5b)?> or <<<touching color (#1ede00)?> or <touching color (#1ab800)?>> or <touching color (#b86400)?>>> or <touching color (#b57b00)?>> or <<touching color (#985e35)?> or <touching color (#ab6a3c)?>>> then\n change y by (1)\n end\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((yv) * (1))\n if <<<<touching color (#6cde5b)?> or <<<touching color (#1ede00)?> or <touching color (#1ab800)?>> or <touching color (#b86400)?>>> or <touching color (#b57b00)?>> or <<touching color (#985e35)?> or <touching color (#ab6a3c)?>>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<touching color (#6cde5b)?> or <<<touching color (#1ede00)?> or <touching color (#1ab800)?>> or <touching color (#b86400)?>>> or <touching color (#b57b00)?>> or <<touching color (#985e35)?> or <touching color (#ab6a3c)?>>> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n go to x: (-216) y: (0)\n next backdrop\n end\n if <touching color (#fff600)?> then\n set [yv v] to [15]\n end\n if <<<touching color (#ff0000)?> or <touching color (#800000)?>> or <(y position) < [-180]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-216) y: (0)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen I start as a clone\nswitch costume to (player v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\n@Like fav follow\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 flag clicked\nforever\n go [forward v] (1000000) layers\nend\n\n@Clouds\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (5) to (15))\nswitch costume to (cloud v)\nset size to (pick random (80) to (100)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (90) to (30))\nrepeat until <[290] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo [backward v] (10000000) layers\nforever\n repeat (pick random (5) to (6))\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\n end\n wait (pick random (1) to (3)) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
✦ Daylight 2 A Platformer ✦\n\n=========================================\n\nThis is pretty generic, but I would still appreciate a love or a fav! :D\nFollow me for more content! \n\nThere should not be much lag... if there is, comment down below.\nEnjoy the platformer! :)\n\n ✦ Instructions ✦\n\n=========================================\n\nDodge the spikes (like in a normal platformer) and jump on the trampolines!\nTraverse the bridges and DON'T DIE!\nBeat the platformer ;)\n\n ✦ Tags ✦\n\n=========================================\n\n#games #all #fun #platformer #spikes #arrows #pog #grass #like #fav #art #follow #trentontnt #enjoy #lol
♤ Black and White ♤ A mobile friendly platformer v2 #games #All #trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (-1)\n end\nend\n\n@Player\n\nwhen flag clicked\nplay sound [Zyzyx---Echolands v] until done\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (-200) y: (0)\nset size to (90) %\n\nwhen flag clicked\nReset\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n create clone of (_myself_ v)\n change [x velocity v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n create clone of (_myself_ v)\n change [x velocity v] by (-1)\n point in direction (-90)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((0) - (X Velocity))\n change y by (-6)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((0) - (Y Velocity))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [y velocity v] to [14.39]\n end\n end\n change y by (1)\n if <touching (danger2 v)?> then\n Reset\n end\n if <touching (danger1 v)?> then\n Reset\n end\n if <touching (sharp v)?> then\n Reset\n end\n if <touching (danger3 v)?> then\n Reset\n end\n if <touching (danger4 v)?> then\n Reset\n end\n if <touching (danger5 v)?> then\n Reset\n end\n if <touching (danger6 v)?> then\n Reset\n end\n if <touching (danger1 v)?> then\n Reset\n end\n if <touching (danger2 v)?> then\n Reset\n end\n if <touching (moving saw v)?> then\n Reset\n end\n if <touching (moving ground v)?> then\n broadcast (Next Level v)\n play sound [Collect v] until done\n end\n if <touching (flag v)?> then\n play sound [Collect v] until done\n broadcast (Next Level v)\n Reset\n end\n if <(x position) < [-240]> then\n Reset\n end\n if <(x position) > [240]> then\n Reset\n end\nend\n\nplay sound [Glass Breaking v] until done\n\ndefine Reset\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\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 I receive [die v]\nReset\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching color (#d90505)?> then\n Reset\n end\nend\n\nwhen [space v] key pressed\n\nplay sound [Glass Breaking v] until done\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nReset\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@Flag\n\nwhen flag clicked\ngo to x: (204) y: (-123)\nshow\n\ngo to x: (200) y: (-117)\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (207) y: (-122)\n end\nend\n\nhide\n\nshow\ngo to [front v] layer\n\ngo to x: (200) y: (-117)\n\nshow\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (205) y: (-114)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n go to x: (195) y: (-79)\n end\nend\n\ngo to x: (205) y: (-114)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (200) y: (-102)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (200) y: (-102)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n go to x: (199) y: (-80)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n end\nend\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@Danger1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [7]> then\n go to x: (113) y: (-21)\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\ngo to x: (80) y: (-116)\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@Danger2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [7]> then\n go to x: (25) y: (-116)\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\n@danger3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [9]> then\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\ngo to x: (25) y: (-116)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\nshow\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@danger4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [5]> then\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\ngo to x: (25) y: (-116)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\nhide\n\n@moving saw\n\nwhen flag clicked\ngo to x: (90) y: (-96)\nset size to (100) %\nhide\nforever\n if <(Level) = [11]> then\n show\n glide (0.7) secs to x: (61) y: (-96)\n glide (0.8) secs to x: (-60) y: (-96)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(my variable) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn left (15) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\nwait (0.001) seconds\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\nglide (1) secs to x: (61) y: (-96)\nglide (1) secs to x: (-60) y: (-96)\n\ngo to x: (61) y: (-96)\n\nwhen flag clicked\ngo to x: (90) y: (-96)\nset size to (100) %\nhide\nforever\n if <(Level) = [10]> then\n show\n glide (1) secs to x: (61) y: (-96)\n glide (1) secs to x: (-60) y: (-96)\n end\nend\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@sharp\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@mute\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset volume to (100) %\n\nstop all sounds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (mute v)\n end\n if <(costume [number v]) = [1]> then\n broadcast (unmute v)\n end\nend\n\nswitch costume to (costume2 v)\n\nset volume to (10) %\n\nchange volume by (-100)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (270)\n else\n set [color v] effect to (0)\n end\nend\n\n\n\nset size to (110) %\n\nset size to (100) %\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@danger5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [9]> then\n show\n forever\n wait (0.0.1) seconds\n turn left (15) degrees\n end\n end\nend\n\ngo to x: (25) y: (-116)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (die v)\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\nend\n\nhide\n\nshow\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@moving ground\n\nwhen flag clicked\nhide\nforever\n glide (0.8) secs to x: (200) y: (-19)\n glide (0.8) secs to x: (-58) y: (-17)\nend\n\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n end\nend\n\nglide (1) secs to x: (34) y: (-26)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n repeat (100)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\nend\n\n@Text\n\n@Sprite1\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\n@Sprite2\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\n@Sprite3\n\n
Alt ac @_ClickerNator_\nPart 2\nhttps://scratch.mit.edu/projects/572829258/\nMy new game i spend alot time to make\nhttps://scratch.mit.edu/projects/574388229\n♤Instrution♤\nthis is a mobile friendly platformer or wasd and arrow keys.\n>Sometime the game bug so click the green flag multiple times\n♤ALL LEVELS ARE POSSIBLE♤\n4th in trending! Sep,16,2021\nI woke up with 500 messages\nif this project get 500 loves il make part 2\n\n
Platformer
@Stage\n\nwhen flag clicked\nforever\nend\n\nplay sound [Dance Slow Mo v] until done\n\n@Player\n\nforever\n if <key (w v) pressed?> then\n change y by (30)\n end\nend\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\n\nwhen I receive [start game v]\nset [gravity v] to [-1]\nset [jump force v] to [10]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [-102]\nset [spawn x v] to [162]\nset [spawn y v] to [0]\nReset and Begin Level\n\ndefine Collide X -Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\nchange y by (() - (speed y))\nstop [all v]\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X -Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (jump through platform v)?> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (jump through platform v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick - player v]\nMoved by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Low Whoosh v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [High Whoosh v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [230]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-230] []\nend\nif <(x position) < [-230]> then\n Begin Scene # ((SCENE #) - (1)) go to x, y: [230] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) - (100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Exit Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collisions in Direction [0]\nelse\n Fix Collisions in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (200)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [0]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (stand v)\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\nend\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nFind Closest Space to (x position) (y position) max [100]\n\n@Level\n\ndefine Stamp 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\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\n\nswitch costume to (scene3 v)\nset [scene # v] to [3]\n\nStamp Shadow\nStamp Outline\n\nwhen flag clicked\nerase all\n\nset [scene # v] to [-99]\n\nset [scene # v] to [3]\n\n@Jump Through Platform\n\ndefine Stamp 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\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nerase all\n\nswitch costume to (scene3 v)\nset [scene # v] to [3]\n\nStamp Shadow\nStamp Outline\n\nwhen flag clicked\nerase all\n\nset [scene # v] to [-99]\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [0]> then\n Spawn [WobbleBob] at [40] [-23] dir [90]\nend\nif <(SCENE #) = [202]> then\n Spawn [WobbleBob] at [94] [34] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (enemy3 v)\n set rotation style [don't rotate v]\n Move - Left and Right\n Move - Down\n change [frame v] by (0.3)\n switch costume to ((1) + (([floor v] of (frame) ) mod (8)))\n set rotation style [left-right v]\n if <<touching (player v)?> and <(INVULNERABLE) = [0]>> then\n Touching Player\n end\nend\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through platform v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left and Right\nmove (1) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through platform v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player Bounce v)\n start sound [Squawk v]\n switch costume to (enemy squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nif <([x position v] of [player v]) < [0]> then\n Spawn [WobbleBob] at [94] [34] dir [-90]\nelse\n Spawn [WobbleBob] at [94] [34] dir [-90]\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [302]> then\n forever\n set y to ((10) * ([sin v] of ((timer) * (100)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [302]> then\n Spawn [costume5] at [-82] [-116] dir [90] turn []\nend\nif <(SCENE #) = [102]> then\n Spawn [costume4] at [164] [-113] dir [90] turn []\nend\nif <(SCENE #) = [301]> then\n Spawn [costume2] at [154] [-30] dir [90] turn []\nend\nif <(SCENE #) = [3]> then\n Spawn [costume3] at [46] [-112] dir [90] turn []\nend\nif <(SCENE #) = [304]> then\n Spawn [Key 1] at [-175] [-86] dir [0] turn []\nend\nif <(SCENE #) = [-2]> then\n Spawn [Rota] at [-50] [-180] dir [90] turn [-2]\n Spawn [Rota2] at [30] [-50] dir [90] turn [2]\n Spawn [Rota3] at [130] [20] dir [90] turn [5]\nend\nif <(SCENE #) = [-1]> then\n Spawn [Rota4] at [-100] [0] dir [90] turn [1]\nend\nif <(SCENE #) = [2]> then\n Spawn [Key 2] at [-200] [-23] dir [0] turn []\nend\n\ndefine Animate Platform\nswitch costume to (costume1 v)\ngo to x: (-82) y: (-116)\nshow\nwait (1) seconds\nforever\n glide (1.6) secs to x: (-82) y: (0)\n wait (0.5) seconds\n glide (2.8) secs to x: (115) y: (-116)\n glide (6) secs to x: (-82) y: (-116)\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW (() - (turn))\n end\nelse\n if <(new y) > (y position)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nswitch costume to (costume1 v)\ngo to x: (164) y: (-113)\nshow\nforever\n glide (4) secs to x: (164) y: (60)\n glide (4) secs to x: (164) y: (-113)\nend\n\ndefine Animate 3\nswitch costume to (costume2 v)\ngo to x: (154) y: (-30)\nshow\nforever\n glide (2) secs to x: (14) y: (-30)\n glide (2) secs to x: (154) y: (-30)\nend\n\ndefine Animate 4\nswitch costume to (costume1 v)\ngo to x: (46) y: (-112)\nshow\nforever\n set size to (100) %\n glide (2) secs to x: (46) y: (0)\n glide (2) secs to x: (-150) y: (0)\n glide (1) secs to x: (-150) y: (-112)\n wait (1) seconds\n glide (1) secs to x: (-150) y: (0)\n glide (4) secs to x: (170) y: (0)\n glide (4) secs to x: (170) y: (110)\n wait (1) seconds\n glide (1) secs to x: (250) y: (110)\n wait (1) seconds\n go to x: (46) y: (-112)\nend\n\nrepeat (10)\n change size by (-10)\nend\nhide\nwait (3) seconds\nset size to (100) %\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (18)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (18)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n wait until <not <touching (player v)?>>\n end\nend\n\ndefine Animate 5\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nforever\n glide (1) secs to x: (x position) y: ((y position) - (155))\n wait (0.5) seconds\n glide (1) secs to x: (x position) y: ((y position) + (155))\n wait (0.5) seconds\nend\n\nset size to (100) %\nglide (2) secs to x: (46) y: (0)\nglide (2) secs to x: (-150) y: (0)\nglide (1) secs to x: (-150) y: (-112)\nwait (1) seconds\nglide (1) secs to x: (-150) y: (0)\nglide (4) secs to x: (170) y: (0)\nglide (4) secs to x: (170) y: (110)\nwait (1) seconds\nglide (1) secs to x: (250) y: (110)\nwait (1) seconds\ngo to x: (46) y: (-112)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(costume [name v]) = [costume1]> then\n Animate 5\nend\nif <(costume [name v]) = [costume2]> then\n Animate 3\nend\nif <(costume [name v]) = [costume3]> then\n Animate 4\nend\nif <(costume [name v]) = [costume4]> then\n Animate 2\nend\nif <(costume [name v]) = [costume5]> then\n Animate Platform\nend\nif <(turn) > []> then\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\n\nglide (1) secs to x: (x position) y: ((y position) + (155))\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\nif <(SCENE #) = [-98]> then\n Spawn [Rota3] at [-70] [-100] dir [90] turn [15]\nend\nif <(SCENE #) = [-98]> then\n Spawn [Rota3] at [15] [-80] dir [90] turn [15]\nend\nif <(SCENE #) = [-98]> then\n Spawn [Rota3] at [100] [-60] dir [90] turn [15]\nend\nif <(SCENE #) = [-98]> then\n Spawn [Rota3] at [185] [-40] dir [90] turn [15]\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [bananas]> then\n start sound [Bite v]\n change [bananas v] by (1)\nelse\n if <(costume [name v]) = [Yellow Flag]> then\n start sound [Car Horn v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [bananas v] to [0]\nhide\nPlace [bananas] scene [1] xy [-99] [-37]\nPlace [bananas] scene [1] xy [-195] [36]\nPlace [bananas] scene [1] xy [-99] [115]\nPlace [bananas] scene [102] xy [45] [42]\nPlace [bananas] scene [202] xy [-95] [-70]\nPlace [bananas] scene [302] xy [-80] [0]\nPlace [bananas] scene [302] xy [-80] [-55]\nPlace [Key 1] scene [304] xy [140] [10]\nPlace [Yellow Flag] scene [101] xy [-65] [-80]\nPlace [Yellow Flag] scene [301] xy [-93] [15]\nPlace [Yellow Flag] scene [304] xy [-89] [-56]\nPlace [Yellow Flag] scene [97] xy [-80] [-140]\nPlace [Key 2] scene [-102] xy [20] [70]\nPlace [bananas] scene [-3] xy [22.5] [150]\nPlace [bananas] scene [-3] xy [22.5] [100]\nPlace [bananas] scene [-3] xy [22.5] [50]\nPlace [bananas] scene [-3] xy [22.5] [0]\nPlace [bananas] scene [-3] xy [22.5] [-50]\nPlace [bananas] scene [-3] xy [22.5] [-100]\nPlace [bananas] scene [-3] xy [22.5] [-150]\nPlace [bananas] scene [-103] xy [210] [90]\nPlace [bananas] scene [-98] xy [50] [-50]\nPlace [bananas] scene [-98] xy [80] [-20]\nPlace [bananas] scene [-98] xy [110] [10]\nPlace [bananas] scene [-98] xy [80] [40]\nPlace [bananas] scene [-98] xy [50] [70]\nPlace [bananas] scene [-98] xy [20] [40]\nPlace [bananas] scene [-98] xy [-10] [10]\nPlace [bananas] scene [-98] xy [20] [-20]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen flag clicked\nhide variable [bananas v]\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nset size to (10) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-90)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Lives\n\nwhen flag clicked\nset size to (80) %\nhide\ngo to x: (-220) y: (160)\nset [number v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [number v] by (1)\n change x by (30)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] to [0]\nforever\n if <(LIVES) < (number)> then\n change [ghost v] by ((0.2) * ((100) - (ghost)))\n else\n change [ghost v] by ((0.2) * ((0) - (ghost)))\n end\n set [ghost v] effect to (ghost)\nend\n\n@THUMBNAIL\n\nwhen flag clicked\nforever\n hide\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Numbers\n\nwhen flag clicked\nsetup\n\nwhen I start as a clone\nshow\nforever\n change costume to (letter (index) of (BANANAS))\n set x to ((((index) - (0.5)) * ((size) / (1.8))) - (144))\n change size by ((0.2) * ((20) - (size)))\nend\n\ndefine setup\nset [bananas v] to [4501]\nhide\nswitch costume to (0 v)\nset size to (50) %\ngo to x: (0) y: (130)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (1.8))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (30) %\nend\n\nchange [bananas v] by (1)\n\n@Sprite1\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [302]> then\n forever\n set y to ((10) * ([sin v] of ((timer) * (100)) ))\n end\nend\n\n
