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Minecraft Scrolling Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [monodyL v] until done\n\nwhen I receive [lol v]\nforever\n play sound [YouTube v] until done\nend\n\n@Player\n\ndefine Move\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) + (1))\n replace item (3) of [player v] with [90]\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) - (1))\n replace item (3) of [player v] with [-90]\nend\nset rotation style [left-right v]\npoint in direction (item (3) of [player v])\nreplace item (1) of [player v] with ((item (1) of [player v]) * (0.9))\nchange x by (item (1) of [player v])\nrepeat (10)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change x by (() - (item (1) of [player v]))\n change y by (-10)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n replace item (1) of [player v] with ((6) - ((12) * <not <(item (1) of [player v]) < [0]>>))\n replace item (2) of [player v] with [10]\n end\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>>> then\n replace item (2) of [player v] with [14]\nend\nchange y by (1)\nreplace item (2) of [player v] with ((item (2) of [player v]) - (1))\nchange y by (item (2) of [player v])\nif <touching (ground v)?> then\n change y by (() - (item (2) of [player v]))\n replace item (2) of [player v] with [0]\nend\nreplace item (4) of [player v] with ((item (4) of [player v]) + ((x position) - ((item (4) of [player v]) - (item (6) of [player v]))))\nreplace item (5) of [player v] with ((item (5) of [player v]) + ((y position) - (((item (5) of [player v]) - (item (7) of [player v])) - (50))))\nreplace item (6) of [player v] with ((item (6) of [player v]) + (((item (4) of [player v]) - (item (6) of [player v])) / (10)))\nreplace item (7) of [player v] with ((item (7) of [player v]) + (((item (5) of [player v]) - (item (7) of [player v])) / (5)))\nset x to ((item (4) of [player v]) - (item (6) of [player v]))\nset y to (((item (5) of [player v]) - (item (7) of [player v])) - (50))\nif <(item (7) of [player v]) < [-400]> then\n Reset\nend\n\ndefine Reset\nset size to (150) %\npoint in direction (90)\ngo to x: (0) y: (0)\ndelete (all) of [player v]\nadd [0] to [player v]\nadd [0] to [player v]\nadd [90] to [player v]\nadd [0] to [player v]\nadd [-100] to [player v]\nadd [-25] to [player v]\nadd [-100] to [player v]\n\nwhen I receive [t v]\nReset\nforever\n Move\nend\n\nwhen I receive [start v]\nshow\nforever\n if <touching (danger v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n broadcast (T v)\n end\nend\n\nwhen I receive [start v]\nbroadcast (T v)\n\nwhen I receive [start v]\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [lol v]\nbroadcast (Start v)\n\nshow\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nClone ((480) * (6)) [-100] [7]\nClone ((480) * (7)) [-100] [8]\nClone ((480) * (7)) [300] [9]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\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@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@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
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You Guys Loved Minecraft A Platformer so I decided to make a scrolling version. TRENDING FOR ALL! 1000+ VIEWS TOO! FIRST ON TRENDING FOR MINECRAFT!\nSPAM THE ZOMBIE INFESTED FLAG TO START\nInstructions:\n-Arrow keys or WADS keys to move\n-Avoid lava or mobs\n-Don't fall into the void\n-Get to the end to win
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ICE adventure ~ a scrolling platformer~
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@Stage\n\nwhen flag clicked\nrepeat (10)\n play sound [Inferno v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [20]\nset [x v] to [-200]\nset [y v] to [20]\nset [復活x v] to [-200]\nset [復活y v] to [20]\n\ndefine 動作\nset rotation style [left-right v]\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nif <(x position) > [70]> then\n set x to (70)\nelse\n if <[-60] > (x position)> then\n set x to (-60)\n end\nend\nrepeat (6)\n if <touching (スプライト2 v)?> then\n change y by (1)\n end\nend\nif <touching (スプライト2 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 (スプライト2 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 (スプライト2 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (スプライト v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (スプライト2 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 (スプライト2 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 (スプライト2 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (スプライト2 v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen [timer v] > (time)\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 ((1920) + (700)) [250] [6]\nステージ配置 ((1920) + (1150)) [250] [7]\nステージ配置 (((1920) + (1150)) + (500)) [250] [8]\nステージ配置 (((1920) + (1150)) + (1000)) [250] [9]\nステージ配置 (((1920) + (1150)) + (1000)) [250] [10]\nステージ配置 (((1920) + (1150)) + (1500)) [250] [11]\nステージ配置 (((1920) + (1150)) + (2000)) [250] [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@スプライト\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 ((1920) + (480)) [0] [6]\nステージ配置 ((1920) + (920)) [0] [7]\nステージ配置 ((1920) + (1500)) [0] [8]\nswitch costume to (none v)\n\nステージ配置 ((1920) + (960)) [0] [10]\nステージ配置 ((1920) + (960)) [0] [7]\nステージ配置 ((1920) + (960)) [0] [9]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nchange x by (xの力)\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (time)\nshow\ngo to x: (0) y: (999)\nrepeat until <(y position) = [0]>\n change y by ((() - (y position)) / (10))\nend\n\n
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Parallax || A Platformer || (GRAND UPDATE!!)
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@Stage\n\n@@StratfordJames Tree\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-60] [0]\nset [x v] to [-99999]\n\nClone at [1527] [-39]\n\nClone at [1758] [120]\n\nClone at [0] [-128]\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\ngo [backward v] (5) layers\n\n@parallax\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)\nset [movement id v] to [0]\nswitch costume to (hills3 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 [movement id v] to [-1]\nswitch costume to (hills2 v)\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\nwhen flag clicked\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\ngo to [back v] layer\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 ((Checkpoint: x) - (SCROLL X)) ((Checkpoint: y) - (SCROLL Y))\nif <(costume [name v]) = [closed]> then\n if <touching (player v)?> then\n switch costume to (open8 v)\n change [checkpoint v] by (1)\n play sound [CHECKPOINT v] until done\n end\nend\ngo to [front 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 [1600] [-30]\nClone at [1400] [850]\nClone at [265] [2435]\nset [checkpoint: x v] to [-99999]\n\nClone at [1600] [-30]\nClone at [1400] [850]\n\nrepeat (7)\n next costume\n wait (0.01) seconds\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [165]\nClone at [-600] [242]\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 flag clicked\ngo to [back v] layer\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [coin v]\n delete this clone\nend\n\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\nelse\n hide\nend\n\nshow\n\nwhen I receive [reset v]\nif <(volume) = [99.009]> then\n delete this clone\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset volume to (100) %\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nwait until <(Connected?) = [1]>\nchange volume by (-0.001)\nswitch costume to (coin1 v)\nif <(CHECKPOINT) = [0]> then\n Clone at x: [100] y: [59]\n Clone at x: [964] y: [151]\n Clone at x: [1145] y: [261]\n Clone at x: [1300] y: [331]\n Clone at x: [1468] y: [357]\n Clone at x: [1643] y: [416]\n Clone at x: [1806] y: [470]\n Clone at x: [2178] y: [538]\n Clone at x: [2320] y: [538]\n Clone at x: [2936] y: [490]\n Clone at x: [3076] y: [455]\n Clone at x: [3323] y: [441]\n Clone at x: [3775] y: [375]\n Clone at x: [4232] y: [447]\n Clone at x: [4985] y: [621]\n Clone at x: [5413] y: [674]\n Clone at x: [5779] y: [464]\n Clone at x: [6830] y: [293]\n Clone at x: [7230] y: [419]\n set [collectables: x v] to [-99999]\nend\n\nwhen flag clicked\nforever\n set size to (75) %\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Moving Enemy\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [enemies max x v] to (i)\nset [enemies: x v] to (x)\nset [enemies: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (28) %\nPosition ((enemies: X CHANGE) + ((enemies: x) - (SCROLL X))) ((enemies: 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 start as a clone\nset [enemies: x change v] to [0]\nset rotation style [left-right v]\nforever\n repeat until <(enemies: X CHANGE) > (enemies MAX X)>\n point in direction (90)\n change [enemies: x change v] by (2)\n end\n repeat until <(enemies: X CHANGE) < [1]>\n point in direction (-90)\n change [enemies: x change v] by (-2)\n end\nend\n\nwhen I receive [enemy killed v]\ngo to [back v] layer\ndelete this clone\n\nswitch costume to (red1 v)\nrepeat until <(costume [number v]) = [17]>\n next costume\n wait (0.021) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <([y position v] of [player v]) > (y position)> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nif <not <(CHECKPOINT) > [0]>> then\n Clone at x: [450] y: [-50] MAX [460]\n set [enemies: x v] to [-999999999999999]\nelse\n if <(CHECKPOINT) = [1]> then\n set [enemies: x v] to [-999999999999999]\n else\n set [enemies: x v] to [-999999999999999]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen I start as a clone\nforever\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nif <not <(costume [number v]) > [8]>> then\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nwhen I receive [begin v]\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <(sy2) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nshow\n\ngo to [back v] layer\nswitch costume to (red1 v)\nrepeat until <(costume [number v]) = [17]>\n next costume\n wait (0.019) seconds\nend\ndelete this clone\n\n\n\nif <not <(costume [number v]) = [17]>> then\n\nrepeat until <(costume [number v]) > [8]>\n\nClone at x: [1700] y: [28] MAX [80]\nClone at x: [2330] y: [335] MAX [250]\nClone at x: [2248] y: [335] MAX [160]\n\nset [enemies: x v] to [-999999999999999]\n\n@Win\n\nwhen I receive [green flag v]\nset [ghost v] effect to (30)\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [300]\nClone at [-800] [400]\nClone at [-1000] [450]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: 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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at [-600] [300]\n\nwhen I receive [win v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [300]\nClone at [-800] [400]\nClone at [-1000] [450]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: 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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at [-600] [300]\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 [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] 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 say (item (1) of [chat v])\n wait (2) seconds\n say []\n else\n if <key (2 v) pressed?> then\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n else\n if <key (3 v) pressed?> then\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n else\n if <key (4 v) pressed?> then\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n else\n if <key (5 v) pressed?> then\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n else\n if <key (6 v) pressed?> then\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n else\n if <key (7 v) pressed?> then\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n else\n if <key (8 v) pressed?> then\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n else\n if <key (9 v) pressed?> then\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite [] 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 [player: level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Tick\nif <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) * (0.63))\nelse\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n change [sx v] by ((1.7) * (<<<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) * (0.85))\n else\n change [sx v] by ((1.5) * (<<<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) * (0.79))\n end\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 if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n set [sy v] to [17]\n else\n set [sy v] to [12]\n end\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [21]\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?>>> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> and <<<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\n\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timeout v] to [1000]\nelse\n change [timeout v] by (-1)\nend\n\nif <(Timeout) < [1]> 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 [player: 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) - (20)) > (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) + (20)) < (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\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 [1600]\n set [y v] to [-30]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [1400]\n set [y v] to [850]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n set size to (105) %\nend\n\nwhen I start as a clone\nforever\n set size to (105) %\nend\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [enemy killed v]\nset [sy v] to [12]\nchange [y v] by (6)\n\nwhen I receive [me is frooooont v]\ngo [backward v] (1) layers\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [me is baaaaaaack v]\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nClone at [1600] [-30]\nClone at [1400] [850]\n\nwhen flag clicked\nforever\n if <touching (win v)?> then\n broadcast (Win v)\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nshow list [players who won v]\n\ndefine put this project on trending\nLOVE AND FAVE REQUIREMENT\n\ndefine LOVE AND FAVE REQUIREMENT\nput this project on trending\n\nwhen I receive [win v]\nset [ghost v] effect to (50)\n\nwhen flag clicked\nset [win v] to [0]\nset [☁ world record time: v] to (☁ FT)\nset [your time: v] to [0]\nrepeat until <(Win) = [1]>\n change [your time: v] by (0.032)\nend\n\nwhen I receive [win v]\nforever\n if <(Your Time:) < (☁ World Record Time:)> then\n if <(☁ World Record Time:) > (Your Time:)> then\n forever\n set [☁ ft v] to (Your Time:)\n set [☁ world record time: v] to (☁ FT)\n end\n end\n end\nend\n\nset [☁ world record time: v] to [99999]\n\nset [fastest time v] to [99999]\n\nwhen flag clicked\nrepeat until <(☁ World Record Time:) = (☁ FT)>\n set [☁ world record time: v] to (☁ FT)\nend\n\nforever\n set [☁ world record time: v] to [10.839]\n set [☁ ft v] to [10.839]\nend\n\nset [☁ ft v] to [53.852]\n\nwhen flag clicked\nforever\n play sound [Waters of Megalovania.mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [win v]\nswitch backdrop to (backdrop2 v)\nbroadcast (Players who won v)\nstop [all v]\n\nwhen I receive [players who won v]\nhide list [players who won v]\nadd (username) to [players who won v]\nwait (99999) seconds\n\n
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MY BEST PLATFORMER IS OUT! It's simple. Reach checkpoints, dodge enemies and spikes and reach the goal. Use arrow keys or WASD. FYI: Only TRUE pros can beat this game without a love and fave boost!\n\nUPDATES:\nThe Grand Update (that was delayed till sep 2024) is out! I changed the colours, made the enemy at the start slightly faster, increased the hazard level, moved the ladder by slight pixels and removed the love and fav speed boost.
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Minecraft platformer V1.3
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@Stage\n\nwhen flag clicked\nforever\n play sound [「Cat」 v] until done\n wait (4) seconds\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to [front v] layer\nclear graphic effects\nset [gravity v] to [-1]\nset [janp force v] to [12]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nReset and Begin Level\n\ndefine Move - in steps (steps)\nchange [fallling v] by (1)\nrepeat (steps)\n set [last valye 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 valye)\n set [speed x v] to [0]\n end\n set [last valye 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 valye)\n if <(speed y) < [0]> then\n set [fallling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Check Touching Solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Left and Right\nControls - Up and Down\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <(fallling) < [3]> then\n set [speed y v] to [12]\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (ACCELERATION))\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [fallling v] to [99]\ngo to x: (-150) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nrepeat until <<touching color (#a70f00)?> or <(y position) < [-180]>>\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\nReset and Begin Level 2\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 Collisionin in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collisionin in Direction (dir)\nset [temp v] to (x position)\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\ndefine Reset and Begin Level 2\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [fallling v] to [99]\ngo to x: (-150) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\n@Level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Scene\n\nwhen I receive [change scene v]\nshow\nswitch costume to (join [Scene] (SCENE #))\ngo to [front v] layer\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
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操作方法はとてもシンプル The operation method is very simple\n[ ←・→ ]--- Move 移動\n[ ↑ ]--- jump ジャンプ
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・:*+.\ corporation platformer /.:+ Part3!!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nforever\n play sound [Starship v] until done\nend\n\nwhen I receive [ten v]\nnext backdrop\n\n@こんちわ\n\nwhen I receive [ten v]\ngo to x: (-205) y: (100)\nrepeat (50)\n say []\nend\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 flag clicked\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\n@おはござ\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 flag clicked\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@ねくすと\n\nwhen flag clicked\nset [動く v] to [15]\ngo to x: (0) y: (800)\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\nrepeat until <(y position) < [0]>\n change [動く v] by (-1)\n change y by (((動く) * (-3)) / (-5))\nend\ngo to [front v] layer\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\ngo to [front v] layer\nhide\ngo to x: (0) y: (500)\nset [動く v] to [15]\n\n@判定\n\nwhen flag clicked\nforever\n if <<[240] < ([x position v] of [こんちわ v])> and <[240] < ([x position v] of [おはござ v])>> then\n broadcast (NEXT v)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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corporation platformer 遂に第三弾が登場!\n⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎\n\n⭐︎3pに蘇った⭐︎\n\n全シリーズ傾向入りもありそう_:(´ཀ`」 ∠):\nおかげさまで傾向2p、3p、チュートリアルの1位などになれました!本当にありがとうございます!\n\n[操作方法]\n1p:十字キー\n2p:WASD\n\n[宣伝]\nイントロコンテストやってます!ぜひご参加を!\n↓ ↓\nhttps://scratch.mit.edu/projects/559194359\n\n[クレジット]\n音楽: @-Xaf 様\n\n[タグ]\n#Games\n#All\n#corporation\n#platformer\n#tutorial\n#Part3\n\n⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎★⭐︎
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platformis (platformer)
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@Stage\n\nwhen flag clicked\nforever\n if <(level#) > [29]> then\n switch backdrop to (bg4 v)\n else\n if <(level#) > [19]> then\n switch backdrop to (bg3 v)\n else\n if <(level#) > [12]> then\n switch backdrop to (bg2 v)\n else\n switch backdrop to (bg1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nrepeat (2)\n set volume to (80) %\nend\nforever\n play sound [Souleye - Pushing onwards \(radio v] until done\nend\n\n@player\n\nwhen flag clicked\nrepeat (2)\n set [jump animation v] to [0]\n set [walk animation v] to [0]\n set [resistance v] to [0.8]\n set [acceleration v] to [2]\n set [gravity v] to [2]\n set [jump force v] to [16]\n set [gravity v] to [1]\nend\nswitch costume to (cube v)\nReset and Begin\n\ndefine move on 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\nwhen I receive [tick-player v]\nControls Up and Down\nControls Left and Right\nmove on steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\n\ndefine Controls Up and Down\nif <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [jump animation v] to [1]\n broadcast (animation up-down v)\n if <(falling) < [3]> then\n set [speed y v] to (jump force)\n end\nend\nchange [speed y v] by ((0) - (Gravity))\n\ndefine Controls Left and Right\nset [left right keybind v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nchange [speed x v] by ((left right keybind) * (acceleration))\nset [speed x v] to ((speed x) * (resistance))\nif <key (left arrow v) pressed?> then\n broadcast (animation left v)\n set [walk animation v] to [1]\nelse\n if <key (right arrow v) pressed?> then\n broadcast (animation right v)\n set [walk animation v] to [1]\n else\n set [walk animation v] to [0]\n end\nend\n\ndefine Reset and Begin\nrepeat (2)\n set [level# v] to [1]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [falling v] to [99]\n go to x: (-150) y: (55)\nend\nbroadcast (Game Loop v)\nbroadcast (Change Level v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick-Last v)\n broadcast (Tick-Player v)\n if <(level#) > [29]> then\n set size to (100) %\n set [resistance v] to [0.8]\n set [acceleration v] to [2]\n set [gravity v] to [0.1]\n set [jump force v] to [5.5]\n set [gravity v] to [0.1]\n else\n if <<(level#) = [12]> or <<(level#) = [21]> or <(level#) = [19]>>> then\n set [acceleration v] to [1]\n set [jump force v] to [12]\n set size to (50) %\n else\n if <(level#) = [5]> then\n set size to (75) %\n else\n set size to (100) %\n set [resistance v] to [0.8]\n set [acceleration v] to [2]\n set [gravity v] to [2]\n set [jump force v] to [16]\n set [gravity v] to [1]\n end\n end\n end\nend\n\nwhen I receive [tick-last v]\nif <<(x position) < [-235]> and <<(level#) = [15]> or <(level#) = [14]>>> then\n change [level# v] by (-1)\n broadcast (Change Level v)\n set x to (200)\n set y to (-90)\nelse\n if <(x position) > [235]> then\n change y by (200)\n set x to (-220)\n change [level# v] by (1)\n broadcast (Change Level v)\n end\n if <(x position) < [-235]> then\n change y by (240)\n set x to (235)\n change [level# v] by (-1)\n broadcast (Change Level v)\n end\n if <(y position) < [-176]> then\n set y to (240)\n set x to (171)\n change [level# v] by (1)\n broadcast (Change Level v)\n end\nend\n\ndefine Damage check\nforever\n if <touching (wheel v)?> then\n broadcast (Damaged v)\n end\nend\n\nwhen I receive [damaged 2 v]\ngo to x: (170) y: (90)\n\nwhen I receive [animation left v]\nif <<(jump animation) = [0]> and <(walk animation) = [1]>> then\n if <key (left arrow v) pressed?> then\n switch costume to (cube left 1 v)\n wait (0.07) seconds\n switch costume to (cube left 2 v)\n wait (0.07) seconds\n switch costume to (cube left 3 v)\n wait (0.07) seconds\n else\n switch costume to (cube left 3 v)\n wait (0.07) seconds\n switch costume to (cube left 2 v)\n wait (0.07) seconds\n switch costume to (cube left 1 v)\n wait (0.07) seconds\n switch costume to (cube v)\n end\nelse\n set [walk animation v] to [0]\nend\n\nwhen I receive [animation right v]\nif <<(jump animation) = [0]> and <(walk animation) = [1]>> then\n if <key (right arrow v) pressed?> then\n switch costume to (cube right 1 v)\n wait (0.07) seconds\n switch costume to (cube right 2 v)\n wait (0.07) seconds\n switch costume to (cube right 3 v)\n wait (0.07) seconds\n else\n switch costume to (cube right 3 v)\n wait (0.07) seconds\n switch costume to (cube right 2 v)\n wait (0.07) seconds\n switch costume to (cube right 1 v)\n wait (0.07) seconds\n switch costume to (cube v)\n end\nelse\n set [walk animation v] to [0]\nend\n\ndefine Jump check\nforever\n if <touching (jump paddle v)?> then\n broadcast (Jumped v)\n end\nend\n\nwhen I receive [jumped v]\nif <not <(level#) = [19]>> then\n set [speed y v] to ((jump force) + (6))\nelse\n set [speed y v] to ((jump force) + (12))\nend\n\nwhen flag clicked\nJump check\n\nwhen flag clicked\nDamage check\n\ndefine check touching solid\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n broadcast (touch v)\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [animation up-down v]\nif <<(jump animation) = [1]> and <(walk animation) = [0]>> then\n switch costume to (cubeup1 v)\n wait (0.05) seconds\n switch costume to (cubeup2 v)\n wait (0.05) seconds\n switch costume to (cubeup3 v)\n wait (0.05) seconds\n switch costume to (cubeup4 v)\n wait (0.05) seconds\n switch costume to (cubeup5 v)\n wait (0.05) seconds\n switch costume to (cubeup6 v)\n wait (0.05) seconds\n switch costume to (cubeup7 v)\n wait (0.08) seconds\n switch costume to (cubedown1 v)\n wait (0.05) seconds\n switch costume to (cubedown2 v)\n wait (0.05) seconds\n switch costume to (cubedown3 v)\n wait (0.05) seconds\n switch costume to (cubedown4 v)\n wait (0.05) seconds\n switch costume to (cubedown5 v)\n wait until <(touching) = [1]>\n wait (0.01) seconds\n switch costume to (cube v)\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n set [jump animation v] to [0]\nelse\n set [jump animation v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n repeat until <not <touching (moving platform v)?>>\n change y by (5)\n end\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [damaged v]\ngo to x: (-235) y: (90)\n\nwhen I receive [damaged 3 v]\ngo to x: (-65) y: (90)\n\nchange [level# v] by (1)\n\n@wheel\n\nwhen flag clicked\nrepeat (2)\n set size to (50) %\n hide\nend\nforever\n if <(level#) = [5]> then\n switch costume to (costume1 v)\n turn right (5) degrees\n show\n set size to (50) %\n go to x: (-143) y: (0)\n else\n if <(level#) = [6]> then\n switch costume to (costume1 v)\n show\n set size to (300) %\n go to x: (13) y: (163)\n turn right (-5) degrees\n else\n if <(level#) = [25]> then\n switch costume to (costume2 v)\n show\n set size to (145) %\n go to x: (-30) y: (0)\n turn right (-4) degrees\n else\n hide\n end\n end\n end\nend\n\nset [level# v] to [39]\nbroadcast (Change Level v)\n\nshow\n\nset size to (100) %\n\nswitch costume to (costume2 v)\n\n@moving platform\n\nwhen flag clicked\nrepeat (2)\n set size to (100) %\n hide\nend\nforever\n if <(level#) = [7]> then\n go to [front v] layer\n switch costume to (costume1 v)\n show\n go to x: (-19) y: (-100)\n repeat until <not <(level#) = [7]>>\n glide (3) secs to x: (-88) y: (-100)\n wait (1) seconds\n glide (3) secs to x: (52) y: (-100)\n wait (1) seconds\n end\n else\n if <(level#) = [8]> then\n go to [front v] layer\n switch costume to (costume1 v)\n show\n go to x: (-19) y: (-100)\n repeat until <not <(level#) = [8]>>\n glide (3) secs to x: (-88) y: (-100)\n wait (1) seconds\n glide (3) secs to x: (52) y: (-100)\n wait (1) seconds\n end\n else\n if <(level#) = [9]> then\n go to [front v] layer\n switch costume to (costume1 v)\n show\n go to x: (-19) y: (-100)\n repeat until <not <(level#) = [9]>>\n glide (3) secs to x: (-88) y: (-100)\n wait (1) seconds\n glide (3) secs to x: (52) y: (-100)\n wait (1) seconds\n end\n else\n if <<(level#) = [22]> or <<(level#) = [23]> or <(level#) = [24]>>> then\n go to [back v] layer\n switch costume to (costume2 v)\n show\n go to x: (-19) y: (-100)\n repeat until <<not <(level#) = [22]>> and <<not <(level#) = [23]>> and <not <(level#) = [24]>>>>\n glide (2.3) secs to x: (-88) y: (-170)\n wait (1) seconds\n glide (2.3) secs to x: (86) y: (31)\n wait (1) seconds\n end\n else\n hide\n end\n end\n end\n end\nend\n\nhide\n\n@jump paddle\n\nwhen flag clicked\nrepeat (3)\n hide\nend\nforever\n if <(level#) = [10]> then\n set size to (150) %\n go to x: (62) y: (-132)\n show\n else\n if <(level#) = [11]> then\n set size to (150) %\n go to x: (-79) y: (-132)\n show\n else\n if <(level#) = [19]> then\n set size to (100) %\n go to x: (-25) y: (-145)\n show\n else\n hide\n end\n end\n end\nend\n\nset size to (50) %\n\nturn right (5) degrees\n\nshow\nset size to (300) %\ngo to x: (13) y: (163)\nturn right (-5) degrees\n\nif <(level#) = [6]> then\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change level v]\nswitch costume to (join [level] (level#))\n\n@spikes\n\nwhen I receive [change level v]\nrepeat (2)\n switch costume to (join [spike] (level#))\nend\n\nwhen flag clicked\nrepeat (2)\n switch costume to (spike1 v)\n go to x: (0) y: (0)\n go to [back v] layer\nend\nDamage check\n\ndefine Damage check\nforever\n if <<touching (player v)?> and <not <<(costume [number v]) = [20]> or <(costume [number v]) = [14]>>>> then\n broadcast (Damaged v)\n else\n if <<touching (player v)?> and <(costume [number v]) = [14]>> then\n broadcast (Damaged 2 v)\n else\n if <<touching (player v)?> and <(costume [number v]) = [20]>> then\n broadcast (Damaged 3 v)\n end\n end\n end\nend\n\nswitch costume to (spike3 v)\n\nshow\n\ngo to [front v] layer\n\n@heart\n\nwhen flag clicked\nrepeat (2)\n go to x: (36) y: (28)\n hide\nend\nforever\n if <touching (player v)?> then\n broadcast (Change Level v)\n change [level# v] by (1)\n end\n if <(level#) = [38]> then\n show\n else\n hide\n end\nend\n\n@text\n\nwhen flag clicked\nrepeat (2)\n go to x: (0) y: (0)\n hide\nend\nforever\n if <(level#) = [39]> then\n show\n else\n hide\n end\nend\n\nif <touching (player v)?> then\n broadcast (Change Level v)\n change [level# v] by (1)\nend\n\n@thumbnail\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nshow\n\n@mobile button\n\nwhen flag clicked\nswitch costume to (off v)\nforever\n if <(level#) = [1]> then\n show\n else\n hide\n end\n if <(costume [number v]) = [1]> then\n broadcast (mobile off v)\n set [mobile v] to [0]\n else\n broadcast (mobile on v)\n set [mobile v] to [1]\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nhide\n\n@left button\n\nwhen flag clicked\nrepeat (2)\n go to x: (-180) y: (-130)\n hide\nend\nControls\n\nwhen I receive [mobile on v]\ngo to [front v] layer\nshow\n\nwhen I receive [mobile off v]\nhide\n\nwhen this sprite clicked\nrepeat until <(mobile touch) = [0]>\n set [left right keybind v] to [-1]\n change [speed x v] by (((left right keybind) * (acceleration)) * (1.2))\n set [speed x v] to (((speed x) * (resistance)) * (1.2))\n broadcast (animation left v)\n set [walk animation v] to [1]\nend\nset [walk animation v] to [0]\n\ndefine Controls\nforever\n if <mouse down?> then\n set [mobile touch v] to [1]\n else\n set [mobile touch v] to [0]\n end\nend\n\n@Right button\n\nwhen flag clicked\nrepeat (2)\n go to x: (-80) y: (-130)\n hide\nend\nControls\n\nwhen I receive [mobile on v]\ngo to [front v] layer\nshow\n\nwhen I receive [mobile off v]\nhide\n\nwhen this sprite clicked\nrepeat until <(mobile touch) = [0]>\n set [left right keybind v] to [1]\n change [speed x v] by (((left right keybind) * (acceleration)) * (1.2))\n set [speed x v] to (((speed x) * (resistance)) * (1.2))\n broadcast (animation right v)\n set [walk animation v] to [1]\nend\nset [walk animation v] to [0]\n\ndefine Controls\nforever\n if <mouse down?> then\n set [mobile touch v] to [1]\n else\n set [mobile touch v] to [0]\n end\nend\n\n@Up button\n\nwhen flag clicked\nrepeat (2)\n go to x: (170) y: (-130)\n hide\nend\nControls\n\nwhen I receive [mobile on v]\ngo to [front v] layer\nshow\n\nwhen I receive [mobile off v]\nhide\n\nwhen this sprite clicked\nrepeat until <(mobile touch) = [0]>\n if <mouse down?> then\n set [jump animation v] to [1]\n broadcast (animation up-down v)\n if <(falling) < [3]> then\n set [speed y v] to (jump force)\n end\n end\n change [speed y v] by ((0) - (Gravity))\nend\n\ndefine Controls\nforever\n if <mouse down?> then\n set [mobile touch v] to [1]\n else\n set [mobile touch v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n change [falling v] by (1)\n wait (0.07) seconds\nend\n\nwhen I receive [touch v]\nset [falling v] to [0]\n\n
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AD- walk\nSpace Uparrow- jump
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360° Platformer #Games
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@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [Never Mind v] until done\n\n@스프라이트 1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n end\n if <touching color (#ff0000)?> then\n broadcast (원위치 v)\n end\n if <not <<touching (스프라이트 4 v)?> or <touching (스프라이트 2 v)?>>> then\n if <<touching color (#ffde00)?> or <touching color (#000000)?>> then\n broadcast (다음 v)\n wait (0.1) seconds\n end\n end\nend\n\n@스프라이트 2\n\ndefine 크기 (크기)\nswitch costume to (. v)\nset size to (크기) %\nswitch costume to (모양 1 v)\n\nwhen flag clicked\n원위치\n크기 [200]\nforever\n change [y v] by (1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [회전 v] by (-0.3)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [회전 v] by (0.3)\n end\n set [회전 v] to ((회전) * (0.8))\n turn right (회전) degrees\n if <touching (스프라이트 1 v)?> then\n change y by (-1)\n if <touching (스프라이트 1 v)?> then\n change y by (-1)\n if <touching (스프라이트 1 v)?> then\n change y by (-1)\n if <touching (스프라이트 1 v)?> then\n change y by (-1)\n if <touching (스프라이트 1 v)?> then\n change y by (4)\n turn right ((회전) * (-1)) degrees\n set [회전 v] to [0]\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (스프라이트 1 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 1 v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>>> then\n set [y v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [win v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [회전 v] to [0]\nset [y v] to [0]\nstop all sounds\n\nwhen I receive [원위치 v]\n원위치\n\ndefine 원위치\npoint in direction (90)\ngo to x: (-10) y: (-500)\ngo to [back v] layer\nset [회전 v] to [0]\nset [y v] to [0]\n\nwhen I receive [다음 v]\n원위치\nnext costume\n\n@스프라이트 3\n\ndefine 크기 (크기)\nswitch costume to (. v)\nset size to (크기) %\nswitch costume to (모양 1 v)\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-10) y: (-500)\ngo to [back v] layer\n크기 [200]\n\nwhen I receive [win v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [회전 v] to [0]\nset [y v] to [0]\nstop all sounds\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [스프라이트 2 v]) y: ([y position v] of [스프라이트 2 v])\nend\n\nwhen flag clicked\nforever\n point in direction ([direction v] of [스프라이트 2 v])\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [스프라이트 2 v])\nend\n\n@스프라이트 4\n\nwhen I receive [다음 v]\nshow\ngo to [front v] layer\ngo to x: (-404) y: (0)\nglide (1) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (1) secs to x: (404) y: (0)\nhide\n\nwhen flag clicked\ngo to x: (-404) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [스프라이트 2 v]) = [5]> then\n broadcast (Win v)\n wait until <not <([costume # v] of [스프라이트 2 v]) = [5]>>\n end\nend\n\n@스프라이트 5\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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move with arrow keys
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sketch platformer 2
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Bubblegum K v] until done\nend\n\nwhen backdrop switches to [backdrop10 v]\nstop [other scripts in sprite v]\n\n@lf_UI\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\nend\nwait (4) seconds\nrepeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\n@Level\n\nwhen [r v] key pressed\nerase all\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nerase all\nnext costume\n\n@Detector\n\nwhen flag clicked\nshow\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nbroadcast (alert v)\n\nwhen I start as a clone\nshow\ngo to x: (-15) y: (0)\nif <(@id) = [1]> then\n switch costume to (fave v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to ((1) - (Stared?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\nelse\n if <(@id) = [2]> then\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to ((1) - (Loved?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\nforever\n show\n wait (2) seconds\n hide\n wait (5) seconds\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\ngo to x: (0) y: (0)\n\n@pen\n\nwhen flag clicked\nset pen (saturation v) to (0)\nset pen (brightness v) to (35)\nforever\n set pen size to (pick random (5) to (9.2))\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n go to (mouse-pointer v)\n pen down\n repeat until <<not <mouse down?>> or <touching color (#ff6767)?>>\n go to (mouse-pointer v)\n end\n if <touching color (#ff6767)?> then\n pen up\n wait (1) seconds\n go to (gofcio v)\n end\n end\n pen up\nend\n\n@Gofcio\n\nwhen flag clicked\nerase all\nbroadcast (PLAY v)\nshow\nswitch costume to (kostium2 v)\nset size to (100) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> 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 (level v)?> or <touching color (#5a5a5a)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching color (#5a5a5a)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching color (#5a5a5a)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching color (#5a5a5a)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching color (#5a5a5a)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [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 (level v)?> or <touching color (#5a5a5a)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (level v)?> or <touching color (#5a5a5a)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (danger v)?> or <(mouse y) = [-187]>> or <touching color (#ff6767)?>> then\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set size to (100) %\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (trampolines v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (trampolines v)?>> then\n set [y v] to [20]\n end\nend\n\n@boss\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(cloneID) = [0]> then\n switch costume to (obraz3 v)\n repeat (15)\n change size by (10)\n end\n delete this clone\nend\nif <(cloneID) = [1]> then\n switch costume to (obraz5 v)\n repeat (15)\n change size by (30)\n end\n delete this clone\nend\n\nwhen I start as a clone\nset pen color to (#ff6666)\nset pen size to (5)\nif <(cloneID) = [2]> then\n pen down\n repeat until <<touching (gofcio v)?> or <<touching (level v)?> or <touching color (#595959)?>>>\n move (7) steps\n set size to (20) %\n switch costume to (obraz5 v)\n end\n delete this clone\nend\n\nwhen backdrop switches to [backdrop10 v]\nshow\nset size to (100) %\nswitch costume to (obraz2 v)\nset [brightness v] effect to (0)\nclear sound effects\nstart sound [pillar_man_theme v]\nsay [only I can be a character in platformers]\nset [cloneid v] to [0]\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\nwait (0.4) seconds\nchange [cloneid v] by (2)\nrepeat until <touching (gofcio v)?>\n repeat (10)\n create clone of (_myself_ v)\n point towards (gofcio v)\n wait (0.1) seconds\n end\n wait (5) seconds\nend\nswitch costume to (obraz1 v)\nsay [you will die with me]\nrepeat (100)\n change [brightness v] effect by (1)\n change volume by (-1)\nend\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nhide\nerase all\nstop [other scripts in sprite v]\n\n@InkedScreenshot_1_LI\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
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+ 3 new stage\n+ new mechanic (Hold down the mouse button) R erase all\n+ boss\n14.10:\nboss już działa : D\n
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Egg Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nswitch backdrop to (backdrop3 v)\n\n@player\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (follow me v)\n\nwhen flag clicked\nshow\nswitch costume to (egg-a v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n point in direction (-90)\n else\n switch costume to (egg-a v)\n end\n end\n wait (0.04) seconds\nend\n\nwhen flag clicked\nset [timer v] to [0]\nshow variable [timer v]\nforever\n change [timer v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [2]> then\n hide variable [timer v]\n stop [this script v]\n end\nend\n\n@FOLLOW ME\n\nwhen flag clicked\nset size to (100) %\nset [spawnx v] to [-204]\nset [spawny v] to [-111]\ngo to x: (SpawnX) y: (SpawnY)\nset rotation style [left-right v]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (Makeplayerfollowhitbox v)\n Up/Down Movement [12] [-1]\n Left/Right Movement [10] [0.6]\n CheckNextLevel\n Checktext\n Checkfallofscreen\nend\n\nshow\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yvelocity)\nif <touching (levels v)?> then\n Checktouchinglava\n repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n if <touching (levels v)?> then\n change y by (((yvelocity) / ([abs v] of (yvelocity) )) * (-1))\n end\n end\n if <<not <(yvelocity) > [0]>> and <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine Left/Right Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (levels v)?> then\n Checktouchinglava\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (levels v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [xvelocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\ndefine CheckNextLevel\nif <(x position) > [245]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine Checktouchinglava\nif <<touching color (#ff0000)?> or <touching color (#a5a5a5)?>> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine Checktext\nif <(Level) = [10]> then\n switch backdrop to (backdrop2 v)\nend\n\ndefine Checkfallofscreen\nif <(y position) < [-190]> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ngo to [front v] layer\n\n@levels\n\nwhen flag clicked\nshow\nshow variable [level v]\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen backdrop switches to [backdrop2 v]\nhide variable [level v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