Platformer
@Stage\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n if <(Level) = [3]> then\n set [color v] effect to (70)\n end\nend\n\nwhen I receive [win! v]\nset [color v] effect to (0)\n\n@hitbox\n\nwhen flag clicked\nset [death v] to [0]\nshow\nset size to (50) %\nset [spawnx v] to [-194]\nset [spawny v] to [41]\ngo to x: (Spawnx) y: (Spawny)\nset rotation style [left-right v]\nforever\n broadcast (Follow Hitbox v)\n Move [12] [-1]\n Moving [10] [0.6]\n Checknextlevel\nend\n\ndefine Move (jump) (fall)\nchange y by (YV)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <touching (level v)?> then\n change y by (((YV) / ([abs v] of (YV) )) * (-1))\n end\n end\n if <<not <(YV) > [0]>> and <key (up arrow v) pressed?>> then\n set [yv v] to (jump)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (fall)\nend\n\ndefine Moving (speed) (drag)\ngo to [front v] layer\nchange x by (XV)\nset [ghost v] effect to (100)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <touching (level v)?> then\n change x by (((XV) / ([abs v] of (XV) )) * (-1))\n end\n end\n set [xv v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [xv v] to (speed)\nelse\n if <key (left arrow v) pressed?> then\n set [xv v] to ((speed) * (-1))\n end\nend\nset [xv v] to ((XV) * (drag))\n\ndefine Checknextlevel\nif <(x position) > [230]> then\n broadcast (Next Level v)\n go to x: (Spawnx) y: (Spawny)\nend\n\nwhen I receive [game over v]\ngo to x: (Spawnx) y: (Spawny)\npoint in direction (90)\nwait (0.4) seconds\nchange [death v] by (1)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nswitch costume to (costume1 v)\nwait (10) seconds\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n broadcast (WIN! v)\n wait (30) seconds\n stop [other scripts in sprite v]\n stop [all v]\n end\nend\n\n@Person 1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (2) seconds\nswitch costume to (costume3 v)\nwait (4) seconds\nbroadcast (Play Start! v)\nswitch costume to (run! v)\nset size to (50) %\n\nwhen I receive [follow hitbox v]\ngo to (hitbox v)\ngo to [front v] layer\n\nwhen flag clicked\nwait (10) seconds\nswitch costume to (run!2 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (run! v)\n wait (0.4) seconds\n switch costume to (run!2 v)\n wait (0.4) seconds\n switch costume to (run!3 v)\n wait (0.4) seconds\n switch costume to (run!4 v)\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (run! v)\n wait (0.4) seconds\n switch costume to (run!2 v)\n wait (0.4) seconds\n switch costume to (run!3 v)\n wait (0.4) seconds\n switch costume to (run!4 v)\n else\n switch costume to (run! v)\n end\n end\n wait (0.04) seconds\nend\n\nwhen I receive [follow hitbox v]\nforever\n if <touching color (#ff6262)?> then\n broadcast (GAME OVER v)\n end\nend\n\nwhen I receive [win! v]\nswitch costume to (win! v)\nstop [other scripts in sprite v]\n\n@Win\n\nwhen I receive [win! v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\n
||Friends **2**|| – A 2 Player Platformer
@Stage\n\n@Thumb\n\nwhen flag clicked\nshow\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\nset [level v] to [6]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nrepeat (10)\n go to x: (0) y: (0)\n set size to (90) %\n show\nend\nforever\n switch costume to (LEVEL)\nend\n\nset [level v] to [6]\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (100) to (-259))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\n@Notifications\n\nwhen flag clicked\ngo to [front v] layer\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\nrepeat until <(LEVEL) = [7]>\n wait (pick random (14) to (20)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Buttons\n\nwhen I receive [tick v]\nset [button? v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (LEVEL)\nif <<touching (player2 v)?> or <touching (player v)?>> then\n if <(Button?) = [0]> then\n change y by (-5)\n set [button? v] to [1]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n else\n change y by (5)\n set [button? v] to [0]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n end\nend\n\n@Saw1\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n go to x: (20) y: (-70)\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n@portal\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn left (3) degrees\nend\n\nwhen I start as a clone\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I receive [tick v]\nif <<touching (player2 v)?> and <touching (player v)?>> then\n broadcast (Next Level v)\nend\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-216) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set size to (100) %\n change [y v] by (-0.5)\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and > then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n start sound [pop v]\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nrepeat (10)\n set [ghost v] effect to (0)\nend\nshow\n\nwhen flag clicked\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\nchange [deaths v] by (1)\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\nforever\n broadcast (Tick v)\n if <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\n end\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\n if <<touching (buttons v)?> and <<key (up arrow v) pressed?> or >> then\n set [y v] to [7]\n end\n if <<key (down arrow v) pressed?> or > then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\n\n@Player2\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-180) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [tick v]\nif <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\nend\nif <touching (zoom v)?> then\n change [x v] by (5)\nend\nif <<touching (buttons v)?> and > then\n set [y v] to [7]\nend\nif then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [tick v]\nforever\n change [y v] by (-0.5)\n if <key (d v) pressed?> then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and <key (w v) pressed?>> then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n start sound [pop v]\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nrepeat (10)\n set [ghost v] effect to (0)\nend\n\nshow\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n
Welcome to Friends 2 - A 2 Player Platformer!\nGame Rules:\n\n- Touching spikes or the saw kills you.\n- The buttons remove all danger when you are on them.\n- You must both be on the portal (Blue Spinny Thing) to go to the next level.\n\nPurple Player Controls:\n\n- Move - Arrow Keys\n- Crouch - Down Arrow\n\nBlue Player Controls:\n\n- Move - WAS\n- Crouch - D\n\nHave Fun :D
Writing Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(username) = [Marvel0678]> then\n set volume to (0) %\n else\n play sound [Elektronomia - Energy NCS Release.mp3 v] until done\n set volume to (35) %\n end\nend\n\n@Pen\n\nwhen flag clicked\nshow\ncreate clone of (_myself_ v)\nset pen color to (#000000)\nset pen size to (10)\nerase all\nforever\n if <not <mouse down?>> then\n go to (mouse-pointer v)\n pen up\n else\n if <mouse down?> then\n go to (mouse-pointer v)\n pen down\n else\n pen up\n end\n end\n if <key (space v) pressed?> then\n erase all\n end\nend\n\nwhen I receive [next level v]\nerase all\n\n@Pen Background\n\nwhen flag clicked\nhide\nforever\n Pen from x: [-235] y: [158] to x: [238] y: [158] Pensize: [3]\n Pen from x: [-235] y: [139] to x: [238] y: [139] Pensize: [3]\n Pen from x: [-235] y: [110] to x: [238] y: [110] Pensize: [3]\n Pen from x: [-235] y: [81] to x: [238] y: [81] Pensize: [3]\n Pen from x: [-235] y: [52] to x: [238] y: [52] Pensize: [3]\n Pen from x: [-235] y: [23] to x: [238] y: [23] Pensize: [3]\n Pen from x: [-235] y: [-6] to x: [238] y: [-6] Pensize: [3]\n Pen from x: [-235] y: [-35] to x: [238] y: [-35] Pensize: [3]\n Pen from x: [-235] y: [-64] to x: [238] y: [-64] Pensize: [3]\n Pen from x: [-235] y: [-93] to x: [238] y: [-93] Pensize: [2]\nend\n\ndefine Pen from x: (x) y: (y) to x: (x) y: (y) Pensize: (size of pen)\nset pen size to (size of pen)\nset pen color to (#3425ff)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: (y)\n\n@Pointer\n\nwhen flag clicked\nforever\n show\n go to (mouse-pointer v)\nend\n\n@Player\n\ndefine Player Walk\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v v] by (.9)\n point in direction (-90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v v] by (-.9)\n point in direction (90)\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 color (#000000)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching color (#000000)?> 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?>> 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 color (#000000)?>> 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 color (#000000)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v v] to [15]\n end\n end\n change y by (1)\nend\n\ndefine Detection\nforever\n if <touching (lava v)?> then\n change [deaths v] by (1)\n go to x: (-205) y: (-69)\n end\n if <touching (finsih line v)?> then\n change [level v] by (1)\n go to x: (-205) y: (-69)\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\ngo to x: (-195) y: (-)\nforever\n Detection\nend\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n Player Walk\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\ndefine Pen from x: (x) y: (y) to x: (x) y: (y) Pensize: (size of pen)\nset pen size to (size of pen)\nset pen color to (#000000)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: (y)\n\nswitch costume to (1 v)\n\n@Lava\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Finsih line\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Draw to get past the lava and help the cute artist to get his painting tools.Draw with you mouse pointer.Don't touch the lava.Use WAD or arrow keys to move.THE LOVES ARE COMING QUICK!!!\n9th on trending in platformer :O
Around the world | Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Unity v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro v) and wait\nbroadcast (intro v)\n\nwhen I receive [city v]\nswitch backdrop to (city v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen I receive [city v]\nshow\nStart Position\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n if <(backdrop [number v]) = [22]> then\n hide\n broadcast (end v)\n stop [other scripts in sprite v]\n end\n if <not <(backdrop [number v]) = [14]>> then\n go to [front v] layer\n end\n if <<(x position) > [253]> and <<(backdrop [number v]) = [20]> and <(cash) = [10]>>> then\n broadcast (next level v)\n Start Position\n end\n if <<(x position) > [253]> and <not <(backdrop [number v]) = [20]>>> then\n broadcast (next level v)\n Start Position\n end\n if <key (up arrow v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (right-up v)\n else\n switch costume to (up v)\n end\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (right v)\n else\n switch costume to (no v)\n end\n end\n if <(backdrop [number v]) = [4]> then\n change [y_vel v] by (-2)\n else\n if <(backdrop [number v]) = [17]> then\n change [y_vel v] by (5)\n if <key (up arrow v) pressed?> then\n change [y_vel v] by (6)\n end\n if <key (down arrow v) pressed?> then\n change [y_vel v] by (-7)\n end\n set [y_vel v] to ((y_vel) * (0.5))\n else\n if <(backdrop [number v]) = [11]> then\n change [y_vel v] by (-0.8)\n if <key (up arrow v) pressed?> then\n change [y_vel v] by (3)\n end\n if <key (down arrow v) pressed?> then\n change [y_vel v] by (-3)\n end\n set [y_vel v] to ((y_vel) * (0.5))\n else\n change [y_vel v] by (-1)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x_vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x_vel v] by (-1)\n end\n if <(backdrop [number v]) = [8]> then\n change [x_vel v] by (-0.7)\n end\n if <(backdrop [number v]) = [7]> then\n set [x_vel v] to ((x_vel) * (0.97))\n else\n set [x_vel v] to ((x_vel) * (0.9))\n end\n change x by (x_vel)\n if <<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> then\n change y by (-6)\n if <not <(backdrop [number v]) = [11]>> then\n if <key (up arrow v) pressed?> then\n set [y_vel v] to [8]\n if <(x_vel) > [0]> then\n set [x_vel v] to [-10]\n else\n set [x_vel v] to [10]\n end\n else\n change x by ((x_vel) * (-1.4))\n set [x_vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y_vel)\n if <<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> then\n change y by ((y_vel) * (-1))\n set [y_vel v] to [0]\n end\n change y by (-1)\n if <not <(backdrop [number v]) = [11]>> then\n if <<<touching (level v)?> or <<touching (move v)?> and <not <(backdrop [number v]) = [15]>>>> and <key (up arrow v) pressed?>> then\n set [y_vel v] to [12]\n end\n end\n if <<(x position) < [-253]> or <<touching (obstacles v)?> or <<(y position) = [210]> or <(y position) < [-175]>>>> then\n Start Position\n end\n if <touching (trampoline v)?> then\n set [y_vel v] to [20]\n end\n change y by (1)\nend\n\ndefine Start Position\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nset size to (100) %\ngo to x: (-220) y: (100)\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen I receive [intro v]\nset [intro end v] to [0]\ngo to x: (20) y: (-100)\nshow\nreset timer\ncreate clone of (_myself_ v)\nswitch backdrop to (intro v)\nswitch costume to (1 v)\nset size to (20) %\nrepeat (130)\n change size by (1)\n next costume\n change y by (0.3)\n if <(costume [number v]) = [56]> then\n switch costume to (1 v)\n end\nend\ncreate clone of (_myself_ v)\nrepeat until <(intro end) = [1]>\n next costume\n if <(costume [number v]) = [56]> then\n switch costume to (1 v)\n end\nend\nhide\n\nwhen I start as a clone\nif <(timer) < [1]> then\n switch costume to (kostým1 v)\n set size to (100) %\n go to x: (0) y: (0)\n show\n go to [front v] layer\n wait until <(intro end) = [1]>\n delete this clone\nelse\n switch costume to (kostým2 v)\n set size to (100) %\n go to x: (0) y: (0)\n show\n go to [front v] layer\nend\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (city v)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [city v]\nset [intro end v] to [1]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Level\n\nwhen I receive [city v]\nshow\nswitch costume to (city v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Obstacles\n\nwhen I receive [city v]\nshow\nswitch costume to (city v)\ngo to [front v] layer\n\nwhen flag clicked\nset rotation style [all around v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nshow\ngo to x: (0) y: (0)\nnext costume\nwait (0) seconds\nif <(backdrop [number v]) = [10]> then\n hide\n repeat until <(backdrop [number v]) = [11]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\n show\nend\nif <(backdrop [number v]) = [12]> then\n repeat until <(backdrop [number v]) = [13]>\n go to x: (0) y: (0)\n repeat until <<([x position v] of [player v]) = [-220]> or <(backdrop [number v]) = [13]>>\n move (3) steps\n end\n end\nend\nif <(backdrop [number v]) = [15]> then\n repeat until <(backdrop [number v]) = [16]>\n go to x: (0) y: (0)\n repeat until <<([x position v] of [player v]) = [-220]> or <(backdrop [number v]) = [13]>>\n change y by (1.8)\n end\n end\nend\nif <(backdrop [number v]) = [16]> then\n hide\n repeat until <(backdrop [number v]) = [17]>\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1.5)) seconds\n end\n broadcast (dlt clns v)\n show\nend\nwait (0.2) seconds\nbroadcast (dlt clns v)\nif <(backdrop [number v]) = [18]> then\n set rotation style [left-right v]\n set [id v] to [0]\n hide\n repeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n end\n wait until <(backdrop [number v]) = [19]>\n set rotation style [all around v]\n broadcast (dlt clns v)\n show\nend\n\nwhen I start as a clone\nif <(backdrop [number v]) = [10]> then\n show\n go to x: (150) y: (50)\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (8) steps\n end\n delete this clone\nelse\n if <(backdrop [number v]) = [18]> then\n if <(id) = [1]> then\n go to x: (-90) y: (-101)\n show\n forever\n point in direction (-90)\n glide (3) secs to x: (196) y: (-101)\n point in direction (90)\n glide (3) secs to x: (-90) y: (-101)\n end\n else\n show\n point in direction (90)\n go to x: (110) y: (0)\n forever\n glide (2) secs to x: (110) y: (144)\n glide (2) secs to x: (110) y: (0)\n end\n end\n else\n set [speed v] to [-1]\n show\n go to x: (pick random (-281) to (281)) y: (223)\n set size to (pick random (60) to (100)) %\n repeat until <(y position) < [-190]>\n change [speed v] by (-1)\n change y by (speed)\n end\n delete this clone\n end\nend\n\nwhen I receive [dlt clns v]\ndelete this clone\n\nbroadcast (dlt clns v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Trampoline\n\nwhen I receive [city v]\nshow\nswitch costume to (city v)\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@move\n\nwhen I receive [city v]\nshow\nswitch costume to (city v)\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nshow\nnext costume\nwait (0) seconds\nif <(backdrop [number v]) = [5]> then\n set [move v] to [1]\n repeat until <(move) = [0]>\n glide (1.5) secs to x: (270) y: (0)\n glide (1.5) secs to x: (0) y: (0)\n end\nend\nif <(backdrop [number v]) = [7]> then\n set [move v] to [1]\n repeat until <(move) = [0]>\n go to [front v] layer\n glide (1.5) secs to x: (170) y: (0)\n glide (1.5) secs to x: (0) y: (0)\n end\nend\nif <(backdrop [number v]) = [15]> then\n hide\n set [move v] to [1]\n repeat until <(move) = [0]>\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.2)) seconds\n end\nend\nif <(backdrop [number v]) = [18]> then\n show\n create clone of (_myself_ v)\n repeat until <(backdrop [number v]) = [19]>\n wait until <not <([x position v] of [player v]) = [-220]>>\n wait until <([x position v] of [player v]) = [-220]>\n show\n create clone of (_myself_ v)\n end\nend\nif <(backdrop [number v]) = [19]> then\n next costume\n hide\n delete all of [drips v]\n repeat (5)\n add [1] to [drips v]\n end\n set [id v] to [0]\n go to x: (-38) y: (-8)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (-100) y: (-53)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [id v] by (1)\n go to x: (48) y: (-53)\n create clone of (_myself_ v)\n go to x: (132) y: (7)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (205) y: (-152)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\n\nwhen I start as a clone\nif <(backdrop [number v]) = [18]> then\n next costume\n wait until <touching (player v)?