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Reload your page!\nUp arrow/Space- Jump\nRight/Left arrow keys- Move\nDon't jump in lava or don't touch spikes\nGood luck Eggs, you have entered the quest of life.\nReach the end to win!\n*Full screen NOT recommended* \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFIND THE BANANA! pls don't cheat by going inside project.\n\n\n\n\n\n\nComment if you find banana\n\n\n\n\n\n\n\n\n\n\n\nI HATE BANANA, I DON'T EAT THEM
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Worlds A Platformer #games #all #trending
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Unlimited v] until done\n end\n if <(pick random (1) to (2)) = [2]> then\n play sound [Catchy Song v] until done\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Platformer Engine\n\nwhen I receive [up v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n 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 color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<<touching color (#b4b4b4)?> or <touching color (#989898)?>> or <touching (enemies v)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-197) y: (-63)\n end\n if <<(x position) > [-250]> and <(y position) < [-179]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (up v)\n end\n if <touching (checkpoint v)?> then\n go to x: (-201) y: (-59)\n broadcast (CHANGE v)\n end\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 (60) to (120)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (120) to (70))\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 (10) to (20))\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\n end\n wait (pick random (2) to (3)) seconds\nend\n\n@Assets\n\n@Checkpoint\n\nwhen flag clicked\nshow\ngo [backward v] (1000) layers\nforever\n point in direction ((([sin v] of ((Direction) * (100)) ) * (5)) + (90))\n change [direction v] by (0.04)\nend\n\nwhen I receive [flag go away v]\nforever\n hide\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo [forward v] (10000000000) layers\nswitch costume to (costume1 v)\n\nwhen I receive [change v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (ENEMIES v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (STOP ENEMIES v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (SAWS v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (STOP SAWS v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (ENEMIES2 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (STOP ENEMIES2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (STOP SAWS2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (SAWS2 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (STOP SAWS3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (SAWS3 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (STOP ENEMIES3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (ENEMIES3 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (FLAG GO AWAY v)\n end\nend\n\n@Enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-76)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (-115) y: (-76)\n wait (0.5) seconds\n glide (1) secs to x: (115) y: (-76)\nend\n\nwhen I receive [stop enemies v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [enemies2 v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-76)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (-115) y: (-76)\n wait (0.5) seconds\n glide (1) secs to x: (115) y: (-76)\nend\n\nwhen I receive [stop enemies2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [enemies3 v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-76)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (-115) y: (-76)\n wait (0.5) seconds\n glide (1) secs to x: (115) y: (-76)\nend\n\nwhen I receive [stop enemies3 v]\nhide\nstop [other scripts in sprite v]\n\n@Chainsaws\n\nwhen flag clicked\ngo to x: (0) y: (-95)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws v]\nshow\n\nwhen I receive [stop saws v]\nhide\n\n@Chainsaws2\n\nwhen flag clicked\ngo to x: (70) y: (-95)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws2 v]\nshow\n\nwhen I receive [stop saws2 v]\nhide\n\n@Chainsaws3\n\nwhen flag clicked\ngo to x: (-70) y: (-95)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws2 v]\nshow\n\nwhen I receive [stop saws2 v]\nhide\n\n@Chainsaws4\n\nwhen flag clicked\ngo to x: (100) y: (20)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws3 v]\nshow\n\nwhen I receive [stop saws3 v]\nhide\n\n
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▪ WORLDS A PLATFORMER ▪\n▪ PART 1: GRASSLANDS ▪\n\nWelcome to another one of my platformers! :D\nPlease like and fav if you enjoyed!\n\nThis is one of my best ones because it has enemies and chainsaws! Enjoy! \n\nFollow me @TrentonTNT for more games!\n\n▪ INSTRUCTIONS ▪\n\n> WAD or arrow keys to move\n> Dodge spikes and saws\n> Touch the flag to get to next level\n> Dodge moving enemies\n> Get to the end!\n\n▪ TAGS ▪\n\n#games #all #fun #art #invisity #grasslands #trentontnt #like #fav #follow #worlds #trending #1st #platformer
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Detailed 4 A Platformer Into The Mountains #stories #all #art #games #detailed #music #animations
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch costume to (The Level)\n broadcast (f v)\nend\n\nwhen flag clicked\nforever\nend\n\nplay sound [Hall Of Fame v] until done\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n switch costume to (The Level)\n broadcast (f v)\nend\n\n@Sprite2\n\nwhen flag clicked\npoint in direction (60)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n go to [front v] layer\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen flag clicked\nforever\n repeat (5)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (10) degrees\n end\n repeat (5)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (-10) degrees\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to (player2 v)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n broadcast (reset v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to (player2 v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n change [the level v] by (1)\n end\nend\n\nwhen I receive [go to v]\nglide (1) secs to (sprite12 v)\n\nwhen flag clicked\nshow\nwait until <(The Level) = [18]>\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n go to [front v] layer\n go [backward v] (4) layers\n end\n if <key (left arrow v) pressed?> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n repeat (9)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (-20) degrees\n end\n repeat (9)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (20) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n broadcast (reset v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to (player2 v)\nend\n\nwhen flag clicked\nforever\n go to (player2 v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n change [the level v] by (1)\n broadcast (reset v)\n end\nend\n\nwhen I receive [go to v]\nglide (1) secs to (sprite12 v)\n\nwhen flag clicked\nshow\nwait until <(The Level) = [18]>\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nforever\n go to (player2 v)\n if <key (right arrow v) pressed?> then\n go to [front v] layer\n end\n if <key (left arrow v) pressed?> then\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen flag clicked\nforever\n repeat (9)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (20) degrees\n end\n repeat (9)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (-20) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n broadcast (reset v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to (player2 v)\nend\n\nwhen flag clicked\nforever\n go to (player2 v)\nend\n\nwhen I receive [go to v]\nglide (1) secs to (sprite12 v)\n\nwhen flag clicked\nshow\nwait until <(The Level) = [18]>\n\n@Sprite5\n\nwhen flag clicked\npoint in direction (120)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (2) layers\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n repeat (5)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (-10) degrees\n end\n repeat (5)\n wait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n go to (player2 v)\n go to (player2 v)\n go to (player2 v)\n go to (player2 v)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n broadcast (reset v)\n wait (0.1) seconds\n end\nend\n\ndefine go\ngo to (player v)\ngo to (player v)\ngo to (player v)\ngo to (player v)\n\nwhen I receive [go to v]\nglide (1) secs to (sprite12 v)\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (The Level)\nend\n\n@level2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n switch costume to (The Level)\n broadcast (f v)\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (215) y: (176)\nset [c v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [c v] by (1)\nend\n\nwhen I start as a clone\nif <(c) = [4]> then\n switch costume to (costume1 v)\n show\n go to [front v] layer\n set size to (40) %\n set [ghost v] effect to (0)\n forever\n repeat (18)\n change size by (1)\n end\n repeat (18)\n change size by (-1)\n end\n end\nelse\n if <(c) = [2]> then\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (90) %\n set [ghost v] effect to (50)\n forever\n repeat (20)\n change size by (-1)\n end\n repeat (20)\n change size by (1)\n end\n end\n else\n if <(c) = [3]> then\n switch costume to (costume2 v)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (120) %\n set [ghost v] effect to (30)\n forever\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Sprite17\n\nwhen flag clicked\nforever\n switch costume to (costume8 v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n switch costume to (costume8 v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (The Level)\n turn right (10) degrees\n go to [back v] layer\n go [forward v] (8) layers\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [3]> then\n go to x: (5) y: (-10)\n else\n if <(The Level) = [4]> then\n go to x: (5) y: (-15)\n end\n end\nend\n\n@Player2\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\n if <touching (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 (ground v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((X velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (level v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n end\n change y by (-1)\n if <<touching (level v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [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 (sprite7 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 if <touching (sprite9 v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (20)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n end\nend\n\nwhen I receive [go to v]\nglide (1) secs to (sprite12 v)\n\n@Sprite6\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (4) layers\nend\n\nset [0. v] to [132]\n\n@Sprite11\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\n go to [back v] layer\n go [forward v] (5000) layers\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\ngo to x: (0) y: (30)\nforever\n repeat (20)\n change y by (-1)\n end\n repeat (20)\n change y by (1)\n end\nend\n\nwhen flag clicked\nshow\nwait until <(The Level) = [18]>\nforever\n hide\nend\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait until <(The Level) = [18]>\nshow\nwait until <touching (player2 v)?>\nnext costume\nwait until <key (space v) pressed?>\nnext costume\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n switch costume to (costume2 v)\n wait until <key (space v) pressed?>\n next costume\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nwait until <(The Level) = [22]>\nshow\nwait until <touching (player2 v)?>\nhide\nbroadcast (gem collected! v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite14\n\nwhen I receive [gem collected! v]\ngo to x: (-183) y: (-143)\nshow\nset size to (1) %\nset [brightness v] effect to (0)\nrepeat (400)\n go to [front v] layer\n change [brightness v] effect by (2)\n change size by (3)\nend\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nhide\n\n@Sprite15\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n go to [front v] layer\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I receive [gem collected! v]\nwait (6) seconds\ngo to x: (0) y: (2000)\nshow\nSmooth Glide x: (0) y: (-150) speed: (5)\nforever\n go [backward v] (1) layers\n go to [front v] layer\nend\n\n@Sprite16\n\n@Sprite18\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [115] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (Muisc)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Muisc) = [1]> then\n set [muisc v] to [0]\n else\n set [muisc v] to [1]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@Sprite19\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nforever\n switch costume to (Muisc)\nend\n\n@Sprite20\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [105] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Muisc)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n start sound [Hall Of Fame v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@Sprite22\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [105] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Muisc)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n start sound [Macklemore v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@Sprite23\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [105] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Muisc)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n start sound [Faded2 v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@Sprite21\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [muisc v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Size size: [105] Speed [5] Costume (costume [name v])\n else\n Smooth Size size: [80] Speed [5] Costume (costume [name v])\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Muisc)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop all sounds\n start sound [Avicii - Levels v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@Sprite24\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n else\n stop all sounds\n end\nend\n\n@Sprite25\n\nwhen flag clicked\nrepeat until <(The Level) = [17]>\n hide\n set x to (pick random (-280) to (280))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset y to (200)\nshow\nswitch costume to (costume1 v)\nset [8 v] to (pick random (-5) to (-9))\nset size to (pick random (50) to (90)) %\ngo to [back v] layer\nrepeat until <(y position) < [-270]>\n change y by (8)\nend\ndelete this clone\n\n
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MY BEST GAME EVER IS OUT!!! IT IS OUT https://scratch.mit.edu/projects/657080669/ !! \nWITH OVER 4000 BLOCKS OF CODE\n800 ASSETS!!! CHECK IT OUT\n\n\nMake Sure To Check Out My Newest Animation!\nhttps://scratch.mit.edu/projects/612436614/ !\nAnd check this out\nhttps://scratch.mit.edu/projects/622712912/\n ---DETAILED 4---\n____________________________________________\n -Welcome To Part 4 of the Detailed Series-\n -INTO THE MOUNTAINS-\n____________________________________________\n -Instructions-\n - Select Your Music (I recommend Faded) - \n -Arrow Keys Or W.A.S.D To Move-\n -Jump Over Spikes And Saws-\n -Enjoy The 22 Levels - - No Advertising,F4F Or Asking People To Follow You. It's So Annoying!\n\n - Love,Fave and follow for Part 5! -\n\nPlease Follow The [OFFICIAL] Detailed Platformer Series Studio So That You Will Know When Part 5 is released Link: https://scratch.mit.edu/studios/30317739\n\nCheck Out My FPC Application https://scratch.mit.edu/projects/603021513\nCheck Out An Intro I Made\nhttps://scratch.mit.edu/projects/619634050/\n____________________________________________\n -Credits-\nSongs Are:\nFaded By Alan Walker\nHall Of Fame By The Script\nCan't Hold Us By Macklemore And Ryan Lewis\nAnd Levels By Avicii\n@--AwesomeCode-- For the platformer engine (19%)\nRest By Me! (81%)\n\n6th on #stories ! 36th on #games\n21 on #music 19 on #art 26/12/21\n1st on #stories !!! 22nd on #games\n10th on #music 5th on #art !! 27/12/21\n1st on #stories 8th on #games!\n4th on #music 1st on #art ! 14th on #all 28/12/21
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Prairie//A scrolling platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Elec Piano Loop v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (right v)\ngo to x: (0) y: (-20)\nshow\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\nwhen I receive [プログラム v]\nforever\n 動作\nend\n\ndefine 動作\nchange [yの力 v] by (-1)\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 [xの力 v] by (-1)\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 [xの力 v] by (1)\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 [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3 v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ3 v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ3 v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ3 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<<(Y) < [-400]> or <<touching (刺とか v)?> or <touching (障害物2 v)?>>> or > then\n start sound [crashed oof v]\n やられた\nend\n処理\nbroadcast (プログラム2 v)\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3 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ3 v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ3 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3 v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nclear graphic effects\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\ndefine やられた\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n初期位置\n\n@刺とか\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\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nステージ配置 [700] [60] [1]\nステージ配置 [750] [-100] [2]\nステージ配置 [960] [-50] [3]\nステージ配置 [1500] [70] [4]\nステージ配置 [2880] [0] [5]\n\nステージ配置 [3360] [0] [6]\nステージ配置 [3400] [0] [7]\n\nbroadcast (プログラム v)\n\nswitch costume to (none v)\n\n@障害物2\n\nhide\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\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))\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))\n\nwhen flag clicked\ngo to [back v] layer\nhide\nset size to (50) %\nステージ配置 [960] [115] [1]\nswitch costume to (none v)\nforever\n turn right (15) degrees\nend\n\nステージ配置 [2900] [0] [2]\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\n@Player2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nforever\n if <[0.0000001] > (timer)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\n@ステージ3\n\nwhen flag clicked\nhide\nステージ配置 [-90] [-50] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\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\nhide\n\n@ステージ2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@障害物3\n\ngo to [back v] layer\n\nshow\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@刺とか2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (237) y: (189)\nset size to (100) %\ngo to [back v] layer\nforever\n set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\n@スプライト2\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (10)\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@スプライト3\n\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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矢印キーまたはタップで操作です。落ちるまたは針などに触れると最初からやり直しです。\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n隠し通路あります。
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Platformer Ep11
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@Stage\n\n@Player\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 [scene # v] to [1]\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 <(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 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 [-1.2]\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 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 [55]\nReset and Begin level\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\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] [-55] Dir [-90]\n else\n Spawn [Red] At [87] [-150] Dir [90]\n end\n Spawn [Red] At [1] [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 [113] [-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 (red 1 v)\n set rotation style [don't rotate v]\n Move - Down\n Move - Left or RIght\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 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 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 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 (type) At (x) (y) Dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\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 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\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]> or <(SCENE #) = [103]>> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@love and fav\n\nwhen flag clicked\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nforever\n go to x: (150) y: (140)\n show\n repeat (9)\n change y by (-3)\n end\n repeat (5)\n change y by (1.5)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (5)\n end\n hide\n wait (pick random (30) to (40)) seconds\nend\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@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (key 1 v)\ngo to [back v] layer\nhide\nif <(SCENE #) = [4]> then\n Door at [-29] [12] Key [Key 1]\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 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@Collectibles\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 [160] [-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 [163] [-38]\nPlace [apple 2] Scene [5] XY [45] [-80]\nPlace [Green Flag] Scene [2] XY [160] [-50]\nPlace [Green Flag] Scene [4] XY [138] [47]\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\nadd [Key 1] to [collected v]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Coin 1\n\nwhen flag clicked\nforever\n switch costume to (LIVES)\nend\n\n@Apple Symbol\n\nwhen flag clicked\ngo to x: (-220) y: (160)\nswitch costume to (apple1 v)\n\n@counter\n\ndefine text: (text) size: (size) x: (x) y: (y) spacing: (spacing) centered: (centered) textID: (id)\nif <(centered) = [true]> then\n go to x: (((((length of (text)) * ((spacing) * (size))) * (-0.5)) + (((spacing) * (size)) / (2))) + (x)) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset size to (size) %\nset [~i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (~i) of (text))\n set [~cloneid v] to (id)\n create clone of (_myself_ v)\n change x by ((spacing) * (size))\n change [~i v] by (1)\nend\n\nwhen flag clicked\nset [apples v] to [0]\nset [~updatecounter v] to ((Apples) + (1))\nforever\n if <not <(~updateCounter) = [50]>> then\n broadcast (deleteClones v)\n text: (Apples) size: [75] x: [-170] y: [150] spacing: [0.25] centered: [true] textID: [1]\n set [~updatecounter v] to [0]\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [brightness v] effect to (100)\nset [~clonex v] to (x position)\nset [~cloney v] to (y position)\nif <(~cloneID) = [1]> then\n change y by (9)\nend\nforever\n change x by (((~cloneX) - (x position)) / (5))\n change y by (((~cloneY) - (y position)) / (5))\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\n@Hearti Symbol\n\nwhen flag clicked\ngo to x: (-220) y: (120)\nswitch costume to (heart v)\n\n@Game Over\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\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title screen v)\ngo to [front v] layer\nshow\n\n@Menu\n\nwhen I receive [main menu v]\nswitch costume to (play button 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@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 #))\n\n@control stick\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [base sprite/myself v] to [control stick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\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 (base sprite/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\nwait until <mouse down?>\n\ndefine stick drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (base sprite/myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(base sprite/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\nwhen I receive [start game v]\nshow\n\n
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Arrow keys to move or Joystick\nDodge the spikes and enemies\nCollect keys to open doors\n\nGriffpatch VIEWED\n\nThanks For 1100 Views!!!!!!
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Dark Forest - Hardcore Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n if <<<(level) = [6]> or <(level) = [9]>> or <(level) = [11]>> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [start v]\nset volume to (20) %\nrepeat until <(level) = [14]>\n play sound [Hollow Knight OST - Enter Hallownest v] until done\nend\nbroadcast (Reactivate v)\nrepeat until <(level) = [15]>\n play sound [Hollow Knight OST - False Knight v] until done\nend\nwait (0.1) seconds\nset [ghost v] effect to (10)\nset volume to (40) %\nstart sound [Win v]\n\nwhen I receive [start v]\nforever\n if <key (m v) pressed?> then\n if <not <(level) = [15]>> then\n if <(volume) = [20]> then\n set volume to (0) %\n else\n set volume to (20) %\n end\n wait until <not <key (m v) pressed?>>\n end\n end\nend\n\nwhen I receive [start v]\nwait until <(level) = [14]>\nstop all sounds\nwait until <(level) = [15]>\nstop all sounds\n\n@Blank\n\n@jump pad\n\nwhen I start as a clone\nshow\nswitch costume to (@5 v)\nforever\n if <touching (player v)?> then\n repeat (4)\n next costume\n end\n if <(dash) = [no]> then\n set [speed y v] to [18]\n end\n start sound [ting v]\n switch costume to (@2 v)\n switch costume to (@3 v)\n switch costume to (@4 v)\n switch costume to (@5 v)\n switch costume to (@6 v)\n switch costume to (@7 v)\n switch costume to (@8 v)\n switch costume to (@9 v)\n switch costume to (@10 v)\n repeat (5)\n next costume\n end\n end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [change level v]\nwait (0.01) seconds\nif <(level) = [4]> then\n go to x: (-162) y: (-92)\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n go to x: (-150) y: (46)\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n set [brightness v] effect to (-100)\n go to x: (20) y: (-94)\n create clone of (_myself_ v)\n go to x: (85) y: (-94)\n create clone of (_myself_ v)\n go to x: (150) y: (-94)\n create clone of (_myself_ v)\n go to x: (10) y: (59)\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n set [brightness v] effect to (0)\n go to x: (180) y: (4)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n set [brightness v] effect to (-100)\n go to x: (218) y: (-6)\n create clone of (_myself_ v)\n go to x: (-230) y: (18)\n create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n set [brightness v] effect to (0)\n go to x: (-200) y: (-10)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Kill thing can move\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nwait (0.1) seconds\nif <(level) = [2]> then\n go to x: (-100) y: (10)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\nif <(level) = [4]> then\n go to x: (110) y: (-30)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n go to x: (230) y: (-35)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <<(level) = [8]> and <(Difficult) = [nightmare]>> then\n go to x: (30) y: (50)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n go to x: (-50) y: (88)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n switch costume to (costume3 v)\n go to x: (30) y: (80)\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n go to x: (42) y: (-110)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n switch costume to (costume3 v)\n go to x: (20) y: (30)\n create clone of (_myself_ v)\n go to x: (155) y: (146)\n create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n switch costume to (costume1 v)\n go to x: (135) y: (-100)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n repeat (30)\n change y by (3.5)\n turn right (15) degrees\n end\n repeat (30)\n change y by (-3.5)\n turn right (-15) degrees\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n repeat (40)\n change x by (-8)\n turn right (30) degrees\n end\n repeat (40)\n change x by (8)\n turn right (-30) degrees\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n repeat (25)\n change x by (-6)\n turn right (30) degrees\n end\n repeat (25)\n change x by (6)\n turn right (-30) degrees\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n repeat (10)\n change x by (-6)\n turn right (30) degrees\n end\n repeat (10)\n change x by (6)\n turn right (-30) degrees\n end\n end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [start v]\nif <(Difficult) = [nightmare]> then\n set size to (110) %\nelse\n set size to (90) %\nend\n\n@Player\n\nwhen flag clicked\nset [block v] to [no]\ngo [backward v] (2) layers\nset [attack v] to [no]\nset [deaths v] to [0]\nset [time v] to [0]\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [repeat v]\nif <(Stop) = [no]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(Block) = [yes]> then\n change [speed x v] by (0.5)\n else\n if <not <(weapon) = [gun]>> then\n if <[-1] > (speed x)> then\n change [speed x v] by (0.8)\n else\n change [speed x v] by (1)\n end\n else\n if <[-1] > (speed x)> then\n change [speed x v] by (0.7)\n else\n change [speed x v] by (0.9)\n end\n end\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <(Block) = [yes]> then\n change [speed x v] by (-0.5)\n else\n if <not <(weapon) = [gun]>> then\n if <(speed x) > [1]> then\n change [speed x v] by (-0.8)\n else\n change [speed x v] by (-1)\n end\n else\n if <(speed x) > [1]> then\n change [speed x v] by (-0.7)\n else\n change [speed x v] by (-0.9)\n end\n end\n end\n end\n change x by (speed x)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((speed x) * (-1))\n set [speed x v] to [0]\n if <(speed y) < [-2]> then\n set [speed y v] to [-2]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<not <touching (water v)?>> and <not <(Block) = [yes]>>>> then\n start sound [Jump v]\n if <(direction) = [90]> then\n set [speed y v] to [9]\n set [speed x v] to [-8]\n else\n if <(direction) = [-90]> then\n set [speed y v] to [9]\n set [speed x v] to [8]\n else\n set [speed y v] to [9]\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (water v)?> then\n set [speed x v] to ((speed x) * (0.65))\n else\n set [speed x v] to ((speed x) * (0.82))\n end\n change y by (speed y)\n if <touching (platform v)?> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\n if <(Jump) = [yes]> then\n if <<not <(Block) = [yes]>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [speed y v] to [9.5]\n set [jump v] to [no]\n end\n end\n else\n change [speed y v] by (-1)\n set [jump v] to [yes]\n end\n if <touching (water v)?> then\n set [speed y v] to ((speed y) * (0.65))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [speed y v] by (2)\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [speed y v] by (-1)\n end\n end\n end\n if <not <(Block) = [broke]>> then\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <not <touching (water v)?>>> then\n set [block v] to [yes]\n else\n set [block v] to [no]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n set [dash v] to [yes]\n set [ghost v] effect to (40)\n broadcast (Special v)\n start sound [Ricochet v]\n repeat (2)\n if <(direction) = [90]> then\n set [speed x v] to [15]\n else\n if <(direction) = [-90]> then\n set [speed x v] to [-15]\n end\n end\n set [speed y v] to [1]\n end\n set [?>? v] to [1]\n repeat (2)\n wait (0.25) seconds\n change [?>? v] by (1)\n end\n set [ghost v] effect to (0)\n set [dash v] to [no]\n set [speed x v] to ((direction) / (90))\n repeat (3)\n wait (0.3) seconds\n change [?>? v] by (1)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (-30)\nhide\ngo to x: (-200) y: (-60)\nset [dash v] to [no]\nset [jump v] to [no]\nset [stop v] to [no]\nset [level v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset rotation style [left-right v]\nforever\n if <(Stop) = [no]> then\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <not <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>> then\n if <(speed x) > [0.2]> then\n set [speed x v] to ((speed x) - (0.25))\n end\n if <[-0.2] > (speed x)> then\n set [speed x v] to ((speed x) + (0.25))\n end\n point in direction (0)\n if <(speed y) > [3]> then\n switch costume to (up v)\n else\n if <(speed y) < [-3]> then\n switch costume to (down v)\n else\n switch costume to (normal v)\n end\n end\n else\n if <(speed y) > [3]> then\n switch costume to (up-side v)\n else\n if <(speed y) < [-3]> then\n switch costume to (down-side v)\n else\n switch costume to (side v)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [brightness v] effect to (0)\nshow\nbroadcast (Repeat v)\n\nwhen I receive [death v]\nif <not <(level) = [15]>> then\n change [deaths v] by (1)\n start sound [roblox-death-sound-effect v]\n go to x: (-200) y: (-80)\nend\nset [oxy... v] to [5]\nset [speed x v] to [0]\nset [speed y v] to [0]\nif <<(level) = [6]> or <<(level) = [9]> or <(level) = [11]>>> then\n set [brightness v] effect to (-30)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [change level v]\ngo to x: (-200) y: (-80)\nchange [level v] by (1)\nset [speed x v] to [0]\nset [speed y v] to [0]\nif <<(level) = [6]> or <<(level) = [9]> or <(level) = [11]>>> then\n set [brightness v] effect to (-30)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [start v]\nforever\n if <<touching (kill v)?> or <<touching (kill thing can move v)?> or <<touching (kill thing rotate v)?> or <(Oxy...) < [0]>>>> then\n broadcast (death v)\n wait (0.25) seconds\n end\n if <(x position) > [238]> then\n if <(level) = [7]> then\n if <(Kill) = [4]> then\n broadcast (change level v)\n end\n else\n if <(level) = [13]> then\n if <(Kill) = [8]> then\n broadcast (change level v)\n end\n else\n if <<(level) = [14]> or <(level) = [15]>> then\n if <(Kill) = [1]> then\n broadcast (change level v)\n end\n else\n broadcast (change level v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n wait (1.65) seconds\n change [oxy... v] by (-1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <touching (water v)?>> then\n set [oxy... v] to [5]\n end\nend\n\nwhen I receive [start v]\nrepeat until <(level) = [15]>\n wait (0.09) seconds\n change [time v] by (0.1)\nend\nshow variable [time v]\nshow variable [deaths v]\n\nwhen I receive [repeat v]\nbroadcast (Repeat v)\n\nwhen I receive [start v]\nforever\n if <<<touching (enemy v)?> or <<touching (enemy's sword v)?> or <<<touching (fire ball v)?> or <touching (boss v)?>> or <<<(Attack) = [yes]> and <<touching (boss's weapon v)?> or <touching (boss's skill v)?>>> or <<touching (super bullet v)?> or <touching (boss's shoot v)?>>>>>> and <<(dash) = [no]> or <(dash) = [ready]>>> then\n if <<(Block) = [yes]> and <<touching (enemy's sword v)?> or <<touching (fire ball v)?> or <<<<(Boss's sword art) = [no]> and <(Attack) = [yes]>> and <touching (boss's weapon v)?>> or <<touching (super bullet v)?> or <touching (boss's shoot v)?>>>>>> then\n start sound [Blocking v]\n set [block v] to [Broke]\n wait (0.75) seconds\n else\n if <(Difficult) = [nightmare]> then\n set [dark blessing v] to (pick random (1) to (6))\n else\n set [dark blessing v] to (pick random (1) to (4))\n end\n if <(Dark Blessing) = [2]> then\n start sound [Blocking v]\n repeat (12)\n change [brightness v] effect by (-40)\n wait (0.1) seconds\n change [brightness v] effect by (40)\n wait (0.1) seconds\n end\n wait (0.1) seconds\n if <<(level) = [6]> or <<(level) = [9]> or <(level) = [11]>>> then\n set [brightness v] effect to (-30)\n else\n set [brightness v] effect to (0)\n end\n else\n broadcast (death v)\n wait (0.25) seconds\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Block) = [broke]> then\n wait (1.5) seconds\n set [block v] to [no]\n end\nend\n\n@orb\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\nforever\n if <touching (player v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [brightness v] effect to (20)\n set [speed y v] to [8]\n start sound [pop v]\n repeat (2)\n change size by (50)\n change [brightness v] effect by (25)\n end\n set size to (100) %\n set [brightness v] effect to (0)\n wait until <not <<key (w v) pressed?> and <key (up arrow v) pressed?>>>\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [brightness v] effect to (20)\n change [speed y v] by (-20)\n start sound [pop v]\n repeat (2)\n change size by (50)\n change [brightness v] effect by (25)\n end\n set size to (100) %\n set [brightness v] effect to (0)\n wait until <not <<key (s v) pressed?> and <key (down arrow v) pressed?>>>\n end\n end\n end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [change level v]\nwait (0.01) seconds\nif <(level) = [2]> then\n go to x: (-20) y: (80)\n create clone of (_myself_ v)\nend\nif <(level) = [4]> then\n go to x: (10) y: (50)\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n go to x: (160) y: (100)\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n go to x: (-208) y: (-8)\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(Difficult) = [nightmare]> then\n go to x: (12) y: (160)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [10]> then\n go to x: (110) y: (-60)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n go to x: (80) y: (-60)\n create clone of (_myself_ v)\n go to x: (80) y: (72)\n create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n go to x: (-130) y: (-40)\n create clone of (_myself_ v)\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@Weapon\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (-155)\n\nwhen I receive [start v]\nset [ghost v] effect to (30)\nshow\nwait (0.01) seconds\nforever\n go to [front v] layer\n switch costume to (weapon)\nend\n\n@Kill\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n if <(Difficult) = [normal]> then\n switch costume to (level)\n else\n switch costume to ((level) + (15))\n end\nend\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (gun v)\npoint in direction ([direction v] of [gun v])\nmove (25) steps\nshow\nforever\n if <touching (water v)?> then\n move (8) steps\n else\n move (20) steps\n end\n if <<<<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (kill v)?>> or <touching (enemy v)?>> or <<touching (boss v)?> or <<touching (kill thing rotate v)?> or <<touching (boss's skill v)?> or <<touching (kill thing can move v)?> or <touching (boss's weapon v)?>>>>>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I start as a clone\nforever\n set [go x v] to (x position)\n set [go y v] to (y position)\n set [go d v] to (direction)\n create clone of (bullet effect v)\nend\n\n@Ammo\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.01) seconds\nset [reload v] to [no]\ngo to x: (40) y: (30)\nset [ghost v] effect to (10)\nshow\nforever\n if <(weapon) = [gun]> then\n go to [front v] layer\n show\n if <(Armor) < [6]> then\n if <(Reload) = [yes]> then\n switch costume to (reloading v)\n repeat (6)\n play sound [Gun+Reload v] until done\n end\n set [armor v] to [6]\n set [reload v] to [no]\n else\n if <[0] < (Armor)> then\n switch costume to (Armor)\n else\n switch costume to (0 v)\n end\n if <key (r v) pressed?> then\n set [reload v] to [yes]\n end\n end\n else\n switch costume to (6 v)\n end\n else\n hide\n end\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (50)\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@sword\n\nwhen I receive [repeat v]\ngo to (player v)\n\nwhen flag clicked\nhide\nset [weapon v] to []\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nwait (0.1) seconds\nforever\n if <<(weapon) = [sword]> and <not <(Block) = [yes]>>> then\n if <(x position) > (mouse x)> then\n hide\n if <mouse down?