>\n broadcast (hide v)\n delete this clone\nelse\n if <(backdrop [number v]) = [19]> then\n show\n repeat until <(backdrop [number v]) = [20]>\n if <(item (id) of [drips v]) = [0]> then\n hide\n wait until <(item (id) of [drips v]) = [1]>\n show\n end\n end\n delete this clone\n else\n set [speed v] to [-3]\n go to [back v] layer\n show\n go to x: (pick random (-230) to (230)) y: (230)\n repeat until <<(backdrop [number v]) = [16]> or <(y position) < [-180]>>\n change y by (speed)\n change [speed v] by (-1)\n end\n delete this clone\n end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@salt pan special\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [nxt v] to [0]\nwait (0.1) seconds\nif <(backdrop [number v]) = [6]> then\n set [nxt v] to [1]\n go to [front v] layer\n show\n switch costume to (kostým1 v)\n create clone of (_myself_ v)\n repeat until <(nxt) = [0]>\n go to x: ([x position v] of [player v]) y: (([abs v] of ([y position v] of [player v]) ) * (-1))\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (kostým2 v)\nshow\ngo to [front v] layer\nwait until <(nxt) = [0]>\ndelete this clone\n\nwhen I receive [next level v]\n\nset [nxt v] to [0]\n\nwhen flag clicked\nforever\n if <(nxt) = [0]> then\n hide\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Darkness\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [13]> then\n show\n go to (player v)\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Bamboo \n\nwhen flag clicked\nhide\nforever\n f\nend\n\ndefine f\ngo to x: (0) y: (0)\nif <(backdrop [number v]) = [14]> then\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@dripleaf\n\nwhen flag clicked\nwait (1) seconds\nhide\nswitch costume to (costume1 v)\nwait until <(backdrop [number v]) = [19]>\nwait (0.3) seconds\nset [id v] to [1]\ngo to x: (-38) y: (-8)\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (-53)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\ngo to x: (48) y: (-53)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ngo to x: (132) y: (7)\ncreate clone of (_myself_ v)\nchange [id v] by (1)\ngo to x: (205) y: (-152)\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [20]>\nswitch costume to (costume2 v)\nwait (0.25) seconds\nrepeat until <(backdrop [number v]) = [21]>\n set [cash v] to [0]\n go to x: (-184) y: (-153)\n create clone of (_myself_ v)\n go to x: (-111) y: (160)\n create clone of (_myself_ v)\n go to x: (-111) y: (120)\n create clone of (_myself_ v)\n go to x: (102) y: (146)\n create clone of (_myself_ v)\n go to x: (-158) y: (156)\n create clone of (_myself_ v)\n go to x: (-17) y: (-80)\n create clone of (_myself_ v)\n go to x: (142) y: (-83)\n create clone of (_myself_ v)\n go to x: (86) y: (-148)\n create clone of (_myself_ v)\n go to x: (14) y: (15)\n create clone of (_myself_ v)\n go to x: (218) y: (129)\n create clone of (_myself_ v)\n wait until <<(backdrop [number v]) = [21]> or <not <([x position v] of [player v]) = [-220]>>>\n wait until <<(backdrop [number v]) = [21]> or <([x position v] of [player v]) = [-220]>>\n broadcast (dlt clns v)\nend\n\nwhen I start as a clone\nif <(backdrop [number v]) = [20]> then\n show\n forever\n if <(backdrop [number v]) = [21]> then\n delete this clone\n end\n if <touching (player v)?> then\n change [cash v] by (1)\n delete this clone\n end\n end\nelse\n show\n set [ghost v] effect to (100)\n repeat until <(backdrop [number v]) = [20]>\n wait until <<touching (player v)?> or <(backdrop [number v]) = [20]>>\n if <(backdrop [number v]) = [20]> then\n delete this clone\n end\n wait (0) seconds\n replace item (id) of [drips v] with [0]\n set [ghost v] effect to (0)\n wait (2) seconds\n replace item (id) of [drips v] with [1]\n set [ghost v] effect to (100)\n end\n delete this clone\nend\n\nwhen I receive [dlt clns v]\ndelete this clone\n\nbroadcast (next level v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Trail\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nrepeat (20)\n change [ghost v] effect by (4)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [city v]\nforever\n show\n set size to (100) %\n set [ghost v] effect to (100)\n go to (player v)\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@thumb\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\ngo to [front v] layer\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n
--------------------------------About---------------------------------\n Hello scratchers! \nThis is my first project in scratch. It's a platformer. It's little laggy but I hope that you will like it :)\n\n----------------------------Instructions------------------------------\nArrow keys :)
Abstract World || Scrolling Platformer || #games #all
@Stage\n\nwhen [m v] key pressed\nset [mouse x, y v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nset [ended v] to [1]\nbroadcast (Play Game v)\nbroadcast (Start Game v)\n\nhide\nset [color v] effect to (90)\nstart sound [Vexento - Forever v]\nset [my variable v] to [1]\nset [cam rot v] to [0]\nset [size v] to [100]\nset [ended v] to [0]\nset [direction v] to [90]\nset [follow cam v] to [1]\nset [i1 v] to [0]\nswitch costume to (screen v)\ncreate clone of (_myself_ v)\nswitch costume to (square v)\ncreate clone of (_myself_ v)\nswitch costume to (square2 v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (control v)\ncreate clone of (_myself_ v)\nCam Shake\ngo to [back v] layer\ngo [forward v] (2) layers\nrepeat (3)\n set [size v] to [0]\n switch costume to (square v)\n create clone of (_myself_ v)\n switch costume to (square2 v)\n create clone of (_myself_ v)\n Cam Shake\nend\nrepeat (1)\n set [size v] to [0]\n switch costume to (square v)\n create clone of (_myself_ v)\n switch costume to (square2 v)\n create clone of (_myself_ v)\n repeat (20)\n change [cam rot v] by (round (((360) - (Cam Rot)) / (4)))\n end\nend\nCam Shake\n\ndefine Cam Shake\nset [my variable v] to [1]\nset [cam rot v] to [0]\nset [cam shake var v] to [0]\nrepeat (3)\n change [my variable v] by (((1.2) - (my variable)) / (2))\n change [cam rot v] by (((8) - (Cam Rot)) / (2))\nend\nrepeat (17)\n change [my variable v] by (((1) - (my variable)) / (3))\n set [cam shake var v] to (((Cam Shake Var) * (0.8)) + ((Cam Rot) / (-3)))\n change [cam rot v] by (Cam Shake Var)\nend\nset [my variable v] to [1]\nset [cam rot v] to [0]\n\nwhen I start as a clone\nshow\nset [costume v] to (costume [number v])\nforever\n switch costume to (costume)\n if <((size) * (my variable)) > [100]> then\n switch costume to (control v)\n end\n if <(Follow Cam) = [1]> then\n set size to ((size) * (my variable)) %\n go to x: (0) y: (0)\n else\n set size to (size) %\n end\n switch costume to (costume)\n point in direction ((Direction) + ((Cam Rot) * <<(Follow Cam) = [1]> and <not <(costume) = [4]>>>))\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set [size v] to [0]\n repeat (20)\n change [size v] by (round (((100) - (size)) / (4)))\n end\n repeat (20)\n change [size v] by (round (((400) - (size)) / (4)))\n end\n repeat (20)\n change [size v] by (round (((700) - (size)) / (4)))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set [size v] to [0]\n repeat (20)\n change [size v] by (round (((100) - (size)) / (4)))\n end\n repeat (20)\n change [size v] by (round (((400) - (size)) / (4)))\n end\n repeat (20)\n change [size v] by (round (((700) - (size)) / (4)))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [size v] to [200]\n repeat (10)\n change [size v] by (round (((100) - (size)) / (4)))\n end\nend\n\ndefine Line Explosion\ngo to (random position v)\ngo to x: ((x position) * (0.8)) y: ((y position) * (0.6))\nswitch costume to (le1 v)\nset [follow cam v] to [0]\nrepeat (15)\n create clone of (_myself_ v)\n change [direction v] by (24)\nend\nset [follow cam v] to [1]\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n set [size v] to [100]\n repeat (10)\n change [costume v] by (1)\n move (((150) - (i1)) / (3)) steps\n change [i1 v] by (((150) - (i1)) / (3))\n wait (0) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n repeat (20)\n set [i1 v] to [0]\n end\n repeat (4)\n Line Explosion\n repeat (20)\n set [i1 v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nwait until <(Ended) = [1]>\nif <not <(costume [number v]) = [1]>> then\n delete this clone\nend\nrepeat (30)\n change [size v] by (((40) - (size)) / (10))\n change [direction v] by (((80) - (Direction)) / (10))\n change [ghost v] effect by (3.5)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\n@PlayerHitbox\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\nswitch costume to (costume4 v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nwait (0.5) seconds\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 (([abs v] of ((sy) / (sy)) ) * (-1))\n Position\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\nif <touching (jumpthrough v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nset [time v] to ((round ((timer) * (10))) / (10))\nif <<key (left arrow v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> 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 <<(mouse y) > [0]> and <mouse down?>>> 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\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game On\nshow variable [points/collected max v]\nshow variable [time v]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset rotation style [all around v]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nif <(CHECKPOINT) = [0]> then\n set [x v] to [0]\n set [y v] to [100]\n set [scroll x v] to (x)\n set [scroll y v] to (y)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [1511]\n set [y v] to [17]\n set [scroll x v] to (x)\n set [scroll y v] to (y)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [3200]\n set [y v] to [10]\n set [scroll x v] to (x)\n set [scroll y v] to (y)\n end\n end\nend\n\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nset [y v] to [100]\nset [x v] to [0]\n\nwhen I receive [start game v]\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\nbroadcast (Green Flag v) and wait\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [tick v]\nif <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> then\n switch costume to (costume2 v)\nelse\n if <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [green flag v]\nreset timer\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [580] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [580] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen I receive [green flag v]\nhide variable [points/collected max v]\nhide variable [time v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [points/collected max v] to (join (POINTS) (join [ / ] (COLLECTED MAX)))\nif <touching (playerhitbox v)?> then\n change [points v] by (1)\n if <(POINTS) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n start sound [Collect v]\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nshow variable [points/collected max v]\nshow variable [time v]\nset [collected max v] to [0]\nif <(CHECKPOINT) = [0]> then\n set [points v] to [0]\nelse\n if <(CHECKPOINT) = [1]> then\n set [points v] to [9]\n else\n set [points v] to [14]\n end\nend\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n if <(CHECKPOINT) = [0]> then\n Clone at x: [151] y: [73]\n Clone at x: [362] y: [101]\n Clone at x: [601] y: [85]\n Clone at x: [1033] y: [96]\n Clone at x: [1217] y: [21]\n Clone at x: [1104] y: [425]\n Clone at x: [1406] y: [237]\n Clone at x: [1431] y: [137]\n Clone at x: [1456] y: [37]\n end\n if <(CHECKPOINT) < [2]> then\n Clone at x: [1620] y: [90]\n Clone at x: [2125] y: [87]\n Clone at x: [2606] y: [85]\n Clone at x: [2873] y: [86]\n Clone at x: [3087] y: [101]\n end\n set [collected max v] to [14]\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\nchange [y v] by ([sin v] of ((timer) * (300)) )\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [hide v]\nforever\n hide\nend\n\nset [y v] to [0]\n\nwhen I receive [green flag v]\n\nif then\n\n@Exit\n\nwhen I receive [green flag v]\nswitch costume to (exit closed v)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(POINTS) = [14]> and <(costume [number v]) = [1]>> then\n broadcast (Open Portal v)\nend\nif <<(costume [number v]) = [2]> and <touching (playerhitbox v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (exit closed v)\nif <(LEVEL) = [1]> then\n Clone at x: [3595] y: [895]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I receive [hide v]\nforever\n hide\nend\n\nClone at x: [3595] y: [375]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nset [x v] to [0]\nset [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: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [120] y: [300]\n Clone at x: [460] y: [-300]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [580] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [0] y: [525]\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 [hide v]\nforever\n hide\nend\n\n@PlatformArt\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [120] y: [300]\n Clone at x: [460] y: [-300]\n Clone at x: [480] y: [0]\n Clone at x: [1060] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [0] y: [525]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [0] y: [240]\n\n@Music\n\nwhen I receive [start game v]\nwait (1) seconds\nforever\n play sound [Sunshine v] until done\nend\n\n@JumpThrough\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [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: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [120] y: [300]\n Clone at x: [2300] y: [-300]\n Clone at x: [0] y: [525]\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (100)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [360] y: [0]\n\n@Foreground\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (3) layers\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (4))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset [movement id v] to [0]\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\n@Background3\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset [movement id v] to [0]\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\nwhen I receive [tick v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\n@WinScreen\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(EXIT) = [win]> then\n wait (0.5) seconds\n go to [front v] layer\n go [backward v] (1) layers\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (Win v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (1) layers\n\n\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <<touching (playerhitbox v)?> and <<<(POINTS) = [9]> and <(CHECKPOINT) = [0]>> or <<(POINTS) = [14]> and <(CHECKPOINT) = [1]>>>> then\n start sound [Wand v]\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\ngo [forward v] (4) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [1536] [17]\nClone at [3225] [20]\nset [x v] to [-99999]\n\n
NEW GAME!!!\nhttps://scratch.mit.edu/projects/639881234/\n\n♦ Abstract World ♦\n♦ Scrolling Platformer ♦\n♦ #games #all ♦\n\n♦ Instructions ♦\nArrow keys to move\nMobile: Touch to move\nWelcome to abstract world! Make your way through the foliage, treasures, and dangers of this strange place. Can you make it to the end?
Neon - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nwhen flag clicked\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [NCS force v] until done\n end\n if <(pick random (1) to (3)) = [2]> then\n play sound [TheFatRat - Time Lapse v] until done\n end\n if <(pick random (1) to (3)) = [3]> then\n play sound [Vexento - Pixel Party v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\nset size to (70) %\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\nset [lvl v] to [1]\nset [score v] to [0]\nhide variable [score v]\ngo to x: (-201) y: (-59)\npoint in direction (90)\nforever\n create clone of (_myself_ v)\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 (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 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 (platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platforms v)?> 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 <<(x position) > [-230]> and <(y position) < [-179]>> then\n go to x: (-201) y: (-59)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(x position) > [239]> then\n go to x: (-201) y: (-59)\n change [lvl v] by (1)\n broadcast (Level done! v)\n end\n if <touching (danger v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.01) seconds\n go to x: (-201) y: (-59)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.01) seconds\n go to x: (-201) y: (-59)\n set [score v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (trampoline v)?> then\n set [yv v] to [16]\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [level done! v]\nnext costume\n\nwhen flag clicked\nhide\nwait (.0001) seconds\nshow\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [level done! v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [level done! v]\nnext costume\n\n@Like fav follow\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@Thumbnail \n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n change [ghost v] effect by (100)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n change [ghost v] effect by (111)\n go to x: (0) y: (0)\nend\n\n
@Greypath\n\nOh! At last! My break of Scratch is over...!\nThe 1-month break is over!!! \n - - - \nNow back to the game!\nJust a cool Neon Platformer!\n\nInstructions:\n1) Like and fav\n2) Use WASD or Arrow Keys\n\nWASD key elements:\nW: Jump\nA: Left/Back\nS: Bend (low working)\nD: Left/Front\n\nHope you enjoy it!\nLike and Fav, please comment too!\n\n\n@scratch_captain for codes and some thumbnail arts\nSee his project!\nhttps://scratch.mit.edu/projects/566877369/\n\nTags:\n#Trending\n#Explore\n#Game\n#Games\n#All\n#Music\n#Art\n#Stories\n#Animations\n#Tutorials \n#Platformer
Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [accelaration v] to [1.5]\nset [speed y v] to [0]\ngo to x: (-150) y: (55)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\n end\n set [speed x v] to ((speed x) * (0.8))\n change [speed y v] by (GRAVITY)\n change x by (speed x)\n Move-in steps ([abs v] of (speed y) )\nend\n\ndefine Move-in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#9966ff)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\n
OMG almost 1000 views \nThanks guys for your support\n4 remixes only target 10 to 15 remixes please\n\n
[Unfinished platformer game] Color.OS