> then\n show\n start sound [Drawing-A-Sword-www v]\n point towards (mouse-pointer v)\n turn right (60) degrees\n wait (0.05) seconds\n repeat (6)\n create clone of (_myself_ v)\n turn left (20) degrees\n end\n wait (0.1) seconds\n hide\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\nhide\n\nwhen I start as a clone\nshow\nrepeat (2)\n change [ghost v] effect by (40)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(weapon) = [sword]>>\ndelete this clone\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <<(weapon) = [sword]> and <not <(Block) = [yes]>>> then\n if <(mouse x) > (x position)> then\n hide\n if <mouse down?> then\n show\n start sound [Drawing-A-Sword-www v]\n point towards (mouse-pointer v)\n turn left (60) degrees\n wait (0.05) seconds\n repeat (6)\n create clone of (_myself_ v)\n turn right (20) degrees\n end\n wait (0.1) seconds\n hide\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\n@Enemy's Sword\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\nwhen I start as a clone\nforever\n go to x: (item (Turn) of [x - sword v]) y: (item (Turn) of [y - sword v])\nend\n\nwhen I start as a clone\npoint in direction (item (Turn) of [r - sword v])\nif <(direction) > [0]> then\n turn left (60) degrees\n wait (0.05) seconds\n show\n repeat (10)\n turn right (12) degrees\n end\nelse\n turn right (60) degrees\n wait (0.05) seconds\n show\n repeat (10)\n turn left (12) degrees\n end\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\n@Gun\n\nwhen I receive [repeat v]\ngo to (player v)\npoint towards (mouse-pointer v)\nif <<(weapon) = [gun]> and <not <(Block) = [yes]>>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nset [armor v] to [6]\nforever\n if <<(weapon) = [gun]> and <not <(Block) = [yes]>>> then\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (shotgun-2 v)\n else\n switch costume to (shotgun-1 v)\n end\n if <<(Armor) > [0]> and <(Reload) = [no]>> then\n if <mouse down?> then\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (shotgun-shoot-2 v)\n else\n switch costume to (shotgun-shoot-1 v)\n end\n start sound [Gun+Shot2 v]\n create clone of (bullet v)\n change [armor v] by (-1)\n wait (0.25) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-12 v)\n else\n switch costume to (buck-1 v)\n end\n wait (0.05) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-22 v)\n else\n switch costume to (buck-2 v)\n end\n wait (0.05) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-32 v)\n else\n switch costume to (buck-3 v)\n end\n wait (0.05) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-42 v)\n else\n switch costume to (buck-4 v)\n end\n wait (0.05) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-52 v)\n else\n switch costume to (buck-5 v)\n end\n start sound [Gun+Cock v]\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-42 v)\n else\n switch costume to (buck-4 v)\n end\n wait (0.05) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-32 v)\n else\n switch costume to (buck-3 v)\n end\n wait (0.05) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-22 v)\n else\n switch costume to (buck-2 v)\n end\n wait (0.05) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (buck-12 v)\n else\n switch costume to (buck-1 v)\n end\n wait (0.05) seconds\n if <(mouse x) < ([x position v] of [player v])> then\n switch costume to (shotgun-2 v)\n else\n switch costume to (shotgun-1 v)\n end\n wait (0.25) seconds\n wait until <not <mouse down?>>\n end\n else\n if <mouse down?> then\n start sound [Gun+Empty v]\n wait (0.25) seconds\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nset [brightness v] effect to (-10)\nhide\nswitch costume to (shotgun-1 v)\n\nwhen I receive [start v]\nshow\nset [armor v] to [6]\nset [weapon v] to [no]\nforever\n if <key (1 v) pressed?> then\n set [weapon v] to [no]\n end\n if <key (2 v) pressed?> then\n set [weapon v] to [gun]\n end\n if <key (3 v) pressed?> then\n set [weapon v] to [sword]\n end\n if <key (4 v) pressed?> then\n set [weapon v] to [light]\n end\nend\n\n@Light\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [start v]\nforever\n if <mouse down?> then\n if <(weapon) = [light]> then\n start sound [Tennis Hit v]\n if <(costume [name v]) = [on]> then\n switch costume to (off v)\n else\n switch costume to (on v)\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [repeat v]\npoint towards (mouse-pointer v)\ngo to (player v)\nif <<(weapon) = [light]> and <not <(Block) = [yes]>>> then\n show\nelse\n hide\nend\n\n@Enemy\n\nwhen I start as a clone\nforever\n if <<not <(costume [name v]) = [Shadow]>> and <touching (sword v)?>> then\n change [brightness v] effect by (25)\n if <<(costume [name v]) = [strong]> or <(costume [name v]) = [Strong Broke Armor]>> then\n if <<[-6] > (([y position v] of [player v]) - (y position))> or <not <(Armor HP for strong) > [0]>>> then\n change [enemy's strong hp v] by (-4)\n start sound [pop v]\n else\n change [armor hp for strong v] by (-4)\n start sound [Blocking v]\n set [brightness v] effect to (0)\n end\n else\n if <(costume [name v]) = [Fast]> then\n change [enemy's fast hp v] by (-4)\n start sound [pop v]\n else\n if <(costume [name v]) = [High Jump]> then\n change [enemy's high jump hp v] by (-4)\n start sound [pop v]\n else\n if <<(costume [name v]) = [Sword]> or <(costume [name v]) = [Sword Broke Armor]>> then\n if <<[-2] > (([y position v] of [player v]) - (y position))> or <not <(Armor HP for sword) > [0]>>> then\n change [enemy's sword hp v] by (-4)\n start sound [pop v]\n else\n set [brightness v] effect to (0)\n change [armor hp for sword v] by (-4)\n start sound [Blocking v]\n end\n else\n if <(costume [name v]) = [Wizard]> then\n change [enemy's wizard hp v] by (-4)\n start sound [pop v]\n else\n if <(costume [name v]) = [Swim]> then\n change [enemy's swim hp v] by (-4)\n start sound [pop v]\n else\n change [enemy's hp v] by (-4)\n start sound [pop v]\n end\n end\n end\n end\n end\n end\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait until <not <touching (sword v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (bullet v)?> and <not <(costume [name v]) = [Shadow]>>> then\n change [brightness v] effect by (25)\n if <<(costume [name v]) = [strong]> or <(costume [name v]) = [Strong Broke Armor]>> then\n if <<[-7] > ((Go Y) - (y position))> or <not <(Armor HP for strong) > [0]>>> then\n change [enemy's strong hp v] by (-8)\n start sound [pop v]\n else\n start sound [Blocking v]\n set [brightness v] effect to (0)\n change [armor hp for strong v] by (-8)\n end\n else\n if <(costume [name v]) = [Fast]> then\n change [enemy's fast hp v] by (-8)\n start sound [pop v]\n else\n if <(costume [name v]) = [High Jump]> then\n change [enemy's high jump hp v] by (-8)\n start sound [pop v]\n else\n if <<(costume [name v]) = [Sword]> or <(costume [name v]) = [Sword Broke Armor]>> then\n if <<[-3] > ((Go Y) - (y position))> or <not <(Armor HP for sword) > [0]>>> then\n change [enemy's sword hp v] by (-8)\n start sound [pop v]\n else\n set [brightness v] effect to (0)\n start sound [Blocking v]\n change [armor hp for sword v] by (-8)\n end\n else\n if <(costume [name v]) = [Wizard]> then\n change [enemy's wizard hp v] by (-8)\n start sound [pop v]\n else\n if <(costume [name v]) = [Swim]> then\n change [enemy's swim hp v] by (-8)\n start sound [pop v]\n else\n change [enemy's hp v] by (-8)\n start sound [pop v]\n end\n end\n end\n end\n end\n end\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait until <not <touching (sword v)?>>\n end\nend\n\nwhen I receive [change level v]\nset [kill v] to [0]\ndelete this clone\n\nwhen I receive [death v]\nset [kill v] to [0]\nset [armor v] to [6]\ndelete this clone\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(costume [name v]) = [Sword]> then\n forever\n if <(distance to [player v]) < [80]> then\n create clone of (enemy's sword v)\n wait (2) seconds\n end\n end\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(costume [name v]) = [Sword]> then\n forever\n if <(distance to [player v]) < [80]> then\n repeat (20)\n add (x position) to [x - sword v]\n add (y position) to [y - sword v]\n add (direction) to [r - sword v]\n change [turn v] by (1)\n end\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (-10)\nhide\nset [enemy's swim hp v] to [8]\nset [enemy's strong hp v] to [32]\nset [enemy's fast hp v] to [12]\nset [enemy's high jump hp v] to [12]\nset [enemy's sword hp v] to [16]\nset [enemy's hp v] to [8]\nset [enemy's wizard hp v] to [4]\nset [enemy's speed x v] to [0]\nset [enemy's speed y v] to [0]\nset [enemy's speed z v] to [0]\nset [armor hp for strong v] to [56]\nset [armor hp for sword v] to [24]\nset [turn v] to [0]\ndelete all of [r - sword v]\ndelete all of [x - sword v]\ndelete all of [y - sword v]\n\nwhen I start as a clone\nset [ok? v] to [0]\ngo [backward v] (2) layers\nswitch costume to (Mode)\ngo to x: (Spawn X) y: (Spawn Y)\nshow\nrepeat until <<not <(costume [name v]) = [Shadow]>> and <<not <[0] < (Enemy's HP)>> or <<not <[0] < (Enemy's Strong HP)>> or <<not <[0] < (Enemy's Fast HP)>> or <<not <[0] < (Enemy's High Jump HP)>> or <<not <[0] < (Enemy's Sword HP)>> or <<not <[0] < (Enemy's Swim HP)>> or <not <[0] < (Enemy's Wizard HP)>>>>>>>>>\n set rotation style [left-right v]\n point towards (player v)\n if <touching (water v)?> then\n if <(costume [name v]) = [Swim]> then\n change [enemy's speed z v] by (2)\n else\n change [enemy's speed z v] by (1.5)\n end\n move (Enemy's Speed Z) steps\n if <touching (platform v)?> then\n move ((0) - (Enemy's Speed Z)) steps\n set [enemy's speed z v] to [0]\n else\n set [enemy's speed z v] to ((Enemy's Speed Z) * (0.65))\n end\n else\n if <(x position) > ([x position v] of [player v])> then\n if <(costume [name v]) = [Fast]> then\n change [enemy's speed x v] by (-0.75)\n else\n if <(costume [name v]) = [wizard]> then\n change [enemy's speed x v] by (-0.15)\n else\n if <(costume [name v]) = [Sword]> then\n if <(distance to [player v]) > [60]> then\n change [enemy's speed x v] by (-0.5)\n end\n else\n change [enemy's speed x v] by (-0.5)\n end\n end\n end\n else\n if <(costume [name v]) = [Fast]> then\n change [enemy's speed x v] by (0.75)\n else\n if <(costume [name v]) = [wizard]> then\n change [enemy's speed x v] by (0.2)\n else\n if <(costume [name v]) = [Sword]> then\n if <(distance to [player v]) > [60]> then\n change [enemy's speed x v] by (0.5)\n end\n else\n change [enemy's speed x v] by (0.5)\n end\n end\n end\n end\n change x by (Enemy's Speed x)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((0) - (Enemy's Speed x))\n if <not <(costume [name v]) = [Wizard]>> then\n set [enemy's speed x v] to ((direction) / (-22.5))\n else\n set [enemy's speed x v] to ((direction) / (-45))\n end\n if <(costume [name v]) = [High Jump]> then\n set [enemy's speed y v] to [14]\n else\n set [enemy's speed y v] to [8]\n end\n start sound [Jump v]\n end\n end\n end\n end\n end\n set [enemy's speed x v] to ((Enemy's Speed x) * (0.8))\n change y by (Enemy's Speed y)\n if <touching (platform v)?> then\n change y by ((0) - (Enemy's Speed y))\n set [enemy's speed y v] to [0]\n if <(Enemy's Jump) = [yes]> then\n if <(costume [name v]) = [High Jump]> then\n set [enemy's speed y v] to [12]\n start sound [Jump v]\n else\n if <(costume [name v]) = [Strong]> then\n if <not <[0] < (Armor HP for strong)>> then\n switch costume to (strong broke armor v)\n end\n if <(weapon) = [gun]> then\n set [ok? v] to (pick random (1) to (20))\n if <(ok?) = [1]> then\n set [enemy's speed y v] to (pick random (6) to (9))\n start sound [Jump v]\n set [enemy's jump v] to [no]\n end\n end\n else\n if <(costume [name v]) = [Sword]> then\n if <not <[0] < (Armor HP for sword)>> then\n switch costume to (sword broke armor v)\n end\n if <(weapon) = [gun]> then\n set [enemy's speed y v] to (pick random (7) to (10))\n start sound [Jump v]\n set [enemy's jump v] to [no]\n end\n else\n set [enemy's speed y v] to (pick random (6) to (9))\n start sound [Jump v]\n set [enemy's jump v] to [no]\n end\n end\n end\n end\n else\n set [enemy's jump v] to [yes]\n change [enemy's speed y v] by (-1)\n end\n end\nend\nchange [kill v] by (1)\ndelete this clone\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(costume [name v]) = [Wizard]> then\n forever\n set [brightness v] effect to (15)\n add (x position) to [x-fire v]\n add (y position) to [y-fire v]\n change [turn-2 v] by (1)\n create clone of (fire ball v)\n wait (0.5) seconds\n set [brightness v] effect to (-10)\n wait (0.75) seconds\n end\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(costume [name v]) = [Shadow]> then\n forever\n if <touching (light- v)?> then\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (0.1) seconds\n if <touching (light- v)?> then\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (0.1) seconds\n if <touching (light- v)?> then\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (0.1) seconds\n if <touching (light- v)?> then\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (0.1) seconds\n if <(Difficult) = [nightmare]> then\n if <touching (light- v)?> then\n change [brightness v] effect by (25)\n wait (0.1) seconds\n change [brightness v] effect by (-25)\n wait (0.1) seconds\n if <touching (light- v)?> then\n change [brightness v] effect by (25)\n wait (0.05) seconds\n change [brightness v] effect by (-25)\n wait (0.05) seconds\n change [kill v] by (1)\n delete this clone\n end\n end\n else\n change [kill v] by (1)\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\nwait (0.05) seconds\nbroadcast (Spawn v)\n\nwhen I receive [change level v]\nwait (0.05) seconds\nbroadcast (Spawn v)\n\nwhen I receive [spawn v]\nif <(level) = [3]> then\n set [spawn x v] to [160]\n set [spawn y v] to [0]\n set [mode v] to [Fast]\n create clone of (_myself_ v)\n set [mode v] to [Normal]\n wait (0.1) seconds\n if <(Difficult) = [nightmare]> then\n set [mode v] to [Fast]\n create clone of (_myself_ v)\n end\nend\nif <(level) = [4]> then\n set [spawn x v] to [70]\n set [spawn y v] to [-88]\n set [mode v] to [Wizard]\n create clone of (_myself_ v)\n if <(Difficult) = [nightmare]> then\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\nif <(level) = [5]> then\n wait until <([x position v] of [player v]) > [-60]>\n set [spawn x v] to [240]\n set [spawn y v] to [0]\n set [mode v] to [Swim]\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n wait until <([x position v] of [player v]) > [80]>\n set [spawn x v] to [200]\n set [spawn y v] to [-50]\n set [mode v] to [Shadow]\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n set [spawn x v] to [220]\n set [spawn y v] to [-50]\n set [mode v] to [Strong]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [mode v] to [High Jump]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [mode v] to [Sword]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [mode v] to [Wizard]\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n set [spawn x v] to [5]\n set [spawn y v] to [-10]\n set [mode v] to [Normal]\n create clone of (_myself_ v)\n wait until <<([x position v] of [player v]) > [140]> and <([y position v] of [player v]) < [-20]>>\n set [spawn x v] to [160]\n set [spawn y v] to [120]\n set [mode v] to [Swim]\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n set [spawn x v] to [180]\n set [spawn y v] to [-90]\n wait until <([x position v] of [player v]) > [-30]>\n set [mode v] to [Shadow]\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n set [spawn x v] to [220]\n set [spawn y v] to [10]\n set [mode v] to [Normal]\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n wait until <<([x position v] of [player v]) > [-40]> and <([y position v] of [player v]) > [155]>>\n set [spawn x v] to [200]\n set [spawn y v] to [162]\n set [mode v] to [Shadow]\n create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n wait until <([y position v] of [player v]) > [150]>\n set [spawn x v] to [-222]\n set [spawn y v] to [155]\n set [mode v] to [Wizard]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [spawn x v] to [140]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [mode v] to [Normal]\n create clone of (_myself_ v)\n wait until <<([x position v] of [player v]) > [0]> and <[70] > ([y position v] of [player v])>>\n set [spawn x v] to [220]\n set [spawn y v] to [-80]\n set [mode v] to [Swim]\n create clone of (_myself_ v)\nend\nif <(level) = [13]> then\n set [spawn x v] to [220]\n set [spawn y v] to [-50]\n set [mode v] to [Strong]\n create clone of (_myself_ v)\n wait until <(Kill) = [1]>\n set [mode v] to [Sword]\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(Kill) = [3]>\n set [mode v] to [Strong]\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n set [mode v] to [Sword]\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n set [mode v] to [Shadow]\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nif <(Difficult) = [nightmare]> then\n set [enemy's swim hp v] to [12]\n set [enemy's strong hp v] to [36]\n set [enemy's fast hp v] to [16]\n set [enemy's high jump hp v] to [16]\n set [enemy's sword hp v] to [20]\n set [enemy's hp v] to [12]\n set [enemy's wizard hp v] to [8]\n set [armor hp for strong v] to [64]\n set [armor hp for sword v] to [36]\nend\n\n@???