@Stage\n\nwhen flag clicked\nset [.number of tags v] to [2]\nbroadcast (Back to menu v)\n\nset [__level v] to [1]\n\nbroadcast (level editior v)\n\nset [__level v] to [24]\n\n@Sprite2\n\n@Sprite1\n\ndefine Get tile at x (x) y (y)\nset [z grid x v] to ((7) + ([floor v] of ((x) / (32)) ))\nset [z grid y v] to ((5) + ([floor v] of ((y) / (32)) ))\nset [z tile no. v] to ((1) + ((z grid x) + ((z grid y) * (15))))\nset [z tile name v] to (letter (no.) of (item (z tile no.) of [. game platform v]))\nset [i v] to [0]\nrepeat ((no.) - (1))\n change [i v] by (1)\n touch other character? (i)\nend\nchange [i v] by (1)\nrepeat ((.Number of Tags) - (no.))\n change [i v] by (1)\n touch other character? (i)\nend\n\ndefine aa\nleft right\nreplace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + (Speed x))\nfix collision in direction dx (Speed x) dy [0]\njump + gravity\nreplace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + (Speed y))\nfix collision in direction dx [0] dy (Speed y)\nLock? ded?\ngo to x: ((item (no.) of [. game character x v]) - (16)) y: ((item (no.) of [. game character y v]) - (16))\n\ndefine fix collision in direction dx (dx) dy (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nfix collosion at x ((item (no.) of [. game character x v]) + (-12)) y ((item (no.) of [. game character y v]) + (15))\nfix collosion at x ((item (no.) of [. game character x v]) + (12)) y ((item (no.) of [. game character y v]) + (-15))\nfix collosion at x ((item (no.) of [. game character x v]) + (12)) y ((item (no.) of [. game character y v]) + (15))\nfix collosion at x ((item (no.) of [. game character x v]) + (-12)) y ((item (no.) of [. game character y v]) + (-15))\nGet tile at x (item (no.) of [. game character x v]) y (item (no.) of [. game character y v])\nif <(solid) > [0]> then\n if <(dx) = [0]> then\n set [speed y v] to [0]\n else\n set [speed x v] to [0]\n end\nend\n\ndefine fix collosion at x (x) y (y)\nGet tile at x (x) y (y)\nif <(z tile name) > [10]> then\n set [solid v] to [10]\n set [mod x v] to ((x) mod (32))\n set [mod y v] to ((y) mod (32))\n if <[0] > (fix dy)> then\n replace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + ((32.1) - (mod y)))\n set [jump? v] to [1]\n end\n if <[0] > (fix dx)> then\n replace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + ((32.1) - (mod x)))\n end\n if <(fix dy) > [0]> then\n replace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + ((-0.1) - (mod y)))\n end\n if <(fix dx) > [0]> then\n replace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + ((-0.1) - (mod x)))\n end\nend\n\ndefine left right\nset [speed x v] to (((Speed x) * (0.33)) + (((LOCK) * (3)) * (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)))\nif <(Speed x) > [0.4]> then\n point in direction (90)\nelse\n if <[-0.4] > (Speed x)> then\n point in direction (-90)\n end\nend\n\ndefine jump + gravity\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(jump?) = [1]>> then\n start sound [Low Whoosh v]\n change [jump? v] by (-1)\n set [speed y v] to ((LOCK) * (11.5))\nend\nchange [speed y v] by (-0.8)\nif <(Speed y) < [-15]> then\n set [speed y v] to [-15]\nend\n\nwhen I start as a clone\ngo to x: ((item (no.) of [. game character x v]) - (16)) y: ((item (no.) of [. game character y v]) - (16))\nset [ded? v] to [0]\nshow\nforever\n clear graphic effects\n repeat until <not <(no.) = (. tags#)>>\n aa\n end\n set [ghost v] effect to (30)\n set [brightness v] effect to (-30)\nend\n\ndefine touch other character? (i)\nif <[28] > ([abs v] of ((item (i) of [. game character y v]) - (item (no.) of [. game character y v])) )> then\n if <[24] > ([abs v] of ((item (i) of [. game character x v]) - (item (no.) of [. game character x v])) )> then\n set [solid v] to [10]\n set [mod x v] to (((item (no.) of [. game character x v]) - (item (i) of [. game character x v])) mod (24))\n set [mod y v] to (((item (no.) of [. game character y v]) - (item (i) of [. game character y v])) mod (28))\n if <[0] > (fix dy)> then\n replace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + ((28.1) - (mod y)))\n set [jump? v] to [1]\n end\n if <[0] > (fix dx)> then\n replace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + ((24.1) - (mod x)))\n end\n if <(fix dy) > [0]> then\n replace item (no.) of [. game character y v] with ((item (no.) of [. game character y v]) + ((-0.1) - (mod y)))\n end\n if <(fix dx) > [0]> then\n replace item (no.) of [. game character x v] with ((item (no.) of [. game character x v]) + ((-0.1) - (mod x)))\n end\n end\nend\n\nwhen I start as a clone\nif <(item (no.) of [. game tags color v]) = [-1]> then\n forever\n set [color v] effect to ((((x position) / (2)) + (y position)) / (7))\n end\nelse\n if <(item (no.) of [. game tags color v]) = [-2]> then\n forever\n set [color v] effect to ((100) + ((((x position) / (2)) + (y position)) / (7)))\n end\n else\n if <(item (no.) of [. game tags color v]) = [0]> then\n forever\n set [color v] effect to ((((timer) * (3)) + ((((x position) / (2)) + (y position)) / (4))) + ((item (no.) of [. game tags theme v]) * (100)))\n end\n else\n forever\n set [color v] effect to ((item (no.) of [. game tags color v]) + ((((x position) / (2)) + (y position)) / (18)))\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (((1) + (((round ((timer) * (5))) mod (4)) * (2))) + ((item (no.) of [. game tags theme v]) mod (2)))\nforever\n wait until <(no.) = (. tags#)>\n if <<(jump?) = [1]> and <(Speed y) = [0]>> then\n if <([abs v] of (Speed x) ) < [1]> then\n if <(item (no.) of [.check v]) = [1]> then\n switch costume to (((9) + (((round ((timer) * (5))) mod (4)) * (2))) + ((item (no.) of [. game tags theme v]) mod (2)))\n else\n switch costume to (((1) + (((round ((timer) * (5))) mod (4)) * (2))) + ((item (no.) of [. game tags theme v]) mod (2)))\n end\n else\n switch costume to (((17) + (((round ((timer) * (15))) mod (4)) * (2))) + ((item (no.) of [. game tags theme v]) mod (2)))\n end\n else\n if <(Speed y) > [3]> then\n switch costume to ((27) + ((item (no.) of [. game tags theme v]) mod (2)))\n else\n if <[-3] > (Speed y)> then\n switch costume to ((29) + ((item (no.) of [. game tags theme v]) mod (2)))\n else\n switch costume to ((25) + ((item (no.) of [. game tags theme v]) mod (2)))\n end\n end\n end\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\nset rotation style [left-right v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [no. v] to [1]\nrepeat (.Number of Tags)\n create clone of (_myself_ v)\n change [no. v] by (1)\nend\n\nwhen I start as a clone\nforever\n wait until <(no.) = (. tags#)>\nend\n\ndefine Lock? ded?\nif <(z tile name) = [2]> then\n set [z blocklock1 v] to [1]\nend\nif <(z tile name) = [3]> then\n set [z blocklock2 v] to [1]\nend\nif <<(ded?) = [0]> and <<(z tile name) = [1]> or <<(item (no.) of [. game character y v]) < [-180]> or <[260] < ([abs v] of (item (no.) of [. game character x v]) )>>>> then\n stop [other scripts in sprite v]\n switch costume to ((31) + ((item (no.) of [. game tags theme v]) mod (2)))\n set [lock v] to [0]\n set [ded? v] to [1]\n set [speed y v] to [9]\n broadcast (ded v)\nend\n\n@Sprite3\n\nwhen I receive [delete. v]\nhide\n\nwhen I receive [load menu v]\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [load level v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level editior v]\nswitch costume to (costume1 v)\nshow\n\n@Tags\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <key ((no.) v) pressed?> then\n wait until <not <key ((no.) v) pressed?>>\n end\n wait until <<key ((no.) v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [. tags# v] to (no.)\n if <(no.) = (. tags#)> then\n set [_theme v] to (item (no.) of [. game tags theme v])\n set [_color v] to (item (no.) of [. game tags color v])\n end\n end\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) = [10]>> then\n forever\n set [brightness v] effect to (-30)\n wait until <(. tags#) = (no.)>\n repeat (5)\n change [brightness v] effect by (6)\n end\n wait until <not <(. tags#) = (no.)>>\n repeat (5)\n change [brightness v] effect by (-6)\n end\n end\nend\n\nwhen I start as a clone\nshow\nwait (1) seconds\nif <(costume [number v]) = [2]> then\n forever\n wait until <[1] = (item (no.) of [.check v])>\n start sound [Connect v]\n switch costume to (costume7 v)\n repeat (13)\n next costume\n end\n repeat (3)\n next costume\n change size by (20)\n end\n wait until <[0] = (item (no.) of [.check v])>\n start sound [Disconnect v]\n repeat (16)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n forever\n change size by (((100) - (size)) / (4))\n end\nend\n\nset [lock v] to [0.5]\nset [lock v] to [2]\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\nset [. tags# v] to [1]\nset [_theme v] to (item (1) of [. game tags theme v])\nset [_color v] to (item (1) of [. game tags color v])\nswitch backdrop to (letter (3) of (_Theme))\nset [no. v] to [0]\ngo to x: (-195) y: (172)\nset size to (100) %\nswitch costume to (costume4 v)\nrepeat (.Number of Tags)\n change [no. v] by (1)\n create clone of (_myself_ v)\n change x by (82)\nend\nset [no. v] to [0]\ngo to x: (-226) y: (171)\nswitch costume to (costume7 v)\nrepeat (.Number of Tags)\n change [no. v] by (1)\n create clone of (_myself_ v)\n change x by (82)\nend\ngo to x: (-214) y: (170)\nswitch costume to (costume1 v)\nrepeat (.Number of Tags)\n set size to (60) %\n change [no. v] by (1)\n create clone of (_myself_ v)\n next costume\n change x by (82)\nend\n\nwhen I receive [level editior v]\nset [. tags# v] to [1]\nset [no. v] to [0]\ngo to x: (-195) y: (172)\nset size to (100) %\nswitch costume to (costume4 v)\nrepeat (.Number of Tags)\n change [no. v] by (1)\n create clone of (_myself_ v)\n change x by (82)\nend\nset [no. v] to [0]\ngo to x: (-226) y: (171)\nswitch costume to (costume7 v)\nrepeat (.Number of Tags)\n change [no. v] by (1)\n create clone of (_myself_ v)\n change x by (82)\nend\ngo to x: (-214) y: (170)\nswitch costume to (costume1 v)\nrepeat (.Number of Tags)\n set size to (60) %\n change [no. v] by (1)\n create clone of (_myself_ v)\n next costume\n change x by (82)\nend\n\nstart sound [Connect v]\n\n@Loading\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n set [zz v] to ((180) * ([sin v] of ((90) + ((((90) + ((timer) * (225))) + ((z) * (-2))) mod (180))) ))\n set x to ((44) * ([sin v] of ((zz) + ((z) * (2))) ))\n set y to ((44) * ([cos v] of ((zz) + ((z) * (2))) ))\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n repeat (12)\n change [color v] effect by (10)\n end\n wait until <[-20] < ((33) * ([cos v] of ((zz) + ((z) * (2))) ))>\n wait until <((33) * ([cos v] of ((zz) + ((z) * (2))) )) < [-20]>\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n forever\n set [zz v] to ((-45) + ((180) * ([sin v] of ((90) + ((((90) + ((timer) * (225))) + ((z) * (-2))) mod (180))) )))\n point in direction ((-45) + ((-360) * ([sin v] of ((((timer) * (75)) + ((z) * (-2))) mod (90)) )))\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [go to gameplay! v]\na\n\nwhen I receive [back to menu v]\na\n\ndefine a\nreset timer\nset [z v] to [-10]\nset size to (130) %\nswitch costume to (0 v)\nrepeat (4)\n create clone of (_myself_ v)\n change [z v] by (5)\nend\nswitch costume to (2 v)\nset size to (100) %\nset [z v] to [-10]\nrepeat (5)\n create clone of (_myself_ v)\n change size by (80)\n change [z v] by (2)\nend\n\nwhen I receive [start! v]\nwait (0.5) seconds\nwait (((z) + (10)) / (40)) seconds\nstop [other scripts in sprite v]\nrepeat (7)\n change size by (-20)\n point in direction ((-180) * ([sin v] of ((((timer) * (90)) + ((z) * (-2))) mod (90)) ))\n change [ghost v] effect by (15)\nend\ndelete this clone\n\n@Loading2\n\nwhen I receive [back to menu v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Delete. v)\nwait (0.3) seconds\nbroadcast (Load menu v) and wait\nbroadcast (Start! v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [go to gameplay! v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Delete. v)\nset [z blocklock1 v] to [0]\nwait (0.3) seconds\nc\nbroadcast (Reading code v) and wait\nbroadcast (Load Level v) and wait\nbroadcast (Load level 2 v) and wait\nbroadcast (Load level 3 v) and wait\nbroadcast (Start! v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine a (a) (b)\nadd (a) to [. game tags color v]\nadd (b) to [. game tags theme v]\n\ndefine c\ndelete all of [. game tags theme v]\ndelete all of [. game tags color v]\nif <(__World) = [1]> then\n a [100] [1]\n a [120] [1]\nend\nif <(__World) = [2]> then\n a [100] [0]\n a [120] [0]\nend\nif <(__World) = [3]> then\n a [100] [2]\n a [120] [3]\n a [80] [2]\n a [140] [3]\n a [160] [2]\nend\nif <(__World) = [4]> then\n a [55] [1]\n a [80] [1]\n a [105] [1]\nend\nif <(__World) = [5]> then\n a [55] [0]\n a [80] [0]\n a [105] [0]\nend\n\nwhen I receive [ded v]\nwait (0.15) seconds\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Delete. v)\nset [z blocklock1 v] to [0]\nwait (0.3) seconds\nbroadcast (Reading code v) and wait\nbroadcast (Load Level v) and wait\nbroadcast (Load level 2 v) and wait\nbroadcast (Load level 3 v) and wait\nbroadcast (Start! v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Goal 1\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go [forward v] (1) layers\n if <(pick random (1) to (3)) = [2]> then\n if <(item (no.) of [.check v]) = [1]> then\n switch costume to (a v)\n set size to (111) %\n point in direction (pick random (1) to (360))\n move (pick random (20) to (50)) steps\n point in direction (pick random (1) to (360))\n repeat (30)\n move (1) steps\n change size by (-3)\n change [color v] effect by (2)\n end\n else\n set size to (100) %\n switch costume to (a v)\n point in direction (pick random (1) to (360))\n move (pick random (1) to (20)) steps\n point in direction (pick random (1) to (360))\n repeat (15)\n move (0.5) steps\n change size by (-4.5)\n change [color v] effect by (2)\n end\n end\n else\n if <(item (no.) of [.check v]) = [1]> then\n set size to (166) %\n switch costume to (costume2 v)\n point in direction (pick random (1) to (360))\n move (11) steps\n repeat (20)\n move (3) steps\n change size by (-7)\n change [color v] effect by (2)\n turn right ((18) * ([sin v] of ((timer) * (166)) )) degrees\n end\n else\n set size to (80) %\n point in direction (pick random (1) to (360))\n move (4) steps\n repeat (15)\n move (0.5) steps\n change size by (-5)\n change [color v] effect by (2)\n end\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [base x v] to ((32) * ((((item (no.) of [.goal v]) - (1)) mod (15)) - (7)))\n set [base y v] to ((32) * (([floor v] of (((item (no.) of [.goal v]) - (1)) / (15)) ) - (5)))\n forever\n change [color v] effect by (2)\n check\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (0.1) seconds\n show\n switch costume to (costume2 v)\n forever\n if <(no.) = (. tags#)> then\n wait (0) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(no.) = (. tags#)> then\n show\n else\n hide\n end\nend\n\ndefine check\nif <[25] > (([abs v] of (((base x) - (item (no.) of [. game character x v])) + (15)) ) + ([abs v] of (((base y) - (item (no.) of [. game character y v])) + (15)) ))> then\n replace item (no.) of [.check v] with [1]\n change size by (((180) - (size)) / (2))\n set x to ((base x) + ((5) + ((5) * ([sin v] of ((timer) * (222)) ))))\n set y to ((base y) + ((5) * ([sin v] of ((timer) * (277)) )))\nelse\n replace item (no.) of [.check v] with [0]\n change size by (((60) - (size)) / (15))\n set x to (base x)\n set y to ((5) + (base y))\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\nreset timer\nset [no. v] to [1]\ndelete all of [.check v]\nrepeat (.Number of Tags)\n switch costume to (costume1 v)\n add [0] to [.check v]\n create clone of (_myself_ v)\n change [no. v] by (1)\nend\n\n@Sprite10\n\nwhen I receive [delete. v]\nhide\n\nwhen I receive [load level v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (30)\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen [space v] key pressed\n\nset [123 v] to (pick random (0) to (9))\nset [abc v] to (pick random (1) to (2))\nset [light v] to (pick random (0) to (1))\nset [_theme v] to (join (join (letter (abc) of [abcde]) (123)) (light))\nswitch backdrop to (light)\n\nwhen I receive [reading code v]\na\n\ndefine a\ndelete all of [@ reading level... v]\nadd [] to [@ reading level... v]\nset [_ i v] to [0]\nrepeat until <(_ i) > ((length of (item (__Level) of [_level v])) - (0.5))>\n change [_ i v] by (1)\n if <(letter (_ i) of (item (__Level) of [_level v])) = [ ]> then\n change [_ i v] by (1)\n add (letter (_ i) of (item (__Level) of [_level v])) to [@ reading level... v]\n else\n replace item (length of [@ reading level... v]) of [@ reading level... v] with (join (item (length of [@ reading level... v]) of [@ reading level... v]) (letter (_ i) of (item (__Level) of [_level v])))\n end\nend\ndelete all of [. game character x v]\ndelete all of [.goal v]\ndelete all of [. game character y v]\nset [.number of tags v] to (item (1) of [@ reading level... v])\nset [_ i v] to [1]\nrepeat (.Number of Tags)\n change [_ i v] by (1)\n add ((16) + ((32) * ((((item (_ i) of [@ reading level... v]) - (1)) mod (15)) - (7)))) to [. game character x v]\n add ((16) + ((32) * (([floor v] of (((item (_ i) of [@ reading level... v]) - (1)) / (15)) ) - (5)))) to [. game character y v]\n change [_ i v] by (1)\n add (item (_ i) of [@ reading level... v]) to [.goal v]\nend\ndelete all of [. game platform v]\nrepeat (165)\n change [_ i v] by (1)\n add (item (_ i) of [@ reading level... v]) to [. game platform v]\nend\n\nset [__level v] to [1]\na\n\n@S \n\nwhen I start as a clone\nswitch costume to (costume5 v)\nd\nset [ghost v] effect to (10)\nshow\nforever\n go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n color\nend\n\ndefine color\na\nb\n\ndefine a\nif <(letter (. tags#) of (item (no.) of [. game platform v])) = [a]> then\n if <(_Theme) = [4]> then\n set [a. v] to [2]\n else\n if <(_Theme) = [5]> then\n set [a. v] to [1]\n else\n if <<(_Theme) = [2]> or <(_Theme) = [3]>> then\n if <(((no.) + (_Theme)) mod (2)) = [1]> then\n set [a. v] to [4]\n else\n set [a. v] to [5]\n end\n else\n if <((no.) mod (2)) = [1]> then\n if <(_Theme) = [1]> then\n set [a. v] to [1]\n else\n set [a. v] to [2]\n end\n else\n set [a. v] to [3]\n end\n end\n end\n end\n c\n set [brightness v] effect to (0)\n set [ghost v] effect to (10)\nelse\n set [ghost v] effect to (90)\n set [brightness v] effect to (-100)\nend\n\ndefine b\nif <<(_Theme) = [2]> or <(_Theme) = [3]>> then\n set [color v] effect to (0)\nelse\n if <(_Color) = [-1]> then\n set [color v] effect to ((0) + ((((x position) / (2)) + (y position)) / (7)))\n else\n if <(_Color) = [-2]> then\n set [color v] effect to ((100) + ((((x position) / (2)) + (y position)) / (7)))\n else\n if <(_Color) = [0]> then\n set [color v] effect to (((_Theme) * (100)) + (((timer) * (3)) + ((((x position) / (2)) + (y position)) / (4))))\n else\n set [color v] effect to ((_Color) + ((((x position) / (2)) + (y position)) / (18)))\n end\n end\n end\nend\n\ndefine c\nswitch costume to (((5) * ([ceiling v] of ((letter (. tags#) of (custom)) / (4)) )) + (a.))\npoint in direction ((90) * ((letter (. tags#) of (custom)) mod (4)))\n\ndefine d\nset [custom v] to []\nset [i v] to [0]\nif <not < (item (no.) of [. game platform v]) contains [a]?>> then\n delete this clone\nelse\n repeat (.Number of Tags)\n change [i v] by (1)\n if <<[a] = (letter (i) of (item ((no.) + (-1)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (1)) of [. game platform v]))>> then\n set [custom v] to (join (custom) [0])\n else\n if <<[a] = (letter (i) of (item ((no.) + (15)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (-15)) of [. game platform v]))>> then\n set [custom v] to (join (custom) [0])\n else\n if <<[a] = (letter (i) of (item ((no.) + (1)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (-15)) of [. game platform v]))>> then\n set [custom v] to (join (custom) [1])\n else\n if <<[a] = (letter (i) of (item ((no.) + (-1)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (-15)) of [. game platform v]))>> then\n set [custom v] to (join (custom) [2])\n else\n if <<[a] = (letter (i) of (item ((no.) + (-1)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (15)) of [. game platform v]))>> then\n set [custom v] to (join (custom) [3])\n else\n if <<[a] = (letter (i) of (item ((no.) + (15)) of [. game platform v]))> and <[a] = (letter (i) of (item ((no.) + (1)) of [. game platform v]))>> then\n set [custom v] to (join (custom) [4])\n else\n if <[a] = (letter (i) of (item ((no.) + (-15)) of [. game platform v]))> then\n set [custom v] to (join (custom) [5])\n else\n if <[a] = (letter (i) of (item ((no.) + (-1)) of [. game platform v]))> then\n set [custom v] to (join (custom) [6])\n else\n if <[a] = (letter (i) of (item ((no.) + (15)) of [. game platform v]))> then\n set [custom v] to (join (custom) [7])\n else\n if <[a] = (letter (i) of (item ((no.) + (1)) of [. game platform v]))> then\n set [custom v] to (join (custom) [8])\n else\n set [custom v] to (join (custom) [9])\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 aaa\nset [no. v] to [1]\nrepeat (15)\n repeat (11)\n create clone of (_myself_ v)\n change [no. v] by (1)\n end\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\naaa\n\n@Level editor\n\nwhen I start as a clone\nchange [no. v] by ((.Number of Tags) * (2))\nset [ghost v] effect to (10)\nset [no. color v] to [0]\nshow\nforever\n go to x: ((32) * ((((no.) - (((.Number of Tags) * (2)) + (1))) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (((.Number of Tags) * (2)) + (1))) / (15)) ) - (5)))\n set [color v] effect to (((. tags#) - (1)) * (30))\n if <[0] = (letter (. tags#) of (item (no.) of [level edior v]))> then\n b\n else\n set [c v] to [0]\n if <(letter (. tags#) of (item (no.) of [level edior v])) = [a]> then\n if <((no.) mod (2)) = [1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume9 v)\n end\n else\n switch costume to ((0) + (item # of (letter (. tags#) of (item (no.) of [level edior v])) in [alphabet v]))\n if <(costume [number v]) > [3]> then\n clear graphic effects\n end\n end\n end\n set [ghost v] effect to (c)\nend\n\ndefine a\nif <(.Number of Tags) = [1]> then\n add [0] to [level edior v]\nelse\n if <(.Number of Tags) = [2]> then\n add [00] to [level edior v]\n else\n if <(.Number of Tags) = [3]> then\n add [000] to [level edior v]\n else\n if <(.Number of Tags) = [4]> then\n add [0000] to [level edior v]\n else\n add [00000] to [level edior v]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <(edior block tool) > [-1]> then\n swap 0 and 1\n end\n wait until <not <mouse down?