\n\nwhen flag clicked\nhide\n\nwhen I receive [special v]\nset size to (75) %\nset [ghost v] effect to (0)\ngo to (player v)\nshow\nrepeat (40)\n change [ghost v] effect by (2)\n change size by (-2)\nend\nhide\n\n@Kill thing rotate\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn right (15) degrees\nend\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [change level v]\nwait (0.1) seconds\nif <(level) = [2]> then\n switch costume to (ball v)\n go to x: (-10) y: (-60)\n create clone of (_myself_ v)\n go to x: (200) y: (50)\n create clone of (_myself_ v)\nend\nif <(level) = [3]> then\n switch costume to (ball v)\n go to x: (145) y: (-20)\n create clone of (_myself_ v)\nend\nif <(level) = [4]> then\n switch costume to (ball v)\n if <(Difficult) = [nightmare]> then\n go to x: (-160) y: (95)\n create clone of (_myself_ v)\n go to x: (-120) y: (95)\n create clone of (_myself_ v)\n else\n go to x: (-180) y: (100)\n create clone of (_myself_ v)\n end\n go to x: (120) y: (-70)\n create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n switch costume to (ball v)\n go to x: (0) y: (-40)\n create clone of (_myself_ v)\n go to x: (0) y: (10)\n create clone of (_myself_ v)\n go to x: (0) y: (60)\n create clone of (_myself_ v)\n go to x: (90) y: (55)\n create clone of (_myself_ v)\n go to x: (90) y: (10)\n create clone of (_myself_ v)\n go to x: (90) y: (-100)\n create clone of (_myself_ v)\n go to x: (200) y: (0)\n create clone of (_myself_ v)\n go to x: (200) y: (-70)\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n switch costume to (black v)\n go to x: (190) y: (51)\n create clone of (_myself_ v)\n go to x: (50) y: (150)\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n switch costume to (ball v)\n go to x: (-40) y: (10)\n create clone of (_myself_ v)\n go to x: (-214) y: (100)\n create clone of (_myself_ v)\n go to x: (214) y: (100)\n create clone of (_myself_ v)\n go to x: (-160) y: (160)\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n switch costume to (black v)\n go to x: (200) y: (170)\n create clone of (_myself_ v)\n go to x: (-40) y: (160)\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n switch costume to (ball v)\n go to x: (170) y: (150)\n create clone of (_myself_ v)\n go to x: (115) y: (150)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n switch costume to (black v)\n go to x: (55) y: (28)\n create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n switch costume to (ball v)\n go to x: (80) y: (-20)\n create clone of (_myself_ v)\n go to x: (210) y: (-70)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nswitch costume to (ball v)\ngo to x: (-200) y: (10)\ncreate clone of (_myself_ v)\ngo to x: (190) y: (30)\ncreate clone of (_myself_ v)\n\n@Light-\n\nwhen flag clicked\nhide\nset [ghost v] effect to (25)\nwait (0.5) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\nforever\n if <<([costume # v] of [light v]) = [2]> and <(weapon) = [light]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [repeat v]\ngo to (player v)\npoint towards (mouse-pointer v)\n\n@Fire Ball\n\nwhen flag clicked\nhide\nset [turn-2 v] to [0]\ndelete all of [y-fire v]\ndelete all of [x-fire v]\n\nwhen I start as a clone\ngo to x: (item (Turn-2) of [x-fire v]) y: (item (Turn-2) of [y-fire v])\nif <(dash) = [yes]> then\n point towards (??? v)\nelse\n point towards (player v)\nend\nturn right (pick random (2) to (-2)) degrees\nstart sound [Pew v]\nshow\nrepeat until <<touching (sword v)?> or <<touching (platform v)?> or <<touching (player v)?> or <<touching (kill thing can move v)?> or <<touching (kill v)?> or <<touching (_edge_ v)?> or <<touching (water v)?> or <touching (kill thing rotate v)?>>>>>>>>\n set [brightness v] effect to (pick random (0) to (20))\n set [color v] effect to (pick random (0) to (10))\n move (6) steps\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I receive [change level v]\ndelete this clone\n\n@backdrop2\n\nwhen flag clicked\nset [kill v] to [0]\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (8)\n if <(Difficult) = [nightmare]> then\n switch costume to ((level) + (15))\n else\n switch costume to (level)\n end\nend\n\n@Introduce\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (99)\n\n@Oxy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [oxy... v] to [5]\ngo to x: (-15) y: (-20)\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n switch costume to ((Oxy...) + (1))\n if <(Oxy...) = [5]> then\n wait (1) seconds\n hide\n else\n show\n end\nend\n\n@Dash\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nset [?>? v] to [6]\ngo to x: (-10) y: (45)\nset [ghost v] effect to (25)\nshow\nforever\n switch costume to (?>?)\nend\n\n@Bullet Effect\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (40)\ngo to [back v] layer\nshow\ngo to x: (Go X) y: (Go Y)\npoint in direction (Go D)\nwait (1) seconds\ndelete this clone\n\n@Skip\n\nwhen flag clicked\nset [skip v] to [no]\nhide\nforever\n go to [front v] layer\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\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\n\nwhen I receive [change level v]\nif <(level) < [14]> then\n wait (0.5) seconds\n show\nelse\n hide\nend\n\nwhen this sprite clicked\nset [skip v] to [yes]\nhide\nbroadcast (change level v)\nset [kill v] to [0]\n\n@Boss's Skill\n\nwhen flag clicked\nhide\nwait until <(level) = [13]>\nwait until <not <(boss hp) > [0]>>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skill special v]\ngo to x: (pick random (-30) to (30)) y: (0)\nwait (1) seconds\nshow\nset [attack v] to [no]\nwait (0.75) seconds\nstart sound [Drawing-A-Sword-www v]\nrepeat (6)\n change y by (12)\nend\nset [attack v] to [yes]\nwait (1) seconds\nrepeat (6)\n change y by (-12)\nend\nhide\nset [endure v] to [no]\n\n@Boss's weapon\n\nwhen flag clicked\nset [ghost v] effect to (2)\nhide\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [spawn v]\nwait until <(level) = [14]>\nwait until <(TEXT) = [DONE]>\nwait (0.1) seconds\nset [ghost v] effect to (5)\nset [color v] effect to (0)\nset [brightness v] effect to (0)\ngo to x: (0) y: (140)\npoint in direction (180)\nset [boss's sword art v] to [no]\nset [attack v] to [no]\nshow\nrepeat (10)\n change y by (-22.5)\nend\nif <([direction v] of [boss v]) > [0]> then\n repeat (10)\n turn left (18) degrees\n change y by (1)\n end\nelse\n repeat (10)\n turn right (18) degrees\n change y by (1)\n end\nend\nwait until <not <(boss hp) > [0]>>\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skill special v]\nset [endure v] to [yes]\nset [attack v] to [no]\nif <([direction v] of [boss v]) > [0]> then\n repeat (10)\n turn left (18) degrees\n end\nelse\n repeat (10)\n turn right (18) degrees\n end\nend\nwait (0.1) seconds\nrepeat (5)\n change y by (5)\nend\nwait (0.1) seconds\nrepeat (5)\n change y by (-6)\nend\nwait (0.2) seconds\nrepeat (5)\n change y by (1)\nend\nwait (0.1) seconds\nif <([direction v] of [boss v]) > [0]> then\n repeat (10)\n turn right (18) degrees\n end\nelse\n repeat (10)\n turn left (18) degrees\n end\nend\n\nwhen I receive [skill 1 v]\nif <([direction v] of [boss v]) > [0]> then\n repeat (6)\n turn right (15) degrees\n end\nelse\n repeat (6)\n turn left (15) degrees\n end\nend\nset [boss's sword art v] to (pick random (1) to (3))\nif <(Boss's sword art) = [1]> then\n repeat (12)\n move (-8) steps\n change [brightness v] effect by (2)\n end\n wait (0.5) seconds\n set [attack v] to [yes]\n set [boss's sword art v] to [yes]\n repeat (3)\n move (52) steps\n end\n repeat (4)\n move (-15) steps\n end\nelse\n repeat (12)\n move (-8) steps\n end\n wait (0.1) seconds\n set [attack v] to [yes]\n set [boss's sword art v] to [no]\n repeat (3)\n move (48) steps\n end\n repeat (4)\n move (-12) steps\n end\nend\nset [brightness v] effect to (0)\nset [attack v] to [no]\nset [boss's sword art v] to [no]\nif <([direction v] of [boss v]) > [0]> then\n repeat (3)\n turn left (30) degrees\n end\nelse\n repeat (3)\n turn right (30) degrees\n end\nend\n\nwhen I receive [skill shoot v]\nrepeat (pick random (40) to (50))\n point towards (player v)\nend\nif <not <(Difficult) = [nightmare]>> then\n repeat (pick random (1) to (3))\n repeat (2)\n move (-30) steps\n end\n create clone of (boss's shoot v)\n set [attack v] to [yes]\n repeat (2)\n move (30) steps\n end\n wait (0.25) seconds\n set [attack v] to [no]\n end\nelse\n repeat (pick random (3) to (5))\n repeat (2)\n move (-30) steps\n end\n create clone of (boss's shoot v)\n set [attack v] to [yes]\n repeat (2)\n move (30) steps\n end\n wait (0.25) seconds\n set [attack v] to [no]\n end\nend\npoint in direction (0)\n\nwhen I receive [slash far v]\nif <([direction v] of [boss v]) > [0]> then\n repeat (6)\n turn right (15) degrees\n end\n repeat (9)\n change x by (-2)\n turn right (25) degrees\n end\nelse\n repeat (6)\n turn left (15) degrees\n end\n repeat (9)\n change x by (2)\n turn left (25) degrees\n end\nend\nwait (0.5) seconds\nbroadcast (Slash Far step 2 v) and wait\n\nwhen I receive [slash far step 2 v]\nset [attack v] to [yes]\nstart sound [Drawing-A-Sword-www v]\nif <([direction v] of [boss v]) > [0]> then\n repeat (10)\n change x by (23.8)\n turn left (31.5) degrees\n end\nelse\n repeat (10)\n change x by (-23.8)\n turn right (31.5) degrees\n end\nend\nif <(Mid or no) = [mid]> then\n set [mid or no v] to [no]\nelse\n set [mid or no v] to [mid]\nend\nset [attack v] to [no]\n\nwhen I receive [jump v]\nset [attack v] to [yes]\nif <([direction v] of [boss v]) > [0]> then\n repeat (10)\n change x by (22)\n change y by (15)\n turn right (9) degrees\n end\n wait (0.15) seconds\n repeat (10)\n change x by (22)\n change y by (-15)\n turn right (9) degrees\n end\n repeat (10)\n turn left (18) degrees\n end\nelse\n repeat (10)\n change x by (-22)\n change y by (15)\n turn left (9) degrees\n end\n wait (0.15) seconds\n repeat (10)\n change x by (-22)\n change y by (-15)\n turn left (9) degrees\n end\n repeat (10)\n turn right (18) degrees\n end\nend\nset [attack v] to [no]\n\nwhen I receive [throwing v]\nchange [brightness v] effect by (25)\nset [endure v] to [yes]\nif <([direction v] of [boss v]) > [0]> then\n repeat (5)\n turn left (9) degrees\n end\n wait (1) seconds\n set [attack v] to [yes]\n set [boss's sword art v] to [yes]\n repeat (5)\n turn right (9) degrees\n end\n repeat (20)\n turn right ((720) / (20)) degrees\n change x by (22)\n end\n wait (0.25) seconds\n repeat (10)\n turn left ((720) / (20)) degrees\n change x by (-22)\n end\n repeat (10)\n turn left ((720) / (20)) degrees\n end\nelse\n repeat (5)\n turn right (9) degrees\n end\n wait (0.75) seconds\n set [attack v] to [yes]\n set [boss's sword art v] to [yes]\n repeat (5)\n turn left (9) degrees\n end\n repeat (20)\n turn left ((720) / (20)) degrees\n change x by (-22)\n end\n wait (0.25) seconds\n repeat (10)\n turn right ((720) / (20)) degrees\n change x by (22)\n end\n repeat (10)\n turn right ((720) / (20)) degrees\n end\nend\nset [attack v] to [no]\nset [boss's sword art v] to [no]\nbroadcast (Teleport v)\nset [brightness v] effect to (0)\nset [mid or no v] to [mid]\n\nwhen I receive [sword saint v]\nset [boss's sword art v] to [yes]\nset [endure v] to [yes]\nrepeat (4)\n change [ghost v] effect by (15)\n wait (0.1) seconds\nend\nhide\nset [ghost v] effect to (2)\npoint in direction (180)\nwait (0.1) seconds\nset y to (100)\nset [attack v] to [yes]\nshow\nchange [brightness v] effect by (15)\nrepeat (65)\n set x to ([x position v] of [player v])\nend\nstart sound [Drawing-A-Sword-www v]\nrepeat (6)\n change y by (-18)\nend\nif <touching (boss v)?> then\n start sound [Oof v]\n change [boss hp v] by (-20)\nend\nrepeat (4)\n change [ghost v] effect by (15)\n wait (0.1) seconds\nend\nhide\nwait (0.1) seconds\ngo to x: ([x position v] of [boss v]) y: (-75)\npoint in direction (0)\nset [ghost v] effect to (2)\nset [brightness v] effect to (0)\nshow\nset [attack v] to [no]\nset [endure v] to [no]\nset [boss's sword art v] to [no]\n\nwhen I receive [parry v]\nset [endure v] to [yes]\nchange [brightness v] effect by (15)\nif <([direction v] of [boss v]) > [0]> then\n repeat (12)\n turn left (18) degrees\n change y by (2)\n change x by (1)\n end\nelse\n repeat (12)\n turn left (-18) degrees\n change y by (2)\n change x by (-1)\n end\nend\nset [attack v] to [yes]\nwait (5) seconds\nset [attack v] to [no]\nwait (0.5) seconds\nset [endure v] to [no]\nset [brightness v] effect to (0)\nif <([direction v] of [boss v]) > [0]> then\n repeat (12)\n turn left (-18) degrees\n change x by (-1)\n change y by (-2)\n end\nelse\n repeat (12)\n turn left (18) degrees\n change x by (1)\n change y by (-2)\n end\nend\n\nwhen I receive [couter attack v]\nstart sound [Drawing-A-Sword-www v]\nif <([direction v] of [boss v]) > [0]> then\n repeat (10)\n turn left (36) degrees\n change y by (-2)\n change x by (6)\n end\n wait (0.02) seconds\n repeat (5)\n change x by (-12)\n change y by (4)\n end\nelse\n repeat (10)\n turn left (36) degrees\n change y by (-2)\n change x by (-6)\n end\n wait (0.02) seconds\n repeat (5)\n change x by (12)\n change y by (4)\n end\nend\n\nwhen I receive [parry v]\nrepeat until <not <(Endure) = [yes]>>\n if <touching (bullet v)?> then\n start sound [Blocking v]\n wait (0.15) seconds\n create clone of (super bullet v)\n end\n if <touching (sword v)?