>>\nend\n\ndefine swap 0 and 1\nif <(. tags#) = [1]> then\n replace item (no.) of [level edior v] with (join (item ((edior block tool) + (1)) of [alphabet v]) (join (letter (2) of (item (no.) of [level edior v])) (join (letter (3) of (item (no.) of [level edior v])) (join (letter (4) of (item (no.) of [level edior v])) (letter (5) of (item (no.) of [level edior v]))))))\nelse\n if <(. tags#) = [2]> then\n replace item (no.) of [level edior v] with (join (letter (1) of (item (no.) of [level edior v])) (join (item ((edior block tool) + (1)) of [alphabet v]) (join (letter (3) of (item (no.) of [level edior v])) (join (letter (4) of (item (no.) of [level edior v])) (letter (5) of (item (no.) of [level edior v]))))))\n else\n if <(. tags#) = [3]> then\n replace item (no.) of [level edior v] with (join (letter (1) of (item (no.) of [level edior v])) (join (letter (2) of (item (no.) of [level edior v])) (join (item ((edior block tool) + (1)) of [alphabet v]) (join (letter (4) of (item (no.) of [level edior v])) (letter (5) of (item (no.) of [level edior v]))))))\n else\n if <(. tags#) = [4]> then\n replace item (no.) of [level edior v] with (join (letter (1) of (item (no.) of [level edior v])) (join (letter (2) of (item (no.) of [level edior v])) (join (letter (3) of (item (no.) of [level edior v])) (join (item ((edior block tool) + (1)) of [alphabet v]) (letter (5) of (item (no.) of [level edior v]))))))\n else\n replace item (no.) of [level edior v] with (join (letter (1) of (item (no.) of [level edior v])) (join (letter (2) of (item (no.) of [level edior v])) (join (letter (3) of (item (no.) of [level edior v])) (join (letter (4) of (item (no.) of [level edior v])) (item ((edior block tool) + (1)) of [alphabet v])))))\n end\n end\n end\nend\n\ndefine 0\nrepeat (165)\n create clone of (_myself_ v)\n a\n change [no. v] by (1)\nend\n\ndefine b\nif <(item (no.) of [level edior v]) > [0]> then\n set [c v] to [70]\nelse\n set [c v] to [100]\nend\n\ndefine Save\nadd (.Number of Tags) to [_level v]\nset [i v] to [0]\nrepeat (length of [level edior v])\n change [i v] by (1)\n replace item (length of [_level v]) of [_level v] with (join (item (length of [_level v]) of [_level v]) (join [ ] (item (i) of [level edior v])))\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level editior v]\nset [no. v] to [1]\ndelete all of [level edior v]\nrepeat ((.Number of Tags) * (2))\n add [0] to [level edior v]\nend\n0\n\nSave\n\ndelete all of [alphabet v]\nadd [0] to [alphabet v]\nadd [a] to [alphabet v]\nadd [1] to [alphabet v]\nadd [2] to [alphabet v]\nadd [3] to [alphabet v]\nadd [b] to [alphabet v]\nadd [c] to [alphabet v]\n\nif <<[7] > (edior block tool)> and <(edior block tool) > [2]>> then\n replace item (no.) of [level edior v] with (join (item ((edior block tool) + (1)) of [alphabet v]) (join (item ((edior block tool) + (1)) of [alphabet v]) (join (item ((edior block tool) + (1)) of [alphabet v]) (join (item ((edior block tool) + (1)) of [alphabet v]) (item ((edior block tool) + (1)) of [alphabet v])))))\nelse\nend\n\n@level editor 2\n\nwhen flag clicked\n\nwhen I start as a clone\nset drag mode [draggable v]\nshow\nforever\n if <(. tags#) = ([ceiling v] of ((costume [number v]) / (2)) )> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\n replace item (costume [number v]) of [level edior v] with (((round ((x position) / (32))) + (8)) + ((15) * ((round ((y position) / (32))) + (5))))\nend\n\nwhen I receive [level editior v]\nswitch costume to (costume1 v)\nhide\ngo to x: (-100) y: (0)\nrepeat ((.Number of Tags) * (2))\n create clone of (_myself_ v)\n next costume\n change x by (25)\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n go to [front v] layer\nend\n\n@WIN\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n set rotation style [don't rotate v]\n if <(pick random (1) to (3)) = [2]> then\n wait (0) seconds\n set size to (50) %\n point in direction (pick random (1) to (360))\n go to (random position v)\n repeat (25)\n switch costume to (costume2 v)\n move (3) steps\n change size by (-2)\n change [color v] effect by (2)\n go to [front v] layer\n end\n else\n wait (0) seconds\n go [forward v] (1) layers\n set size to (400) %\n point in direction (pick random (1) to (360))\n repeat (25)\n switch costume to (costume1 v)\n move (10) steps\n change size by (-15)\n change [color v] effect by (2)\n turn right ((5) * ([sin v] of ((timer) * (166)) )) degrees\n end\n end\n delete this clone\nelse\n turn right (pick random (1) to (360)) degrees\n set size to (0) %\n set [brightness v] effect to (30)\n change [color v] effect by ((costume [number v]) * (10))\n go to x: (0) y: (0)\n forever\n change x by (((((costume [number v]) * (26)) - (260)) - (x position)) / (7))\n set y to ((2) * ([sin v] of (((timer) * (333)) + ((costume [number v]) * (-22))) ))\n turn right ((((90) + ((12) * ([sin v] of (((timer) * (333)) + ((costume [number v]) * (166))) ))) - (direction)) / (10)) degrees\n go to [front v] layer\n change size by (((80) - (size)) / (4))\n change [color v] effect by (2)\n end\nend\n\ndefine a\nclear graphic effects\nswitch costume to (costume3 v)\nrepeat (15)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [u v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-12)\nend\ndelete this clone\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level v]\nset [no. v] to [1]\n\nwhen I receive [load menu v]\nset [no. v] to [0]\n\nwhen I receive [start! v]\nif <(no.) = [1]> then\n wait (0.3) seconds\n set [lock v] to [1]\n wait until <(item # of [0] in [.check v]) = [0]>\n set [lock v] to [0]\n wait (0.4) seconds\n if <(((__Level) - (1)) mod (6)) = [5]> then\n a\n go to x: (0) y: (0)\n clear graphic effects\n repeat until <not <key (space v) pressed?>>\n switch costume to (costume1 v)\n change [color v] effect by (2)\n create clone of (_myself_ v)\n end\n repeat until <key (space v) pressed?>\n switch costume to (costume1 v)\n change [color v] effect by (2)\n create clone of (_myself_ v)\n end\n stop [other scripts in sprite v]\n broadcast (Back to menu v)\n broadcast (u v)\n else\n go to x: (0) y: (0)\n change [__level v] by (1)\n broadcast (go to gameplay! v)\n broadcast (u v)\n end\nend\n\n@Sprite4\n\nwhen I receive [load menu v]\n[1] [0] [1]\n[2] [0] [2]\n[3] [6] [6]\n[4] [0] [3]\n\n[5] [0] [4]\n[6] [7] [6]\n\nwhen I receive [delete. v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to x: (x) y: (y)\nset size to (90) %\nforever\n set [brightness v] effect to (0)\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <not <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n wait (0.5) seconds\n end\n end\n start sound [Water Drop v]\n repeat until <not <mouse down?>>\n set [brightness v] effect to ((20) * ([sin v] of ((timer) * (444)) ))\n end\n repeat until <mouse down?>\n set [brightness v] effect to ((20) * ([sin v] of ((timer) * (444)) ))\n end\n if <touching (mouse-pointer v)?> then\n start sound [Water Drop v]\n set [__world v] to (costume [number v])\n set [__level v] to ((((__World) - (1)) * (6)) + (1))\n broadcast (go to gameplay! v)\n end\n set [brightness v] effect to (0)\n wait (0.5) seconds\nend\n\ndefine (z) (x) (y)\nswitch costume to (z)\nset [x v] to (((x) * (31)) - (217))\nset [y v] to ((156) - ((y) * (36)))\ncreate clone of (_myself_ v)\n\nwhen I receive [go to gameplay! v]\ndelete this clone\n\n@progress\n\nwhen I receive [load level v]\nswitch costume to (costume1 v)\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n if <(x position) = [50]> then\n switch costume to ((4) + ([floor v] of (((__World) - (1)) / (3)) ))\n end\n set y to (-180)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (2)\n end\n wait (2.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set y to (-180)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-33)\n change y by (2)\n end\n wait (2.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-2)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set x to ((((((__Level) - (1)) mod (6)) - (1)) * (20)) - (50))\n wait (0.3) seconds\n repeat (4)\n change x by (4)\n end\n repeat (4)\n change x by (1)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set [color v] effect to (pick random (0) to (200))\n forever\n switch costume to (costume2 v)\n wait (0.3) seconds\n switch costume to (costume3 v)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [delete. v]\ndelete this clone\n\n@Sprite6\n\nwhen I start as a clone\na\nset size to (pick random (70) to (200)) %\nshow\nswitch costume to (costume3 v)\nif <(__World) = [3]> then\n switch costume to (costume2 v)\nend\nforever\n set [ghost v] effect to (item (. tags#) of [ghost eff v])\n set [color v] effect to (item (. tags#) of [color v])\n go to x: (item (. tags#) of [x v]) y: (item (. tags#) of [y v])\nend\n\nwhen I receive [start! v]\nset [color v] effect to (110)\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete. v]\ndelete this clone\n\ndefine a\ndelete all of [color v]\nset [no. v] to [0]\nrepeat (5)\n change [no. v] by (1)\n add ((pick random (-20) to (20)) + (item (no.) of [. game tags color v])) to [color v]\nend\ndelete all of [ghost eff v]\nrepeat (5)\n add (pick random (50) to (80)) to [ghost eff v]\nend\ndelete all of [custom v]\nrepeat (5)\n add (pick random (0) to (100)) to [custom v]\nend\ndelete all of [x v]\ndelete all of [y v]\nrepeat (5)\n add (pick random (-240) to (240)) to [x v]\n add (pick random (-240) to (240)) to [y v]\nend\n\nwhen I receive [level editior v]\nset [color v] effect to (110)\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@Sprite8\n\nwhen I start as a clone\ngo to x: (0) y: (0)\na\nshow\nforever\n set [color v] effect to (item (. tags#) of [color v])\n turn right (item (. tags#) of [speed v]) degrees\n switch costume to (item (. tags#) of [custom v])\nend\n\nwhen I receive [load level v]\nset [no. v] to [2]\nrepeat (15)\n change [no. v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete. v]\ndelete this clone\n\ngo to [back v] layer\n\nwhen I receive [load menu v]\nset [no. v] to [2]\nrepeat (15)\n change [no. v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine a\ndelete all of [speed v]\nrepeat (5)\n add (pick random (-0.5) to (0.5)) to [speed v]\nend\ndelete all of [color v]\nset [i v] to [0]\nrepeat (5)\n change [i v] by (1)\n add ((pick random (-20) to (20)) + (item (i) of [. game tags color v])) to [color v]\nend\nb\nset size to (((no.) * (no.)) * (1)) %\n\nwhen I receive [level editior v]\nset [no. v] to [2]\nrepeat (15)\n change [no. v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine b\ndelete all of [custom v]\nif <(__World) < [4]> then\n repeat (5)\n add (pick random (1) to (10)) to [custom v]\n end\nelse\n if <<[3] < (__World)> and <(__World) < [7]>> then\n repeat (5)\n if <(pick random (1) to (3)) = [1]> then\n add (pick random (11) to (12)) to [custom v]\n else\n add (pick random (1) to (8)) to [custom v]\n end\n end\n end\nend\n\n@Sprite5\n\nwhen I start as a clone\ngo to (random position v)\nb\nshow\nforever\n set [color v] effect to (item (. tags#) of [color v])\n switch costume to (item (. tags#) of [custom v])\n turn right (item (. tags#) of [speed v]) degrees\n go to x: ((item (. tags#) of [x v]) * ((size) / (100))) y: ((item (. tags#) of [y v]) * ((size) / (100)))\nend\n\nwhen I receive [delete. v]\ndelete this clone\n\nwhen I receive [start! v]\na\n\ndefine a\nrepeat (55)\n create clone of (_myself_ v)\nend\n\ndefine b\ndelete all of [speed v]\nrepeat (5)\n add (pick random (-1.0) to (1)) to [speed v]\nend\ndelete all of [color v]\nset [no. v] to [0]\nrepeat (5)\n change [no. v] by (1)\n add ((pick random (-20) to (20)) + (item (no.) of [. game tags color v])) to [color v]\nend\ndelete all of [custom v]\nrepeat (5)\n add (pick random (0) to (100)) to [custom v]\nend\ndelete all of [x v]\ndelete all of [y v]\nset [no. v] to (pick random (0) to (360))\nset [no... v] to (pick random (200) to (350))\nrepeat (5)\n add (([cos v] of (no.) ) * (no...)) to [x v]\n add (([sin v] of (no.) ) * (no...)) to [y v]\nend\nturn right (pick random (0) to (180)) degrees\nset size to (pick random (0) to (100)) %\n\nwhen I receive [level editior v]\na\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n wait until <key ((costume [name v]) v) pressed?>\n set [edior block tool v] to ((costume [number v]) - (2))\nend\n\nwhen I start as a clone\nforever\n if <(edior block tool) = ((costume [number v]) - (2))> then\n set [brightness v] effect to ((15) + ((20) * ([sin v] of ((timer) * (444)) )))\n set size to (90) %\n else\n set [brightness v] effect to (0)\n set size to (70) %\n end\nend\n\nwhen I receive [level editior v]\nswitch costume to (a v)\ngo to x: (-100) y: (-160)\nrepeat (8)\n create clone of (_myself_ v)\n change x by (27)\n next costume\nend\n\nwhen I start as a clone\nforever\n if <(mouse y) < [-130]> then\n change [ghost v] effect by (15)\n else\n change [ghost v] effect by (-15)\n end\nend\n\n@S 2\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nshow\nif < (item (no.) of [. game platform v]) contains [1]?> then\n go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n forever\n a\n b\n end\nelse\n if < (item (no.) of [. game platform v]) contains [2]?> then\n go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n forever\n a2\n c\n end\n else\n if < (item (no.) of [. game platform v]) contains [3]?> then\n go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n forever\n a3\n d\n end\n else\n delete this clone\n end\n end\nend\n\ndefine a\nif <(letter (. tags#) of (item (no.) of [. game platform v])) = [1]> then\n set [ghost v] effect to (10)\n set [brightness v] effect to (0)\nelse\n set [ghost v] effect to (90)\n set [brightness v] effect to (-100)\nend\n\ndefine b\nif <<(_Theme) = [2]> or <(_Theme) = [3]>> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume3 v)\n if <(_Color) = [-1]> then\n set [color v] effect to ((0) + ((((x position) / (2)) + (y position)) / (7)))\n else\n if <(_Color) = [-2]> then\n set [color v] effect to ((100) + ((((x position) / (2)) + (y position)) / (7)))\n else\n if <(_Color) = [0]> then\n set [color v] effect to (((_Theme) * (100)) + (((timer) * (3)) + ((((x position) / (2)) + (y position)) / (4))))\n else\n set [color v] effect to ((_Color) + ((((x position) / (2)) + (y position)) / (18)))\n end\n end\n end\nend\n\ndefine aaa\nset [no. v] to [1]\nrepeat (15)\n repeat (11)\n create clone of (_myself_ v)\n change [no. v] by (1)\n end\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level 3 v]\naaa\n\ndefine c\nif <(z BlockLock1) = [1]> then\n repeat (5)\n turn right (40) degrees\n change size by (-20)\n end\n delete this clone\nend\n\ndefine a2\nif <(letter (. tags#) of (item (no.) of [. game platform v])) = [2]> then\n set [ghost v] effect to (10)\n set [brightness v] effect to ((10) + ((10) * ([sin v] of ((timer) * (300)) )))\n point in direction ((90) + ((10) * ([sin v] of ((timer) * (120)) )))\n set size to ((85) + ((5) * ([sin v] of ((timer) * (190)) ))) %\nelse\n set [ghost v] effect to (90)\n set [brightness v] effect to (-100)\nend\n\ndefine a3\nif <(letter (. tags#) of (item (no.) of [. game platform v])) = [3]> then\n set [ghost v] effect to (10)\n set [brightness v] effect to ((10) + ((10) * ([sin v] of ((timer) * (300)) )))\n point in direction ((90) + ((10) * ([sin v] of ((timer) * (120)) )))\n set size to ((85) + ((5) * ([sin v] of ((timer) * (190)) ))) %\nelse\n set [ghost v] effect to (90)\n set [brightness v] effect to (-100)\nend\n\ndefine d\nif <(z BlockLock2) = [1]> then\n repeat (5)\n turn right (40) degrees\n change size by (-20)\n end\n delete this clone\nend\n\nset size to (100) %\n\n@S 3\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nset size to (100) %\nshow\nif < (item (no.) of [. game platform v]) contains [b]?> then\n go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n switch costume to (costume6 v)\n wait until <(z BlockLock1) = [1]>\n set [brightness v] effect to (100)\n replace item (no.) of [. game platform v] with [00000]\n repeat (5)\n change [brightness v] effect by (-20)\n change size by (-20)\n end\n delete this clone\nelse\n if < (item (no.) of [. game platform v]) contains [c]?> then\n go to x: ((32) * ((((no.) - (1)) mod (15)) - (7))) y: ((32) * (([floor v] of (((no.) - (1)) / (15)) ) - (5)))\n switch costume to (costume5 v)\n wait until <(z BlockLock2) = [1]>\n set [brightness v] effect to (100)\n replace item (no.) of [. game platform v] with [00000]\n repeat (5)\n change [brightness v] effect by (-20)\n change size by (-20)\n end\n delete this clone\n else\n delete this clone\n end\nend\n\ndefine aaa\nset [no. v] to [1]\nrepeat (15)\n repeat (11)\n create clone of (_myself_ v)\n change [no. v] by (1)\n end\nend\n\nwhen I receive [delete. v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [load level 2 v]\naaa\n\nset [z blocklock1 v] to [1]\n\n@Sprite12\n\nwhen I receive [delete. v]\ndelete this clone\n\nwhen I receive [load level 2 v]\nhide\nset [no. v] to [0]\nif <(.Number of Tags) > [2]> then\n repeat (.Number of Tags)\n change [no. v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (no.)\nset size to (50) %\nforever\n go to x: ((item (no.) of [. game character x v]) + (-16)) y: ((item (no.) of [. game character y v]) + (16))\n if <(. tags#) = (no.)> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (70)\n end\nend\n\nif <[] > [50]> then\n\n
Tap the "file" 2 times to start the level\n\nArrow keys, AWD to move like any platformer\n1,2,3,4,5 or use mouse to swich tags\n\nYour goal is to make every character in every tags to go to the goals\n\nBtw the character can jump on the other character like a platfrom\nAnd swich tags will make the character frezee in mid air\n\n------------------------------------------------------------------\n\nWhat do you think? should I continue working on this?
Platformer...but with 1 FPS
@Stage\n\nwhen flag clicked\nstop all sounds\nswitch backdrop to (blue sky v)\nstart sound [Vexento - Pixel Party v]\nforever\n if <([costume # v] of [level v]) = [8]> then\n switch backdrop to (blue sky2 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n go to (hitbox v)\n go to [front v] layer\n if <key (up arrow v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (right-up v)\n else\n switch costume to (up v)\n end\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (right v)\n else\n switch costume to (no v)\n end\n end\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\n wait (0.8) seconds\n broadcast (tick 1 sec v)\nend\n\n@Hitbox\n\nwhen I receive [next level v]\nStart Position\n\ndefine Start Position\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nset size to (100) %\ngo to x: (-220) y: (100)\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nshow\nStart Position\nset [ghost v] effect to (100)\nforever\n if <<(username) = [ScratchBoy179]> and <key (e v) pressed?>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (100)\n end\n if <([costume # v] of [level v]) = [8]> then\n clear graphic effects\n end\n if <(x position) = [268]> then\n broadcast (next level v)\n Start Position\n end\n change [y_vel v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x_vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x_vel v] by (-1)\n end\n set [x_vel v] to ((x_vel) * (0.9))\n change x by (x_vel)\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 (-6)\n if <key (up arrow v) pressed?> then\n set [y_vel v] to [8]\n if <(x_vel) > [0]> then\n set [x_vel v] to [-10]\n else\n set [x_vel v] to [10]\n end\n else\n change x by ((x_vel) * (-1))\n set [x_vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y_vel)\n if <touching (level v)?> then\n change y by ((y_vel) * (-1))\n set [y_vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y_vel v] to [12]\n end\n if <<touching (obstacles v)?> or <(y position) < [-175]>> then\n Start Position\n end\n if <touching (trampoline v)?> then\n set [y_vel v] to [20]\n end\n change y by (1)\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (kostým4 v)\nshow\ngo to x: (0) y: (0)\n\n@Obstacles\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (kostým1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostým1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Trail\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nrepeat (20)\n change [ghost v] effect by (4)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n set size to (100) %\n set [ghost v] effect to (100)\n go to (hitbox v)\n wait (0) seconds\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick 1 sec v]\nerase all\nrepeat (1)\nshow\nstamp\nhide\n\n
--------------------------------About---------------------------------\n Hello scratchers! \nThis is a first patformer in the Platformer BUT series :D\nNormal platformers are too easy. So I decided to make an 1 FPS platformer. Can you beat the lags? Press green flag and enjoy playing :)
History A platformer v1.1
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [African-Coffin-Dance-Astronomia\(PaglaSongs\) v] until done\nend\n\nwhen [s v] key pressed\nchange [level v] by (1)\n\n@player\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n set [px v] to (x position)\n set [py v] to (y position)\n broadcast (Tick v)\n if <<(y position) < [-200]> or <touching (template2 v)?>> then\n go to x: (-210) y: (0)\n end\n if <(x position) > [229]> then\n go to x: (-210) y: (0)\n change [level v] by (1)\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nchange x by (xv)\nset [xv v] to ((xv) * (0.9))\nif <<<touching color (#29ff00)?> or <touching color (#690000)?>> or <<touching color (#ff0000)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<<touching color (#29ff00)?> or <touching color (#690000)?>> or <<touching color (#ff0000)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<<touching color (#29ff00)?> or <touching color (#690000)?>> or <<touching color (#ff0000)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<<touching color (#29ff00)?> or <touching color (#690000)?>> or <<touching color (#ff0000)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<<touching color (#29ff00)?> or <touching color (#690000)?>> or <<touching color (#ff0000)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<<touching color (#29ff00)?> or <touching color (#690000)?>> or <<touching color (#ff0000)?> or <touching color (#000000)?>>> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <<<touching color (#29ff00)?> or <touching color (#690000)?>> or <<touching color (#ff0000)?> or <touching color (#000000)?>>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<<touching color (#29ff00)?> or <touching color (#690000)?>> or <<touching color (#ff0000)?> or <touching color (#000000)?>>> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\nwait (1) seconds\n\nif <[] = [1]> then\nif <[] = [2]> then\n\nwhen [1 v] key pressed\nforever\n\ngo to x: (-191) y: (-185)\n\n@Template\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n switch costume to (template v)\n show\n else\n if <(Level) = [9]> then\n switch costume to (template2 v)\n show\n else\n if <(Level) = [10]> then\n show\n repeat (5)\n switch costume to (template4 v)\n wait (0.1) seconds\n repeat (7)\n next costume\n wait (0.1) seconds\n end\n end\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to x: (px) y: ((py) + (111))\nend\n\n@Template2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n switch costume to (1 v)\n show\n else\n if <(Level) = [3]> then\n switch costume to (2 v)\n show\n else\n if <(Level) = [4]> then\n switch costume to (3 v)\n show\n else\n if <(Level) = [5]> then\n show\n switch costume to (4 v)\n else\n hide\n end\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nhide\n\n
Hi! welcome to History platformer! v1.1, but if this hit 15 views and 1 like i will add more!!\n\nupdate log:\n8/9/2021 beta- official release\n9/9/2021 v.1.1- added volcanoes and chasing dinosaurs
Pen Platformer! | 100% Pen Mobile Friendly Penformer | #All #Games #Trending #Pen # Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (my fav art i have ever done! :d v)\nforever\n set volume to (50) %\n play sound [Flying High - By GrannyCookies v] until done\nend\n\n@Levels\n\ndefine Instant Write String: (string) at x: (x) y: (y) Thickness: (pensize) Size: (size) r: (r) g: (g) b: (b) Underline? <underline?> Outline? <outline?> r: (r2) g (g2) b (b2)\nif <outline?> then\n Slow Write String: (string) at x: (x) y: (y) Thickness ((pensize) + (4)) Size: (size) Underline? <underline?>\nend\nSlow Write String: (string) at x: (x) y: (y) Thickness (pensize) Size: (size) Underline? <underline?>\n\ndefine Slow Write String: (string1) at x: (x) y: (y) Thickness (pensize) Size: (size) Underline? <underline?>\nset [letter spacing x v] to [0]\nset [letter spacing y v] to [0]\nset [liststringlen v] to [0]\nset [list_item_counter v] to [2]\nset [string_counter v] to [1]\nset [letterx v] to [3]\nset [lettery v] to [9]\npen up\nset pen color to (#3719d0)\nset [list_counter v] to [0]\nset [stringlen v] to (length of (string1))\nrepeat until <(String_Counter) > (length of (string1))>\n repeat until <(letter (1) of (item (List_Counter) of [letters v])) = (letter (String_Counter) of (string1))>\n change [list_counter v] by (1)\n if <(List_Counter) > (length of [letters v])> then\n set [list_counter v] to [1]\n end\n end\n change [string_counter v] by (1)\n set [liststringlen v] to [0]\n set [list_item_counter v] to [2]\n set [letterx v] to [3]\n set [lettery v] to [9]\n pen up\n if <(((x) + ((letter spacing X) * (1.5))) + (30)) > [239]> then\n change [letter spacing y v] by ((size) * (15))\n set [letter spacing x v] to [0]\n end\n go to x: ((x) + ((letter spacing X) * (1.5))) y: ((y) - ((Letter Spacing Y) * (1.5)))\n set pen size to (pensize)\n set [liststringlen v] to (length of (item (List_Counter) of [letters v]))\n repeat until <(List_Item_Counter) = (length of (item (List_Counter) of [letters v]))>\n set [xchange v] to (join (join (join (join (letter (LetterX) of (item (List_Counter) of [letters v])) (letter ((LetterX) + (1)) of (item (List_Counter) of [letters v]))) (letter ((LetterX) + (2)) of (item (List_Counter) of [letters v]))) (letter ((LetterX) + (3)) of (item (List_Counter) of [letters v]))) (letter ((LetterX) + (4)) of (item (List_Counter) of [letters v])))\n set [ychange v] to (join (join (join (join (letter (LetterY) of (item (List_Counter) of [letters v])) (letter ((LetterY) + (1)) of (item (List_Counter) of [letters v]))) (letter ((LetterY) + (2)) of (item (List_Counter) of [letters v]))) (letter ((LetterY) + (3)) of (item (List_Counter) of [letters v]))) (letter ((LetterY) + (4)) of (item (List_Counter) of [letters v])))\n if <(XChange) = [Penup]> then\n pen up\n change [letterx v] by (12)\n change [lettery v] by (12)\n set [xchange v] to (join (join (join (join (letter (LetterX) of (item (List_Counter) of [letters v])) (letter ((LetterX) + (1)) of (item (List_Counter) of [letters v]))) (letter ((LetterX) + (2)) of (item (List_Counter) of [letters v]))) (letter ((LetterX) + (3)) of (item (List_Counter) of [letters v]))) (letter ((LetterX) + (4)) of (item (List_Counter) of [letters v])))\n set [ychange v] to (join (join (join (join (letter (LetterY) of (item (List_Counter) of [letters v])) (letter ((LetterY) + (1)) of (item (List_Counter) of [letters v]))) (letter ((LetterY) + (2)) of (item (List_Counter) of [letters v]))) (letter ((LetterY) + (3)) of (item (List_Counter) of [letters v]))) (letter ((LetterY) + (4)) of (item (List_Counter) of [letters v])))\n set [xchange v] to ((XChange) * (size))\n set [ychange v] to ((YChange) * (size))\n go to x: ((x position) + (XChange)) y: ((y position) + (YChange))\n else\n pen down\n set [xchange v] to ((XChange) * (size))\n set [ychange v] to ((YChange) * (size))\n go to x: ((x position) + (XChange)) y: ((y position) + (YChange))\n end\n change [list_item_counter v] by (12)\n change [letterx v] by (12)\n change [lettery v] by (12)\n end\n if <underline?> then\n pen up\n set pen size to (size)\n go to x: (((x) + ((letter spacing X) * (1.5))) - (size)) y: (((y) - ((Letter Spacing Y) * (1.5))) - ((size) * (4)))\n pen down\n change x by ((10) * (size))\n end\n change [letter spacing x v] by ((7) * (size))\nend\n\ndefine Initialize Letters\ndelete (all) of [letters v]\ndelete (all) of [symbols v]\nset [letter spacing x v] to [0]\nset [letter spacing y v] to [0]\nset [liststringlen v] to [0]\nset [list_item_counter v] to [2]\nset [string_counter v] to [1]\nset [letterx v] to [3]\nset [lettery v] to [9]\nadd [A +02.5 +0010 +02.5 -0010 -1.05 +0004 -0003 +0000 ] to [letters v]\nadd [B +0000 +0010 +0004 +0000 +0001 -0001 +0000 -0003 -0001 -0001 -0004 +0000 +0004 +0000 +0001 -0001 +0000 -0003 -0001 -0001 -0004 +0000 ] to [letters v]\nadd [C Penup +0000 +0005 +0000 -0004 +0000 -0001 +0001 +0000 +0008 +0001 +0001 +0004 +0000 ] to [letters v]\nadd [D +0000 +0010 +0004 +0000 +0001 -0001 +0000 -0008 -0001 -0001 -0004 +0000 ] to [letters v]\nadd [E +0005 +0000 -0005 +0000 +0000 +0005 +0005 +0000 -0005 +0000 +0000 +0005 +0005 +0000 ] to [letters v]\nadd [F +0000 +0005 +0004 +0000 -0004 +0000 +0000 +0005 +0005 +0000 ] to [letters v]\nadd [G Penup +0000 +0005 +0009 +0000 +0001 -0004 +0000 -0001 -0001 +0000 -0008 +0001 -0001 +0004 +0000 +0000 +0004 -01.5 +0000 ] to [letters v]\nadd [H +0000 +0010 +0000 -0005 +0005 +0000 +0000 +0005 +0000 -0010 ] to [letters v]\nadd [I +0005 +0000 -02.5 +0000 +0000 +0010 -02.5 +0000 +0005 +0000 ] to [letters v]\nadd [J Penup +0000 +0000 +0003 +0000 -0002 +0001 -0001 +0002 +0000 +0001 +0001 +0000 +0009 +0001 +0000 -0002 +0000 ] to [letters v]\nadd [K +0000 +0005 +0005 -0005 -0005 +0005 +0005 +0005 -0005 -0005 +0000 +0005 ] to [letters v]\nadd [L +0005 +0000 -0005 +0000 +0000 +0010 ] to [letters v]\nadd [M +0000 +0010 +02.5 -0008 +02.5 +0008 +0000 -0010 ] to [letters v]\nadd [N +0000 +0010 +0005 -0010 +0000 +0010 ] to [letters v]\nadd [O Penup +0000 +0000 +0001 +0000 +0008 +0001 +0001 +0003 +0000 +0001 -0001 +0000 -0008 -0001 -0001 -0003 +0000 -0001 +0001 ] to [letters v]\nadd [P +0000 +0010 +0004 +0000 +0001 -0001 +0000 -0002 -0001 -0001 -0004 +0000 ] to [letters v]\nadd [Q Penup +0000 +0000 +0001 +0000 +0008 +0001 +0001 +0003 +0000 +0001 -0001 +0000 -0006 -0003 -0003 -0001 +0000 -0001 +0001 Penup +0000 +0003 +0002 +0002 -0003 ] to [letters v]\nadd [R +0000 +0010 +0004 +0000 +0001 -0001 +0000 -0002 -0001 -0001 -0004 +0000 +0001 +0000 +0004 -0006 ] to [letters v]\nadd [S Penup +0000 +0000 +0001 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0003 -0001 +0001 -0003 +0000 -0001 +0001 +0000 +0003 +0001 +0001 +0003 +0000 +0001 -0001 ] to [letters v]\nadd [T Penup +0000 +02.5 +0000 +0000 +0010 -02.5 +000 +0005 +0000 ] to [letters v]\nadd [U Penup +0000 +0000 +0010 +0000 -0009 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0009 ] to [letters v]\nadd [V Penup +0000 +0000 +0010 +02.5 -0010 +02.5 +0010 ] to [letters v]\nadd [W Penup +0000 +0000 +0010 +0001 -0010 +01.5 +0005 +01.5 -0005 +01.5 +0010 ] to [letters v]\nadd [X +0005 +0010 -02.5 -0005 -02.5 +0005 +0005 -0010 ] to [letters v]\nadd [Y Penup +0000 +0000 +0010 +02.5 -0005 +02.5 +0005 -02.5 -0005 +0000 -0005 ] to [letters v]\nadd [Z +0005 +0000 -0005 +0000 +0005 +0010 -0005 +0000 ] to [letters v]\nadd [ Penup +0000 ] to [letters v]\nadd [0 Penup +0000 +0000 +0002 +0000 +0006 +0002 +0002 +0001 +0000 +0002 -0002 +0000 -0006 -0002 -0002 -0001 +0000 -0002 +0002 ] to [letters v]\nadd [1 +0005 +0000 -02.5 +0000 +0000 +0010 -02.5 -02.5 ] to [letters v]\nadd [2 +0005 +0000 -0005 +0000 +0005 +0005 +0000 +0004 -0001 +0001 -0004 +0000 -0001 -0001 +0000 -0001 ] to [letters v]\nadd [3 Penup +0000 +0000 +0001 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0003 -0001 +0001 -0002 +0000 +0002 +0000 +0001 +0001 +0000 +0003 -0001 +0001 -0003 +0000 -0001 -0001 ] to [letters v]\nadd [4 Penup +0000 +0000 +0010 +0000 -0004 +0005 +0000 -0001 +0000 +0000 -0006 +0000 +0010 ] to [letters v]\nadd [5 Penup +0000 +0000 +0001 