> then\n start sound [Blocking v]\n wait (0.1) seconds\n broadcast (Couter Attack v) and wait\n end\nend\n\n@Boss\n\nwhen flag clicked\nset [brightness v] effect to (-10)\nhide\nset rotation style [left-right v]\n\nwhen I receive [spawn v]\nwait until <(level) = [14]>\nset [endure v] to [no]\nif <(Difficult) = [nightmare]> then\n set [boss hp v] to [190]\nelse\n set [boss hp v] to [140]\nend\npoint in direction (-90)\nwait until <(TEXT) = [DONE]>\nwait (0.1) seconds\ngo to x: (0) y: (148)\nshow\nset [brightness v] effect to (0)\nrepeat (10)\n change y by (-22.5)\nend\nset [mid or no v] to [mid]\nwait (1) seconds\nrepeat until <not <(boss hp) > [0]>>\n wait (0.3) seconds\n if <(Mid or no) = [mid]> then\n point towards (player v)\n else\n if <(x position) > [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n wait (0.3) seconds\n if <(Mid or no) = [mid]> then\n if <[120] > (distance to [player v])> then\n set [a - choose skill for boss v] to (pick random (1) to (2))\n else\n set [a - choose skill for boss v] to (pick random (2) to (5))\n end\n else\n if <[130] > (distance to [player v])> then\n set [a - choose skill for boss v] to (pick random (1) to (2))\n else\n set [a - choose skill for boss v] to (pick random (2) to (8))\n end\n end\n if <(a - Choose Skill For Boss) = [1]> then\n broadcast (Skill 1 v) and wait\n else\n if <(a - Choose Skill For Boss) = [2]> then\n broadcast (Slash Far v) and wait\n else\n if <(a - Choose Skill For Boss) = [3]> then\n broadcast (Skill Special v) and wait\n else\n if <(a - Choose Skill For Boss) = [4]> then\n broadcast (Sword Saint v) and wait\n else\n if <(a - Choose Skill For Boss) = [5]> then\n broadcast (Skill Shoot v) and wait\n else\n if <(a - Choose Skill For Boss) = [6]> then\n broadcast (Throwing v) and wait\n else\n if <(a - Choose Skill For Boss) = [7]> then\n broadcast (Parry v) and wait\n else\n broadcast (Jump v) and wait\n end\n end\n end\n end\n end\n end\n end\n if <(Difficult) = [normal]> then\n wait (0.45) seconds\n end\nend\nhide\nchange [kill v] by (1)\nstop [other scripts in sprite v]\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [spawn v]\nwait until <(TEXT) = [DONE]>\nwait (0.2) seconds\nforever\n if <touching (sword v)?> then\n change [brightness v] effect by (25)\n start sound [pop v]\n if <(Endure) = [yes]> then\n change [boss hp v] by (-1)\n else\n change [boss hp v] by (-4)\n end\n wait (0.15) seconds\n set [brightness v] effect to (0)\n wait until <not <touching (sword v)?>>\n end\nend\n\nwhen I receive [spawn v]\nwait until <(TEXT) = [DONE]>\nwait (0.2) seconds\nforever\n if <touching (bullet v)?> then\n change [brightness v] effect by (25)\n start sound [pop v]\n if <(Endure) = [yes]> then\n change [boss hp v] by (-2)\n else\n change [boss hp v] by (-8)\n end\n wait (0.15) seconds\n set [brightness v] effect to (0)\n wait until <not <touching (bullet v)?>>\n end\nend\n\nwhen I receive [slash far step 2 v]\nif <(direction) > [0]> then\n repeat (10)\n change x by (22)\n end\nelse\n repeat (10)\n change x by (-22)\n end\nend\n\nwhen I receive [jump v]\nif <(direction) > [0]> then\n repeat (10)\n change x by (22)\n change y by (15)\n end\n wait (0.15) seconds\n repeat (10)\n change x by (22)\n change y by (-15)\n end\n start sound [? v]\n set [mid or no v] to [no]\nelse\n repeat (10)\n change x by (-22)\n change y by (15)\n end\n wait (0.15) seconds\n repeat (10)\n change x by (-22)\n change y by (-15)\n end\n start sound [? v]\n set [mid or no v] to [no]\nend\n\nwhen I receive [teleport v]\nrepeat (10)\n change [ghost v] effect by (8)\n change size by (-6)\nend\ngo to x: (0) y: (-77)\nrepeat (10)\n change [ghost v] effect by (-8)\n change size by (6)\nend\npoint towards (player v)\nset [endure v] to [no]\nset [mid or no v] to [mid]\n\nwhen I receive [parry v]\nrepeat until <not <(Endure) = [yes]>>\n if <touching (bullet v)?> then\n change [boss hp v] by (2)\n wait (0.15) seconds\n end\n if <touching (sword v)?> then\n change [boss hp v] by (1)\n wait (0.15) seconds\n end\nend\n\n@Play button\n\nwhen flag clicked\nhide\ngo to x: (0) y: (20)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n wait (0.1) seconds\n change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\nforever\n if <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@BOSS bonus and plot twist\n\nwhen flag clicked\nerase all\nset [bosshp long v] to [80]\n\ndefine update HP\nerase all\npen up\nset pen color to (#ffffff)\nset pen size to (14)\ngo to x: ((0) - (bosshp long)) y: (140)\npen down\ngo to x: ((0) + (bosshp long)) y: (140)\npen up\nset pen color to (#10ff00)\nset pen (color v) to (((boss hp) / (maxbosshp)) * (25))\nset pen size to (8)\ngo to x: ((0) - (bosshp long)) y: (140)\npen down\nchange x by ((boss hp) / ((maxbosshp) / ((bosshp long) * (2))))\npen up\n\nwhen I receive [change level v]\nif <[15] > (level)> then\n stop [other scripts in sprite v]\n erase all\nend\n\ndefine SAY! (text) duration: (duration)\nset [# v] to [0]\nset [text v] to []\nrepeat (length of (text))\n change [# v] by (1)\n say (join (TEXT) (letter (#) of (text)))\n start sound [Pop v]\n set [text v] to (join (TEXT) (letter (#) of (text)))\n wait (duration) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [text v] to [UNDONE]\n\nwhen I receive [start v]\nforever\n if <not <(level) = [14]>> then\n erase all\n end\nend\n\nwhen I receive [repeat v]\nif <(level) = [14]> then\n if <(boss hp) > [0]> then\n update HP\n else\n stop [other scripts in sprite v]\n erase all\n end\nend\n\nwhen I receive [reactivate v]\nif <<(level) = [14]> and <(TEXT) = [UNDONE]>> then\n show\n SAY! [Stop Right There !!] duration: [0.05]\n wait (1) seconds\n say []\n SAY! [I will never let you take the souls and destroy you !] duration: [0.05]\n wait (1) seconds\n say []\n set [text v] to [DONE]\nend\n\nwhen I receive [start v]\nif <(Difficult) = [nightmare]> then\n set [maxbosshp v] to [200]\nelse\n set [maxbosshp v] to [140]\nend\n\n@Boss's Shoot\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to (boss's weapon v)\npoint in direction ([direction v] of [boss's weapon v])\nmove (30) steps\nstart sound [Pew v]\nshow\nrepeat until <<<touching (_edge_ v)?> or <<touching (player v)?> or <not <(boss hp) > [0]>>>> or <touching (sword v)?>>\n move (10) steps\nend\nwait (0.05) seconds\ndelete this clone\n\[email protected]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(weapon) = [gun]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [repeat v]\ngo to [front v] layer\ngo to (mouse-pointer v)\n\n@Control\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n wait (0.05) seconds\n change [ghost v] effect by (-4.75)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n wait until <not <mouse down?>>\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <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@Boss Effect\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [repeat v]\nif <<(Endure) = [yes]> and <(level) = [14]>> then\n go to (boss v)\n show\nelse\n hide\nend\n\n@Super bullet\n\nwhen I start as a clone\ngo to x: (Go X) y: (Go Y)\npoint towards (player v)\nmove (30) steps\nstart sound [Pew v]\nshow\nrepeat until <<touching (_edge_ v)?> or <<<touching (player v)?> or <not <(boss hp) > [0]>>> or <touching (sword v)?>>>\n move (25) steps\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [change level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n set [go x v] to (x position)\n set [go y v] to (y position)\n set [go d v] to (direction)\n create clone of (bullet effect v)\nend\n\n@block\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\nwhen I receive [start v]\nforever\n if <(Block) = [yes]> then\n go to (player v)\n point towards (mouse-pointer v)\n set rotation style [left-right v]\n show\n else\n hide\n end\nend\n\n@Difficult\n\nwhen flag clicked\nhide\nwait (1) seconds\nswitch costume to (normal v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (10)\nset [difficult v] to [normal]\nbroadcast (The WR v)\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nif <(Difficult) = [normal]> then\n set [difficult v] to [nightmare]\n broadcast (The WR v)\nelse\n set [difficult v] to [normal]\n broadcast (The WR v)\nend\nswitch costume to (Difficult)\n\n@Script\n\ndefine Goto (x) (y) (size) (text) (wait)\nbroadcast (Delete Words v) and wait\nset [based x position v] to [0]\ngo to x: (x) y: (y)\nset size to (size) %\nset [number v] to [1]\nrepeat (length of (text))\n switch costume to (letter (Number) of (text))\n create clone of (_myself_ v)\n change [number v] by (1)\n if <(letter (Number) of (text)) = [ ]> then\n change x by ((size) / (10))\n else\n change x by ((size) / (7.4))\n end\n wait ((wait) / (1.4)) seconds\nend\n\nwhen I receive [delete words v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\ndefine Words (words)\nset [choose v] to []\nset [count v] to [1]\nrepeat (length of (words))\n switch costume to (letter (Count) of (words))\n set [numb-answer v] to (costume [number v])\n if <(Numb-Answer) < [10]> then\n set [numb-answer v] to (join [0] (Numb-Answer))\n end\n set [choose v] to (join (Choose) (Numb-Answer))\n change [count v] by (1)\nend\n\ndefine Number (number)\nset [numb v] to [010203040506070809101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566]\nset [char v] to [AaBbCcDdEeFfGgHhIiJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz1234567890_ -.]\nset [show v] to []\nset [numb-answer v] to [1]\nrepeat (length of ((number) / (2)))\n set [count v] to [1]\n repeat until <(join (letter (((Numb-Answer) * (2)) - (1)) of (number)) (letter ((Numb-Answer) * (2)) of (number))) = (join (letter (((Count) * (2)) - (1)) of (Numb)) (letter ((Count) * (2)) of (Numb)))>\n change [count v] by (1)\n end\n set [show v] to (join (Show) (letter (Count) of (Char)))\n change [numb-answer v] by (1)\nend\n\n
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This is the reshared version of Scratch Souls I shared on my deleted account\nGood luck, remember to click Control to views all the keys\nAll Level 100% Possible\nThis is a Super Hardcore Game, especially on "Nightmare mode" so I put 'skip' button here
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Frost - A Neon platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Cloud 9 v] until done\n play sound [Tobu - Hope \(Original Mix\).mp3 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0000000001)\nshow\nforever\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n broadcast (Restart v)\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n end\nend\n\ndefine Player Physics\ngo to [front v] layer\ngo [backward v] (9) layers\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [playerx v] by (1.5)\n switch costume to (player - right v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [playerx v] by (-1.5)\n switch costume to (player - left v)\nend\nif <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (player - upright v)\nend\nif <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (player - upleft v)\nend\nif <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (player - normal v)\nend\nchange x by (PlayerX)\nif <touching (platforms v)?> then\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(PlayerX) > [0]> then\n set [playerx v] to [-15]\n set [playery v] to [10]\n else\n set [playerx v] to [15]\n set [playery v] to [10]\n end\n else\n set [playerx v] to [0]\n end\nelse\n set [playerx v] to ((PlayerX) * (0.8))\nend\nchange y by (PlayerY)\nif <touching (platforms v)?> then\n change y by ((PlayerY) * (-1))\n set [playery v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping?) = [yes]> then\n set [playery v] to [12]\n set [jumping? v] to [no]\n end\n end\nelse\n change [playery v] by (-1)\n set [jumping? v] to [yes]\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n go to x: (-190) y: (20)\n broadcast (Restart v)\n set [playerx v] to [0]\n set [playery v] to [0]\nend\nif <touching (bouncy v)?> then\n if <(Jumping?) = [yes]> then\n set [playery v] to [16]\n set [jumping? v] to [no]\n end\nend\nif <<<touching (danger v)?> or <(y position) < [-178]>> or <<touching (saws v)?> or <touching (lava v)?>>> then\n go to x: (-190) y: (50)\n set [playerx v] to [0]\n set [playery v] to [0]\n change [death v] by (1)\nend\n\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player - bent v)\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [death v] to [0]\nset [signal v] to [disactivated]\nhide variable [death v]\nshow\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [playerx v] to [0]\nset [playery v] to [0]\nforever\n Player Physics\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Light\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\n@Saws\n\ndefine New Saw at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset size to (200) %\nhide\nif <(Level) = [2]> then\n set size to (225) %\n New Saw at [-70] [-60]\nend\nif <(Level) = [3]> then\nif <(Level) = [4]> then\n New Saw at [-23] [-70]\n New Saw at [75] [-70]\nend\nif <(Level) = [5]> then\n New Saw at [-110] [-91]\n New Saw at [184] [15]\nend\nif <(Level) = [6]> then\n New Saw at [-15] [15]\n New Saw at [51] [22]\n New Saw at [111] [180]\nend\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (20) to (30))\ngo to x: (-340) y: (pick random (140) to (80))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (85) to (100)) %\nglide (pick random (5) to (10)) secs to x: (340) y: (y position)\ndelete this clone\n\n@Text\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n set [ghost v] effect to (50)\n go to [front v] layer\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n@Sprite2\n\ndefine size (zz)\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nrepeat (30)\n change size by (((zz) - (size)) / (5))\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (30)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point in direction (pick random (0) to (360))\n set size to (pick random (1) to (3)) %\n create clone of (_myself_ v)\n wait (0.5) seconds\n switch costume to (pick random (1) to (3))\nend\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nsize (pick random (50) to (200))\n\n@Bouncy\n\nwhen flag clicked\nhide\n\ndefine Trampoline @ (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n repeat (7)\n next costume\n end\n end\nend\n\nwhen I receive [restart v]\nhide\nwait (0.00000001) seconds\nif <(Level) = [1]> then\nif <(Level) = [2]> then\nif <(Level) = [3]> then\nif <(Level) = [4]> then\nif <(Level) = [5]> then\nif <(Level) = [6]> then\n Trampoline @ [-130] [-70]\nend\nif <(Level) = [7]> then\nif <(Level) = [8]> then\n\nwhen I receive [restart v]\ndelete this clone\n\n@Bouncy2\n\nwhen flag clicked\nhide\n\ndefine Trampoline @ (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n repeat (7)\n next costume\n end\n end\nend\n\nwhen I receive [restart v]\nhide\nwait (0.00000001) seconds\nif <(Level) = [1]> then\nif <(Level) = [2]> then\nif <(Level) = [3]> then\nif <(Level) = [4]> then\nif <(Level) = [5]> then\nif <(Level) = [6]> then\n Trampoline @ [-130] [-70]\nend\nif <(Level) = [7]> then\nif <(Level) = [8]> then\n\nwhen I receive [restart v]\ndelete this clone\n\n
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As this is my first shared game I'm going to start simple - a basic platformer. Hope you like it!\nDon't forget to comment!\n\nI'll be posting more soon, don't forget to follow!