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0004 -0001 +0001 -0003 +0000 -0001 +0001 +0000 +0003 +0005 +0000 ] to [letters v]\nadd [6 Penup +0000 +0005 +0009 -0001 +0001 -0003 +0000 -0001 -0001 +0000 -0008 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0003 -0001 +0001 -0003 +0000 ] to [letters v]\nadd [7 +0005 +0010 -0005 +0000 ] to [letters v]\nadd [8 Penup +0000 +0000 +0001 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0003 -0001 +0001 -0003 +0000 -0001 -0001 +0000 -0003 Penup +0000 +0000 +0005 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0003 -0001 +0001 -0003 +0000 -0001 -0001 +0000 -0003 ] to [letters v]\nadd [9 Penup +0000 +0000 +0001 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0008 -0001 +0001 -0003 +0000 -0001 -0001 +0000 -0003 +0001 -0001 +03.9 +0000 ] to [letters v]\nadd [+ Penup +0000 +0000 +0005 +0005 +0000 -02.5 +0000 +0000 +02.5 +0000 -0005 ] to [letters v]\nadd [- Penup +0000 +0000 +0005 +0005 +0000 ] to [letters v]\nadd [/ +0005 +0010 ] to [letters v]\nadd [* Penup +0000 +0000 +0009 +0005 -0004 Penup +0000 +0000 +0004 -0005 -0004 Penup +0000 +02.5 +04.5 +0000 -0005 ] to [letters v]\nadd [! Penup +0000 +02.5 +0010 +0000 -0006 Penup +0000 +0000 -0004 +0000 +0000 ] to [letters v]\nadd [@ Penup +0000 +0004 +0000 -0004 +0000 -0001 +0001 +0000 +0008 +0001 +0001 +0003 +0000 +0001 -0001 +0000 -0006 -0003 +0000 +0000 +0004 +0002 +0000 ] to [letters v]\nadd [# Penup +0000 +0000 +0003 +0004 +0000 Penup +0000 +0001 +0004 -0004 +0000 Penup +0000 -0001 -0007 +0002 +0010 Penup +0000 +0003 +0000 -0002 -0010 ] to [letters v]\nadd [$ Penup +0000 +0000 +0002 +0001 -0001 +0003 +0000 +0001 +0001 +0000 +0002 -0001 +0001 -0003 +0000 -0001 +0001 +0000 +0002 +0001 +0001 +0003 +0000 +0001 -0001 Penup +0000 -02.5 +0002 +0000 -0010 ] to [letters v]\nadd [% +0005 +0010 Penup +0000 -0005 -0002 +0000 +0000 Penup +0000 +0005 -0006 ] to [letters v]\nadd [^ Penup +0000 +0000 +0008 +02.5 +0002 +02.5 -0002 ] to [letters v]\nadd [& Penup +0000 +0005 +0003 -0003 -0003 -0001 +0000 -0001 +0001 +0000 +0002 +0005 +0005 +0000 +0001 -0001 +0001 -0003 +0000 -0001 -0001 +0000 -0003 +0005 -0006 ] to [letters v]\nadd [\( Penup +0000 +0003 +0000 -0001 +0001 +0000 +0008 +0001 +0001 ] to [letters v]\nadd [\) Penup +0000 +0002 +0000 +0001 +0001 +0000 +0008 -0001 +0001 ] to [letters v]\nadd [_ +0005 +0000 ] to [letters v]\nadd [= Penup +0000 +0000 +0003 +0005 +0000 Penup +0000 +0000 +0003 -0005 +0000 ] to [letters v]\nadd [. +0000 +0000 ] to [letters v]\nadd [\[ Penup +0000 +0003 +0000 -0001 +0000 +0000 +0010 +0001 +0000 ] to [letters v]\nadd [\] Penup +0000 +0002 +0000 +0001 +0000 +0000 +0010 -0001 +0000 ] to [letters v]\nadd [{ Penup +0000 +0003 +0000 -0001 +0000 +0000 +0004 -0001 +0001 +0001 +0001 +0000 +0004 +0001 +0000 ] to [letters v]\nadd [} Penup +0000 +0002 +0000 +0001 +0000 +0000 +0004 +0001 +0001 -0001 +0001 +0000 +0004 -0001 +0000 ] to [letters v]\nadd [: Penup +0000 +02.5 +0002 +0000 +0000 Penup +0000 +0000 +0005 +0000 +0000 ] to [letters v]\nadd [; Penup +0000 +0002 +0000 +0001 +0002 Penup +0000 +0000 +0005 +0000 +0000 ] to [letters v]\nadd [' Penup +0000 +02.5 +0010 +0000 -0002 ] to [letters v]\nadd [" Penup +0000 +0001 +0010 +0000 -0002 Penup +0000 +0003 +0002 +0000 -0002 ] to [letters v]\nadd [\ Penup +0000 +0005 +0000 -0005 +0010 ] to [letters v]\nadd [| Penup +0000 +02.5 +0000 +0000 +0010 ] to [letters v]\nadd [< Penup +0000 +0005 +0002 -0005 +0003 +0005 +0003 ] to [letters v]\nadd [> Penup +0000 +0000 +0002 +0005 +0003 -0005 +0003 ] to [letters v]\nadd [, Penup +0000 +0002 +0001 -0001 -0002 ] to [letters v]\nadd [? Penup +0000 +0000 +0007 +0000 +0002 +0001 +0001 +0003 +0000 +0001 -0001 +0000 -0002 -0002 -0002 +0000 -0002 Penup +0000 +0000 -0003 +0000 +0000 ] to [letters v]\nadd [~ Penup +0000 +0000 +0004 +0001 +0001 +0001 +0000 +0001 -0001 +0001 +0000 +0001 +0001 ] to [letters v]\n\ndefine Draw triangle at X: (x) Y: (y) Rotation: (rot)\nset pen size to (5)\nset pen color to (#ff0000)\npoint in direction (rot)\npen up\ngo to x: (x) y: (y)\npen down\nmove (20) steps\nturn right (120) degrees\nmove (20) steps\nturn right (120) degrees\nmove (20) steps\npen up\n\nwhen flag clicked\nset [level v] to [1]\nhide\nInitialize Letters\n\nwhen I receive [playerrenderdone v]\nRender (Level)\n\ndefine Render (#level)\npoint in direction (90)\nif <(#level) = [1]> then\n Draw ground\nend\nif <(#level) = [2]> then\n Draw ground\n set pen color to (#ff0000)\n Draw line from [-149] [-105] to [-20.5] [-105] with size [9]\n set pen color to (#70d019)\n Draw line from [-150] [-24] to [-150] [-110] with size [13]\n go to x: (0) y: (0)\n Draw line from [-20] [-24] to [-20] [-110] with size [13]\n go to x: (0) y: (0)\n Draw triangle at X: (80) Y: (-105) Rotation: (30)\nend\nif <(#level) = [3]> then\n Draw ground\n set pen color to (#ff0000)\n Draw line from [-110] [-105] to [240] [-105] with size [9]\n set pen color to (#6fd019)\n Draw line from [-110] [-60] to [-20] [-60] with size [13]\n Draw line from [70] [] to [165] [] with size [13]\n Draw triangle at X: (109) Y: (9.3) Rotation: (30)\nend\nif <(#level) = [4]> then\n Draw ground\n set pen color to (#6fd019)\n Draw line from [-94] [-113] to [-94] [12] with size [13]\n Draw line from [-15] [-29] to [-15] [83] with size [13]\n set pen size to (9)\n set pen color to (#ff0000)\n change x by (-11)\n change y by (-8)\n pen down\n change y by (-100)\n Draw line from [18] [-103] to [118] [-103] with size [9]\nend\nif <(#level) = [5]> then\n Draw ground\n Draw Bouncer At X: [-90] Y: [-102]\n Draw Bouncer At X: [20] Y: [-102]\n Draw Bouncer At X: [130] Y: [-102]\n set pen color to (#6fd019)\n set pen color to (#b35a2e)\n Draw line from [-232] [140] to [232] [140] with size [100]\n set pen color to (#6fd019)\n Draw line from [-237] [90] to [237] [90] with size [13]\n Draw line from [-190] [-105] to [-190] [-40] with size [13]\n Draw triangle at X: [] Y: [82] Rotation: [90]\n Draw triangle at X: [-24] Y: [82] Rotation: [90]\n Draw triangle at X: [-48] Y: [82] Rotation: [90]\n Draw triangle at X: [-72] Y: [82] Rotation: [90]\n Draw triangle at X: [-96] Y: [82] Rotation: [90]\n Draw triangle at X: [-120] Y: [82] Rotation: [90]\n Draw triangle at X: [-144] Y: [82] Rotation: [90]\n Draw triangle at X: [-164] Y: [82] Rotation: [90]\n Draw triangle at X: [-188] Y: [82] Rotation: [90]\n Draw triangle at X: [-212] Y: [82] Rotation: [90]\n Draw triangle at X: [-236] Y: [82] Rotation: [90]\n Draw triangle at X: [24] Y: [82] Rotation: [90]\n Draw triangle at X: [48] Y: [82] Rotation: [90]\n Draw triangle at X: [72] Y: [82] Rotation: [90]\n Draw triangle at X: [96] Y: [82] Rotation: [90]\n Draw triangle at X: [120] Y: [82] Rotation: [90]\n Draw triangle at X: [144] Y: [82] Rotation: [90]\n Draw triangle at X: [164] Y: [82] Rotation: [90]\n Draw triangle at X: [188] Y: [82] Rotation: [90]\n Draw triangle at X: [212] Y: [82] Rotation: [90]\nend\nif <(#level) = [6]> then\n Draw ground\n set pen color to (#b35a2e)\n Draw line from [-240] [40] to [-150] [270] with size [100]\n Draw line from [-240349] [40] to [-240] [240] with size [100]\n Draw line from [-120] [0] to [-120] [50] with size [30]\n Draw line from [-240] [80] to [-240] [130] with size [100]\n set pen color to (#6fd019)\n Draw line from [-100] [240] to [-100] [0] with size [13]\n Draw line from [-240] [-10] to [-100] [0] with size [13]\n set pen color to (#ff0000)\n Draw line from [16] [-40] to [16] [40] with size [13]\n set pen color to (#b35a2e)\n Draw line from [240] [-80] to [60] [-270] with size [100]\n Draw line from [120] [-40] to [30] [-50] with size [30]\n Draw line from [240] [-270] to [180] [-130] with size [100]\n set pen color to (#6fd019)\n Draw line from [] [-113.5] to [15] [-30] with size [13]\n Draw line from [240] [-30] to [15] [-30] with size [13]\n Draw triangle at X: [125] Y: [-20] Rotation: [30]\nend\nif <(#level) = [7]> then\n Draw ground\n set pen color to (#ff0000)\n Draw line from [-150] [-101] to [-40] [-101] with size [13]\n Draw line from [150] [-101] to [40] [-101] with size [13]\n Draw Bouncer At X: [-20] Y: [-100]\nend\nif <(#level) = [8]> then\n Draw ground\n Draw triangle at X: [-150] Y: [-105] Rotation: [30]\n Draw triangle at X: [-120] Y: [-105] Rotation: [30]\n Draw triangle at X: [-90] Y: [-105] Rotation: [30]\n Draw triangle at X: [-30] Y: [-105] Rotation: [30]\n Draw triangle at X: [0] Y: [-105] Rotation: [30]\n Draw triangle at X: [30] Y: [-105] Rotation: [30]\n Draw triangle at X: [90] Y: [-105] Rotation: [30]\n Draw triangle at X: [120] Y: [-105] Rotation: [30]\n Draw triangle at X: [150] Y: [-105] Rotation: [30]\nend\nif <(#level) = [9]> then\n Draw ground\n Draw Bouncer At X: [-160] Y: [-100]\n set pen color to (#6fd019)\n Draw line from [-100] [50] to [] [50] with size [13]\n Draw triangle at X: [-60] Y: [59] Rotation: [30]\n set pen color to (#ff0000)\n Draw line from [-100] [-101] to [150] [-101] with size [13]\nend\nif <(#level) = [10]> then\n Draw ground\n Instant Write String: [Congrats! You Finished!] at x: (-200) y: (100) Thickness: (5) Size: (1.7) r: (1) g: (1) b: (1) Underline? <> Outline? <> r: (1) g (1) b (1)\n Instant Write String: [Like and Favorite For More!] at x: (-170) y: (30) Thickness: (4) Size: (1.2) r: (1) g: (1) b: (1) Underline? <> Outline? <> r: (1) g (1) b (1)\nend\n\ndefine Draw ground\nset pen color to (#b35a2e)\nDraw line from [-232] [-167] to [232] [-167] with size [100]\nset pen color to (#6fd019)\nDraw line from [-237] [-114] to [237] [-114] with size [13]\n\ndefine Draw line from (x1) (y1) to (x2) (y2) with size (pen size)\nset pen size to (pen size)\npen up\nset x to (x1)\nset y to (y1)\npen down\nset x to (x2)\nset y to (y2)\npen up\n\nforever\n\ndefine Draw Bouncer At X: (x) Y: (y)\nset pen color to (#f5e000)\nset x to (x)\nset y to (y)\npen down\nmove (40) steps\npen up\n\nset [☁ has timmccool played? v] to [False]\n\n@Player\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n clear graphic effects\n set [xvel v] to ((xvel) * (0.85))\n change x by (xvel)\n if <touching color (#6fd019)?> then\n change y by (-2)\n if <touching color (#6fd019)?> then\n change y by (1)\n if <touching color (#6fd019)?> then\n change y by (1)\n if <touching color (#6fd019)?> then\n change y by (1)\n if <touching color (#6fd019)?> then\n change y by (1)\n if <touching color (#6fd019)?> then\n change y by (1)\n if <touching color (#6fd019)?> then\n change y by (-5)\n change x by ((-1) * (xvel))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(xvel) = [0]>>> then\n set [yvel v] to [8]\n set [xvel v] to (((xvel) / ([abs v] of (xvel) )) * (-10))\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xvel v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1)\n end\n change y by (-3)\n if <touching color (#6fd019)?> then\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 [7.5]\n end\n end\n change y by (3)\n if <(yvel) > [-15]> then\n change [yvel v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#6fd019)?>> then\n change y by (-1)\n if <not <touching color (#6fd019)?>> then\n change y by (-1)\n if <not <touching color (#6fd019)?>> then\n change y by (-1)\n if <not <touching color (#6fd019)?>> then\n change y by (-1)\n if <not <touching color (#6fd019)?>> then\n change y by (-1)\n if <not <touching color (#6fd019)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yvel)\n if <touching color (#6fd019)?> then\n change y by (-2)\n if <touching color (#6fd019)?> then\n change y by ((-1) * (yvel))\n set [yvel v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-216) y: (-98)\nforever\n PlayerRender\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [10]>> then\n wait until <(x position) > [228]>\n broadcast (Next v) and wait\n wait until <not <(x position) > [228]>>\n end\nend\n\ndefine PlayerRender\nif <touching color (#ff0000)?> then\n go to x: (-216) y: (-98)\n set [xvel v] to [0]\n set [yvel v] to [0]\nend\nif <touching color (#f5e000)?> then\n set [yvel v] to [13]\nend\nerase all\nbroadcast (PlayerRenderDone v)\nset pen color to (#000000)\nset pen size to (16)\npen down\npen up\n\nwhen I receive [next v]\nchange [level v] by (1)\n\nwhen I receive [next v]\ngo to x: (-216) y: (-98)\n\nwhen flag clicked\nforever\n if <(username) = [TimMcCool]> then\n set [☁ has timmccool played? v] to [True]\n end\nend\n\n@Joystick sprite\n\ndefine Joystick Max distance: (m)\ngo to x: (Center X) y: (Center Y)\npoint towards (mouse-pointer v)\nif <(distance to [mouse-pointer v]) > (m)> then\n set [distance v] to (m)\nelse\n set [distance v] to (distance to [mouse-pointer v])\nend\nmove (Distance) steps\nset [move input x v] to ((x position) - (Center X))\nset [move input y v] to ((y position) - (Center Y))\n\nwhen I receive [delete joystick clone v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n forever\n go to x: (((Center X) + ([x position v] of [joystick sprite v])) / (2)) y: (((Center Y) + ([y position v] of [joystick sprite v])) / (2))\n go to [front v] layer\n end\nend\n\nif <(mouse x) < [0]> then\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset [id v] to [0]\nforever\n switch costume to (2 v)\n if <mouse down?> then\n show\n go to (mouse-pointer v)\n set [center x v] to (mouse x)\n set [center y v] to (mouse y)\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [0]\n repeat until <not <mouse down?>>\n switch costume to (1 v)\n Joystick Max distance: [200]\n go to [front v] layer\n end\n broadcast (Delete joystick clone v)\n else\n hide\n set [move input x v] to [0]\n set [move input y v] to [0]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Blank\n\n@Blank2\n\n@Blank3\n\n@Blank4\n\n@Blank5\n\n@Blank6\n\n
@Blations Liked :D\n100 likes lol. ( 100th was @PinkBrick123 )\nAfter A Long Wait...\nFINALLY PEN PLATFORMER!\n[MOBILE FRIENDLY]\nSong by @GrannyCookies\nEngine By @RishRage\nWatch The Trailer Here: https://scratch.mit.edu/projects/560613187/\nRemember To Like and Favorite!\nFollow Me For More!\nThis Wasn't Originally, But Since @TimMcCool Did A Game Contest With The Theme of Pen! \nThe Game Contest Was Celebrating 20,000 Followers!\nGo Follow Him He Is Awesome!\nReport Any Bugs To Me!\nThanks!\nAnd Keep Scratching!
GAME! platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@thumbnail\n\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [starge v] to [1]\nforever\n switch costume to (starge)\n if <[9] < (starge)> then\n set [starge v] to [10]\n end\nend\n\n@enemy\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [starge v] to [1]\nforever\n switch costume to (starge)\nend\n\n@character\n\nwhen flag clicked\ngo to x: (-200) y: (100)\nset [x v] to [0]\nset [y v] to [0]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(work jump) = [0]> then\n set [y v] to [13]\n end\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n if <(work jump) = [0]> then\n set [y v] to [13]\n end\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (stage v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <(work jump) = [1]> then\n turn right ((9) * (round ((x) / ([abs v] of (x) )))) degrees\n end\n if <touching (stage v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n set [work jump v] to [0]\n else\n set [work jump v] to [1]\n end\n if <[230] < (x position)> then\n change [starge v] by (1)\n go to x: (-200) y: (-50)\n end\n if <<(y position) < [-170]> or <touching (enemy v)?>> then\n go to x: (-200) y: (-50)\n end\nend\n\n
G A M E\n\na new motion\n \ncharacter jump a lot and rotation.\nIf you use nice technics can wall kick.\n\narrow key to moving\nwall kick: switch to left key and right key
Athretic || A Scrolling Platformer
@Stage\n\nwhen I receive [いんとろしゅーりょー v]\nset volume to (50) %\nforever\n play sound [Elektronomia - Sky High \[NCS Release\] v] until done\nend\n\nwhen I receive [はいけい v]\nset [color v] effect to (pick random (0) to (199))\nswitch backdrop to (ゲーム中 v)\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [いんとろしゅーりょー v]\nwait (0) seconds\nset [傾向1pに載ってくれぇぇぇぇぇ!!!!!!! v] to (days since 2000)\nrepeat until <(ゴール) = [1]>\n set [time v] to ([floor v] of (((days since 2000) - (傾向1Pに載ってくれぇぇぇぇぇ!!!!!!!)) * (86400)) )\nend\n\n@intro\n\nwhen flag clicked\nset [雑用 v] to [0]\nreset timer\nset volume to (50) %\nstart sound [Laszlo - Here We Are \[NCS Release\] v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (丸 v)\nset size to (100) %\nhide\nrepeat (10)\n create clone of (_myself_ v)\n change [color v] effect by (1)\n wait (0.05) seconds\nend\nclear graphic effects\nswitch costume to (null v)\ncreate clone of (_myself_ v)\n[2.1] まで待つ\nswitch costume to (syokaki v)\ncreate clone of (_myself_ v)\n[2.7] まで待つ\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\n[4] まで待つ\nswitch costume to (えふぇくと v)\nrepeat until <(timer) > [8]>\n ((雑用) + (4)) まで待つ\n go to x: (-140) y: (100)\n create clone of (_myself_ v)\n go to x: (140) y: (100)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n go to x: (140) y: (-100)\n create clone of (_myself_ v)\n go to x: (-140) y: (-100)\n create clone of (_myself_ v)\n change [雑用 v] by (0.7)\nend\n[8.7] まで待つ\nbroadcast (はいけい v)\n\nwhen I start as a clone\nif <(costume [name v]) = [丸]> then\n show\n go to [front v] layer\n repeat until <(size) > [1400]>\n switch costume to (null v)\n change size by ((size) / (4))\n switch costume to (丸 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n if <(costume [name v]) = [syokaki]> then\n go to x: (-269) y: (180)\n point in direction (0)\n set [ghost v] effect to (100)\n show\n repeat (15)\n change x by (((0) - (x position)) / (2.7))\n change y by (((0) - (y position)) / (2.7))\n turn right (((90) - (direction)) / (2.7)) degrees\n change [ghost v] effect by (-6.6)\n end\n [2.4] まで待つ\n delete this clone\n else\n if <(costume [name v]) = [icon]> then\n go to x: (0) y: (0)\n set size to (3) %\n show\n repeat (40)\n set [雑用 v] to (((雑用) * (0.75)) + (((100) - (size)) * (0.5)))\n change size by (雑用)\n end\n [4] まで待つ\n repeat until <(timer) > [5.6]>\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n end\n go to x: (-1) y: (0)\n set [雑用 v] to [0]\n repeat until <(x position) < [-290]>\n change [雑用 v] by (0.3)\n change x by ((x position) / (3))\n turn left (雑用) degrees\n end\n set x to (299)\n point in direction (180)\n repeat until <(x position) < [1]>\n change x by (((0) - (x position)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n repeat until <(timer) > [8.3]>\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n end\n set [雑用 v] to [0]\n repeat until <(size) < [4]>\n change [雑用 v] by (-0.5)\n change size by (雑用)\n end\n delete this clone\n else\n if <(costume [name v]) = [えふぇくと]> then\n set size to (3) %\n show\n repeat (20)\n change size by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n set size to (1400) %\n switch costume to (丸 v)\n show\n go to [back v] layer\n [8.8] まで待つ\n repeat until <(size) < [12]>\n change [雑用 v] by (-3)\n if <(size) > [100]> then\n switch costume to (null v)\n end\n change size by (雑用)\n switch costume to (丸 v)\n end\n broadcast (いんとろしゅーりょー v)\n delete this clone\n end\n end\n end\nend\n\ndefine (秒数) まで待つ\nwait until <(timer) > (秒数)>\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\ndefine 動作\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < [-70]> and <mouse down?>>>> then\n switch costume to (スライディング当たり判定 v)\n set [コスチュームno. v] to [20]\n set [xの力 v] to ((xの力) * (1.1))\nelse\n switch costume to (通常当たり判定 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\n point in direction (90)\n change [コスチュームno. v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\n point in direction (-90)\n change [コスチュームno. v] by (1)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> and <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>> then\n change [コスチュームno. v] by (-2)\n end\n if <(コスチュームNO.) > [17]> then\n set [コスチュームno. v] to [2]\n end\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nif <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>> then\nchange [yの力 v] by (-1)\nrepeat (10)\n if <<touching (普通の地面 v)?> or <<touching (リフト v)?> or >> then\n change y by (1)\n end\nend\nif <<touching (普通の地面 v)?> or <<touching (リフト v)?> or >> then\n change y by (-10)\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) > [70]> and <mouse down?>>>> then\n if <(コスチュームNO.) = [20]> then\n set [xの力 v] to [0]\n else\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n end\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <<touching (普通の地面 v)?> or <<touching (リフト v)?> or >> 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)\nset [ジャンプ中 v] to [1]\nif <<touching (普通の地面 v)?> or <<touching (リフト v)?> or >> then\n set [ジャンプ中 v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [70]> and <mouse down?>>>> then\n if <(コスチュームNO.) = [20]> then\n end\nend\nif <touching (ジャンプ台 v)?> then\n set [yの力 v] to [20]\nend\nchange y by (1.1)\nif <(ジャンプ中) = [1]> then\n if <(yの力) > [0]> then\n set [コスチュームno. v] to [18]\n else\n set [コスチュームno. v] to [19]\n end\nend\nswitch costume to (コスチュームNO.)\nif <<(yの力) < [-25]> or <<touching (トゲ v)?> or <<touching (丸ノコ v)?> or <<<touching (紐付き丸ノコ v)?> and <touching color (#ff0000)?>> or >>>> 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)) )\ngo to x: ((X) - (Camera_x)) y: (((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 (普通の地面 v)?> or <<touching (リフト v)?> or <touching (透ける地面 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 (普通の地面 v)?> or <<touching (リフト v)?> or >>>)))\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 (普通の地面 v)?> or <<touching (リフト v)?> or <touching (透ける地面 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 (普通の地面 v)?> or <<touching (リフト v)?> or >>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\npoint in direction (復活向き)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen I receive [いんとろしゅーりょー v]\ngo to x: (0) y: (-20)\nset rotation style [left-right v]\nset [復活x v] to [-200]\nset [復活y v] to [0]\nset [復活向き v] to [90]\nset size to (80) %\nshow\n初期位置\n\n@普通の地面\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [いんとろしゅーりょー v]\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2400] [500] [7]\nステージ配置 [1920] [500] [8]\nステージ配置 [1440] [500] [9]\nステージ配置 [150] [500] [10]\nステージ配置 [500] [1000] [11]\nステージ配置 [940] [1000] [12]\nステージ配置 [2600] [1000] [13]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@当たり判定なし\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [いんとろしゅーりょー v]\nステージ配置 [2500] [250] [1]\nステージ配置 [700] [550] [2]\nステージ配置 [1250] [1200] [3]\nステージ配置 [2650] [1000] [4]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@チェックポイント\n\nwhen flag clicked\nhide\n\ndefine 移動 (x) (y)\nswitch costume to (none 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 <<([sqrt v] of ((((Camera_x) - (My_x)) * ((Camera_x) - (My_x))) + (((Camera _y) - (My_y)) * ((Camera _y) - (My_y)))) ) < [150]> and <(チェックポイント到達) = [0]>> then\n start sound [Collect v]\n set [チェックポイント到達 v] to [1]\n set [復活x v] to (My_x)\n set [復活y v] to ((My_y) + (70))\n set [復活向き v] to (My_復活向き)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\ndefine ステージ配置 (x座標) (y座標) (復活向き)\nswitch costume to (まだ v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nset [my_復活向き v] to (復活向き)\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) > [1]> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [いんとろしゅーりょー v]\nset [チェックポイント到達 v] to [0]\nステージ配置 [1050] [-70] [90]\nステージ配置 [2350] [-70] [90]\nステージ配置 [1700] [430] [-90]\nステージ配置 [430] [930] [90]\nswitch costume to (none v)\n\n@トゲ\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) > [1]> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [いんとろしゅーりょー v]\nステージ配置 [800] [-85] [1]\nステージ配置 [2200] [-10] [2]\nステージ配置 [2500] [-95] [3]\nステージ配置 [2500] [610] [4]\nステージ配置 [-5] [445] [2]\nステージ配置 [800] [1150] [5]\nswitch costume to (none v)\n\n@丸ノコ\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\nturn right (3) degrees\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) > [1]> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [いんとろしゅーりょー v]\nステージ配置 [1440] [-110] [1]\nステージ配置 [2015] [395] [2]\nステージ配置 [1950] [455] [2]\nステージ配置 [1885] [515] [2]\nステージ配置 [1500] [505] [1]\nステージ配置 [1250] [900] [1]\nステージ配置 [1350] [900] [1]\nステージ配置 [1450] [900] [1]\nステージ配置 [1550] [900] [1]\nステージ配置 [1650] [900] [1]\nステージ配置 [1750] [900] [1]\nステージ配置 [1850] [900] [1]\nステージ配置 [1950] [900] [1]\nステージ配置 [2050] [900] [1]\nステージ配置 [2150] [900] [1]\nswitch costume to (none v)\n\n@紐付き丸ノコ\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\nturn right (3) degrees\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) > [1]> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [いんとろしゅーりょー v]\nステージ配置 [1800] [-125] [1]\nステージ配置 [2620] [100] [2]\nステージ配置 [2380] [250] [2]\nswitch costume to (none v)\n\n@ジャンプ台\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) > [1]> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [いんとろしゅーりょー v]\nステージ配置 [2100] [-85] [1]\nステージ配置 [50] [370] [2]\nステージ配置 [130] [650] [2]\nステージ配置 [700] [915] [1]\nステージ配置 [900] [915] [1]\nステージ配置 [1400] [980] [1]\nステージ配置 [1700] [980] [1]\nステージ配置 [2000] [980] [1]\nswitch costume to (none v)\n\n@リフト\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号) (上りか) (可動域)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nset [上りか v] to (上りか)\nset [可動域 v] to (可動域)\nset [i v] to [0]\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 change [my_y v] by (2)\n if <(上りか) = [1]> then\n change [i v] by (2)\n else\n change [i v] by (-2)\n end\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\n if <(i) > (可動域)> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [いんとろしゅーりょー v]\nforever\n ステージ配置 [2500] [-120] [1] [1] [745]\n switch costume to (none v)\n wait (4) seconds\nend\n\n@透ける地面\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\n set [ghost v] effect to (((280) - ([abs v] of ((Camera_x) - (My_x)) )) / (1.8))\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) > [1]> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [いんとろしゅーりょー v]\nステージ配置 [1000] [500] [1]\nステージ配置 [800] [500] [1]\nステージ配置 [600] [500] [1]\nステージ配置 [400] [500] [1]\nswitch costume to (none v)\n\n@ゴール\n\nwhen flag clicked\nhide\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((ゴール) + (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 <<([sqrt v] of ((((Camera_x) - (My_x)) * ((Camera_x) - (My_x))) + (((Camera _y) - (My_y)) * ((Camera _y) - (My_y)))) ) < [150]> and <(ゴール) = [0]>> then\n set [ゴール v] to [1]\n set [復活x v] to (My_x)\n set [復活y v] to ((My_y) + (70))\n set [復活向き v] to [90]\n end\nend\nswitch costume to ((ゴール) + (2))\n\ndefine ステージ配置 (x座標) (y座標) (復活向き)\nswitch costume to (まだ v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) > [1]> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [いんとろしゅーりょー v]\nset [ゴール v] to [0]\nステージ配置 [2350] [950] [90]\nswitch costume to (none v)\n\n@タイマー表示\n\ndefine クローン\ngo to x: (-190) y: (150)\nswitch costume to (time v)\ncreate clone of (_myself_ v)\ngo to x: (-135) y: (150)\nswitch costume to (数字0 v)\nset [クローンno. v] to [2]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (18)\n change [クローンno. v] by (-1)\nend\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [数字]?> then\n forever\n if <(length of (TIME)) > (クローンNO.)> then\n switch costume to (join [数字] (letter ((length of (TIME)) - (クローンNO.)) of (TIME)))\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [いんとろしゅーりょー v]\nhide\nクローン\n\n@さむね\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n
日本語は下\n\n<How to use>\n\nUse the left and right arrow keys or the AD key to move.\nUp arrow key or W key to jump.\nUse the down arrow key or the S key to slide.\nYou can also tap to control.\nIf it is slow, try running it with this.\nhttps://turbowarp.org/568125027?interpolate\n\nAbout the stage\nDark blue: Normal ground.\nSpikes and round blades: If you are hit, you will be returned to the flag position.\nFlag: Turns green when approached. If you hit an obstacle, you will be returned to this position.\nYellow: jumping platforms.\nBlue: Lift. When you ride it, you move up and down.\nPink: The closer the player gets, the harder it is to see.\n\n\n<Tags>\n#all #game #games #Athretic #platformer #Athreticplatformer #Scrolling #Scrollingplatformer \n\n\n<credits>\n\nBGM:Elektronomia - Sky High [NCS Release]\nProgram:@hiron0413_sub\nIdea: google chrome extension game "Vex5"\nCat's Costume: @griffpatch\n\n\n<使い方>\n\n・左右矢印キーまたはADキーで移動します。\n・上矢印キーまたはWキーでジャンプします。\n・下矢印キーまたはSキーでスライディングします。\n・タップでも操作できます。\n・重い場合はこれで実行してみてください。\nhttps://turbowarp.org/568125027?interpolate\n\nステージについて\n紺色:普通の地面です。\nトゲ・丸い刃:当たると旗の位置に戻されます。\n旗:近づくと緑色になります。障害物に当たるとここに戻されます。\n黄色:ジャンプ台です。\n青:リフトです。乗ると上下方向に移動します。\nピンク:プレイヤーが近づくにつれて見えにくくなります。\n\n\n<タグ>\n#all #game #games #Athretic #platformer #Athreticplatformer #Scrolling #Scrollingplatformer \n\n\n<クレジット>\n\nBGM:Elektronomia - Sky High [NCS Release]\nプログラム:@hiron0413_sub様\nアイデア:google chromeの拡張機能のゲーム「Vex5」\ncatのコスチューム:@griffpatch様