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Platformer...but controls change every 5 seconds
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@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\nwait (1) seconds\nforever\n switch backdrop to (pozadí1 v)\n if <([costume # v] of [level v]) = [8]> then\n switch backdrop to (pozadí3 v)\n end\n if <([costume # v] of [level v]) = [9]> then\n switch backdrop to (pozadí2 v)\n replace item (2) of [control v] with [left arrow]\n replace item (1) of [control v] with [right arrow]\n replace item (3) of [control v] with [up arrow]\n end\nend\n\nbroadcast (next level v)\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Player\n\ndefine Heyy\ngo to [front v] layer\nif <(x position) = [268]> then\n broadcast (next level v)\n Start Position\nend\nif <(x position) < [-254]> then\n Start Position\nend\nif <key ((item (3) of [control v]) v) pressed?> then\n if <<key ((item (1) of [control v]) v) pressed?> or <key ((item (2) of [control v]) v) pressed?>> then\n switch costume to (right-up v)\n else\n switch costume to (up v)\n end\nelse\n if <<key ((item (1) of [control v]) v) pressed?> or <key ((item (2) of [control v]) v) pressed?>> then\n switch costume to (right v)\n else\n switch costume to (no v)\n end\nend\nchange [y_vel v] by (-1)\nif <key ((item (1) of [control v]) v) pressed?> then\n point in direction (90)\n change [x_vel v] by (1)\nend\nif <key ((item (2) of [control v]) v) pressed?> then\n point in direction (-90)\n change [x_vel v] by (-1)\nend\nset [x_vel v] to ((x_vel) * (0.9))\nchange x by (x_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (-6)\n if <key ((item (3) of [control v]) 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\nend\nchange y by (y_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n change y by ((y_vel) * (-1))\n set [y_vel v] to [0]\nend\nchange y by (-1)\nif <<<touching (level v)?> or <touching (move v)?>> and <key ((item (3) of [control v]) v) pressed?>> then\n set [y_vel v] to [12]\nend\nif <<touching (obstacles v)?> or <(y position) < [-175]>> then\n Start Position\nend\nif <touching (trampoline v)?> then\n set [y_vel v] to [20]\nend\nchange y by (1)\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\nshow\nStart Position\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n Heyy\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 flag clicked\nshow\nswitch costume to (kostým1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\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@thumb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\ngo to x: (5) y: (14)\nshow\nrepeat until <(backdrop [number v]) = [2]>\n switch costume to (costume1 v)\n repeat (5)\n wait (1) seconds\n next costume\n end\n randomize\nend\nhide\n\ndefine randomize\ndelete all of [control v]\nrepeat until <(length of [control v]) = [3]>\n set [random v] to (item (pick random (1) to (3)) of [controls list v])\n if <not <[control v] contains (random)?>> then\n add (random) to [control v]\n end\nend\n\nwhen backdrop switches to [pozadí2 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 flag clicked\nhide\nclear graphic effects\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\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\n
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-------------------------------About----------------------------------\n Hello scratchers! \nThis is a second platformer in the Platformer BUT series :D This time controls randomly changes every 5 seconds. It may seems easy but it's really hard >:) \nEnjoy playing :)
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Simple Platformer engine #engine
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@Stage\n\nwhen flag clicked\nset [pitch v] effect to (0)\nset volume to (100) %\nforever\n play sound [TownTheme v] until done\nend\n\nwhen [c v] key pressed\nif <(username) = [JustinPlayz234]> then\n ask [] and wait\n broadcast (set v)\nend\n\n@tn\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\nhide\n\n@player\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-220) y: (-25)\npoint in direction (90)\nshow\nset [fails v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.8)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (levels v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n if <<touching (lava v)?> or <<<touching (danger 3 v)?> or <touching (spike v)?>> or <(y) < [-100]>>> then\n broadcast (Die v)\n end\n if <(x position) > [235]> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\nset x to (-220)\nchange y by (-180)\nup\nset [x v] to [0]\nset [y v] to [0]\n\ndefine up\nrepeat (360)\n if <touching (levels v)?> then\n change y by (1)\n else\n stop [this script v]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Die v)\nwait until <not <key (r v) pressed?>>\n\nwhen I receive [die v]\nchange [fails v] by (1)\nset x to (-220)\nchange y by (-180)\nup\nset [x v] to [0]\nset [y v] to [0]\n\n@spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\nnext costume\n\n@levels\n\nwhen I receive [reset v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\n@lava\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [reset v]\nnext costume\n\nwhen flag clicked\nforever\n glide (1) secs to x: (-6) y: (12)\n glide (1) secs to x: (-6) y: (4)\nend\n\n
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This is a platformer engine by me.\nThere might be many engines in scratch but this is by me.\nADD YOUR OWN MUSIC\nthis is not a game its engine :)
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SUNSET-A DRAWING PEN PLATFORMER
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@Stage\n\nwhen flag clicked\nhide variable [yv v]\nhide variable [xv v]\n\nwhen flag clicked\nchange [☁ views v] by (1)\n\n@player\n\nwhen flag clicked\nhide variable [ink left v]\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1.2)\n else\n if <key (right arrow v) pressed?> then\n change [xv v] by (1.2)\n end\n end\n set [xv v] to ((xv) * (.85))\n change x by (xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <<key (up arrow v) pressed?> or <(yv) < [-5]>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n change y by (yv)\n if <touching color (#000000)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n change [yv v] by (17)\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\nforever\n if <touching color (#ff0000)?> then\n go to x: (-204) y: (152)\n change [ink left v] by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00dcff)?> then\n broadcast (next level v)\n end\nend\n\nwhen backdrop switches to [1 v]\nset [ink left v] to [100.2]\n\nwhen backdrop switches to [1 v]\nshow\ngo to x: (-204) y: (152)\n\nwhen I receive [next level v]\ngo to x: (-204) y: (152)\nerase all\nnext backdrop\n\nwhen backdrop switches to [1 v]\nshow variable [ink left v]\n\nwhen backdrop switches to [ran out of ink v]\nhide variable [ink left v]\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [ink left v]\n\nwhen [right arrow v] key pressed\nswitch costume to (right v)\n\nwhen [left arrow v] key pressed\nswitch costume to (left v)\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (middle v)\n end\nend\n\n@Pen\n\nwhen flag clicked\nhide\nset [ink left v] to [100]\nforever\n go to (mouse-pointer v)\nend\n\nwhen [e v] key pressed\nerase all\n\nwhen flag clicked\ngo to [front v] layer\nswitch backdrop to (title v)\n\nwhen I receive [you lose v]\nswitch backdrop to (ran out of ink v)\nerase all\n\nwhen backdrop switches to [1 v]\nshow\n\n@Sprite1\n\nwhen this sprite clicked\nswitch backdrop to (1 v)\nwait (0.1) seconds\nerase all\nset [ink left v] to [100]\n\nwhen backdrop switches to [title v]\nshow\n\nwhen backdrop switches to [instructions v]\nhide\n\nwhen backdrop switches to [1 v]\nhide\n\nwhen flag clicked\nset size to (0.7) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\n@cloud1\n\nwhen backdrop switches to [title v]\ngo to x: (-123) y: (126)\nshow\nforever\n repeat (100)\n change x by (3)\n end\n repeat (100)\n change x by (-3)\n end\nend\n\nwhen backdrop switches to [1 v]\nhide\n\n@cloud2\n\nwhen backdrop switches to [title v]\ngo to x: (195) y: (54)\nshow\nforever\n repeat (100)\n change x by (-3)\n end\n repeat (100)\n change x by (3)\n end\nend\n\nwhen backdrop switches to [1 v]\nhide\n\n@drawing material\n\nwhen flag clicked\nshow\ncreate clone of (_myself_ v)\nset pen color to (#000000)\nset pen size to (10)\nerase all\nwait until <(backdrop [name v]) = [1]>\nshow\nforever\n if <(INK LEFT) = [0]> then\n broadcast (you lose v)\n end\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 change [ink left v] by (-0.2)\n pen down\n else\n pen up\n end\n end\n if <[1] > (INK LEFT)> then\n broadcast (you lose v)\n end\nend\n\n@music\n\nwhen flag clicked\ngo to x: (0) y: (0)\nplay sound [Water v] until done\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0)\nwait (0.15) seconds\nshow\nset size to (200) %\nset [ghost v] effect to (100)\nrepeat (100)\n go to [front v] layer\n go [backward v] (1) layers\n change size by (((size) - (110)) / (-3))\n change [ghost v] effect by (-10)\n change size by (((size) - (110)) / (-8))\nend\n\nchange [ghost v] effect by (-10)\n\nwhen flag clicked\nset [tick v] to [0]\nforever\n change [tick v] by ((1) / (30))\nend\n\n
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TOP REMIXED? FRONT PAGED? TYSM!\n\nRules are pretty simple:\n- Press E to erase\n- You'll have 100% ink for you to draw\n- Pass the levels without using all your ink\n- A penalty of 0.5 will be deducted if you touch lava.\n- Arrow keys to navigate
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Stickman Adventures 4 || Platformer
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@Stage\n\nwhen flag clicked\nset [level v] to [1]\nset [screen v] to [gameplay]\nbroadcast (message1 v)\n\n@Blank\n\n@Player\n\ndefine Physics (jump height) (gravity) (friction) (speed)\nswitch costume to (hitbox v)\nchange y by (Y Velocity)\nif <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or <<touching (pink v)?> or >>>> then\n repeat ([abs v] of (((Y Velocity) + (0)) * (1)) )\n if <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or <<touching (pink v)?> or >>>> then\n change y by ((-1) * (([abs v] of (Y Velocity) ) / (Y Velocity)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <(Y Velocity) > [0]>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity 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 velocity v] by ((-1) * (speed))\n point in direction (-90)\nend\nchange x by (X Velocity)\nif <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or <<touching (pink v)?> or >>>> then\n set [old y v] to (y position)\n repeat ([abs v] of (X Velocity) )\n if <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or <<touching (pink v)?> or >>>> then\n change y by (1)\n end\n end\n if <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or <<touching (pink v)?> or >>>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or <<touching (pink v)?> or >>>> then\n change x by ((-1) * (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n end\n set [x velocity v] to [0]\n end\nend\nset [x velocity v] to ((X Velocity) * (friction))\nswitch costume to (idle v)\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (Walk)\nend\nif <(Y Velocity) > [1]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\ngo to x: (-228) y: (-138)\nforever\n if <(TYPE: JUMP) = [2]> then\n Physics [14.5] [-1] [0.65] [2]\n else\n Physics [10] [-1] [0.65] [2]\n end\n Detection\nend\n\nwhen I receive [intro done v]\ngo to x: (-228) y: (-138)\nset [deaths v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n set [x pos v] to (round (x position))\n set [y pos v] to (round (y position))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\nend\n\nwhen I receive [intro done v]\nshow\ngo [forward v] (999) layers\n\ndefine Detection\nif <<<<<touching (danger v)?> or <touching (crushers v)?>> or <touching (saws v)?>> or <<touching (bullet v)?> or <touching (second bullet v)?>>> or <<<<touching (cannon v)?> or <touching (second cannon v)?>> or <touching (lava v)?>> or <<touching (leftsaws v)?> or <<touching (upsaws v)?> or <<touching (upspikes v)?> or >>>>> then\n if <<(Level) = [6]> or <<(Level) = [7]> or >> then\n broadcast (Lock Reset v)\n end\n broadcast (die v)\n broadcast (Reset v)\n set [type: shadows v] to [0]\n set [type: jump v] to [1]\n change [deaths v] by (1)\n start sound [Crunch v]\n point in direction (90)\n go to x: (-228) y: (-138)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait (0.0001) seconds\nend\nif <touching (finish v)?> then\n broadcast (trans v)\n broadcast (Reset v)\n broadcast (Next v)\n set [type: jump v] to [1]\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n set [type: shadows v] to [0]\n go to x: (-228) y: (-138)\n set [x velocity v] to [0]\n point in direction (90)\n set [y velocity v] to [-5]\n switch costume to (idle v)\nend\nif <touching (trampolines v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n if <(Level) = [10]> then\n set [y velocity v] to [14]\n else\n if <(Level) = [11]> then\n set [y velocity v] to [17]\n else\n if <<(Level) = [16]> or <(Level) = [17]>> then\n set [y velocity v] to [14]\n else\n set [y velocity v] to [15]\n end\n end\n end\nend\nif <touching (force v)?> then\n change x by (4)\nend\nif <touching (opposite v)?> then\n change x by (-4)\nend\n\nif <touching (danger v)?> then\n broadcast (Spiked v)\nend\nif <touching (lava v)?> then\n broadcast (Lava v)\nend\nif <<touching (saws v)?> or <<touching (leftsaws v)?> or <touching (upsaws v)?>>> then\n broadcast (Saws v)\nend\nif <<touching (force v)?> and <touching (danger v)?>> then\n broadcast (React v)\nend\nif <touching (crushers v)?> then\n broadcast (Crush v)\nend\nif <<touching (cannon v)?> or <touching (second cannon v)?>> then\n broadcast (Cannon v)\nend\nif <<touching (bullet v)?> or <touching (second bullet v)?>> then\n broadcast (Cannonball v)\nend\nif <<touching (danger v)?> and <(Y Velocity) > [13]>> then\n broadcast (Force v)\nend\nif <touching (upspikes v)?> then\n broadcast (Sup v)\nend\n\nbroadcast (finish v)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [move player v]\nif <not <touching (lava v)?>> then\n change x by (Move X)\n change y by (Move Y)\nend\n\nwhen I receive [move player 2 v]\nif <not <touching (lava v)?>> then\n change x by (Move X2)\n change y by (Move Y2)\nend\n\nwhen flag clicked\nforever\n\nset [level v] to [13]\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\n set drag mode [draggable v]\n else\n set drag mode [not draggable v]\n end\nend\n\nbroadcast (die v)\n\nbroadcast (Reset v)\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [intro done v]\ngo [forward v] (20) layers\n\n@Danger\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Gameplay]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (Spiked v)\nend\n\n@Finish\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\nset size to (100) %\nforever\n point in direction (90)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (3))\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Gameplay]> then\n show\n else\n hide\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@Text\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [10]> then\n Clone At X: [-150] [-160] At Size [80]\nend\nif <(Level) = [11]> then\n Clone At X: [-150] [-160] At Size [80]\n Clone At X: [102] [-160] At Size [80]\n Clone At X: [161] [-160] At Size [80]\n Clone At X: [220] [-160] At Size [80]\nend\nif <(Level) = [15]> then\n Clone At X: [-150] [-160] At Size [80]\n Clone At X: [-65] [-160] At Size [80]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\n if <(Level) = [11]> then\n set size to (80) %\n end\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Blue\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(BLUE SOLID) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(BLUE SOLID) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n set [blue solid v] to [0]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [blue solid v] to [1]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [blue solid v] to [1]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [blue solid v] to [0]\n wait (0.15) seconds\n set [blue solid v] to [0]\nend\n\n@Red\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(RED SOLID) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(RED SOLID) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n set [red solid v] to [1]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [red solid v] to [0]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [red solid v] to [0]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [red solid v] to [1]\n wait (0.15) seconds\n set [red solid v] to [1]\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Force\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n go [backward v] (1) layers\n switch costume to (Level)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nshow\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@Crushers\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nrepeat (532)\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\nswitch costume to (1 v)\nclear graphic effects\nrepeat until <not <(Level) = [10]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-95)\n wait (1) seconds\nend\nshow\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\nswitch costume to (7 v)\nclear graphic effects\nrepeat until <not <(Level) = [17]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-110)\n wait (1) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\nswitch costume to (2 v)\nclear graphic effects\nrepeat until <not <(Level) = [11]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-95)\n wait (1) seconds\nend\nshow\n\nwhen flag clicked\nwait until <(Level) = [12]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [12]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\nswitch costume to (3 v)\nclear graphic effects\nrepeat until <not <(Level) = [13]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-95)\n wait (1) seconds\nend\nshow\n\nwhen flag clicked\nwait until <(Level) = [12]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [14]>\nshow\nswitch costume to (4 v)\nclear graphic effects\nrepeat until <not <(Level) = [14]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-95)\n wait (1) seconds\nend\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\n@TN\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nchange [level v] by (1)\n\n@Cannon\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nshow\nset size to (90) %\ngo to x: (130) y: (110)\nrepeat until <not <(Level) = [14]>>\n create clone of (bullet v)\n wait (3) seconds\nend\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nrepeat until <not <(Level) = [14]>>\n point towards (player v)\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nhide\n\n@Bullet\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Level) = [1]> then\n delete this clone\nend\nshow\ngo to (cannon v)\npoint in direction ([direction v] of [cannon v])\nrepeat until <<touching (crushers v)?> or <<<<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>> or <touching (crushers v)?>> or <<touching (saws v)?> or <<touching (moving v)?> or <<touching (moving2 v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<<touching (purple v)?> or <touching (pink v)?>> or <touching (locked v)?>>>>>>>>>\n move (4) steps\nend\nwait (0.01) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@Music Button\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((60) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (1.5) seconds\nset volume to (40) %\nforever\n if <(pick random (1) to (6)) = [1]> then\n play sound [Song 1 v] until done\n play sound [Song 1 v] until done\n else\n if <(pick random (1) to (6)) = [2]> then\n play sound [Song 2 v] until done\n play sound [Song 2 v] until done\n play sound [Song 2 v] until done\n else\n if <(pick random (1) to (6)) = [3]> then\n play sound [Song 3 v] until done\n play sound [Song 3 v] until done\n play sound [Song 3 v] until done\n else\n if <(pick random (1) to (6)) = [4]> then\n play sound [Song 4 v] until done\n play sound [Song 4 v] until done\n else\n if <(pick random (1) to (6)) = [5]> then\n play sound [Song 6 v] until done\n play sound [Song 6 v] until done\n play sound [Song 6 v] until done\n else\n play sound [Song 5 v] until done\n play sound [Song 5 v] until done\n end\n end\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(volume) = [30]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (30) %\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\nstop all sounds\n\n@Second Cannon\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nwait until <(Level) = [17]>\nshow\ngo to x: (159) y: (152)\nrepeat until <not <(Level) = [17]>>\n create clone of (second bullet v)\n wait (4) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nrepeat until <not <(Level) = [17]>>\n point towards (player v)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\n@Second Bullet\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Level) = [1]> then\n delete this clone\nend\nshow\ngo to (second cannon v)\npoint in direction ([direction v] of [second cannon v])\nrepeat until <<<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>> or <<touching (crushers v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<<touching (purple v)?> or <touching (pink v)?>> or >>>>>\n move (3) steps\nend\nwait (0.01) seconds\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@Purple\n\nwhen [m v] key pressed\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone At X: [60] [-107]\nend\nif <(Level) = [3]> then\n Clone At X: [-2] [-72]\n Clone At X: [65] [-92]\nend\nif <(Level) = [4]> then\n Clone At X: [230] [-72]\n Clone At X: [230] [-72]\nend\nif <(Level) = [8]> then\n Clone At X: [199] [-15]\nend\nif <(Level) = [9]> then\n Clone At X: [-107] [5]\nend\nif <(Level) = [11]> then\n Clone At X: [-154] [-16]\n Clone At X: [-176] [-16]\n Clone At X: [-198] [-16]\nend\nif <(Level) = [12]> then\n Clone At X: [195] [-80]\n Clone At X: [145] [100]\nend\nif <(Level) = [13]> then\n Clone At X: [187] [-16]\nend\nif <(Level) = [14]> then\n Clone At X: [175] [-120]\n Clone At X: [175] [-30]\n Clone At X: [230] [-80]\nend\nif <(Level) = [15]> then\n Clone At X: [-70] [-32]\n Clone At X: [140] [80]\nend\n\nwhen I start as a clone\nset volume to (30) %\npoint in direction (90)\nshow\ngo [backward v] (11) layers\nwait until <touching (player v)?>\nif <(Level) = [3]> then\n if <(([y position v] of [player v]) + (1)) > (y position)> then\n wait (0.1) seconds\n start sound [Ricochet v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nelse\n wait (0.1) seconds\n start sound [Ricochet v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nbroadcast (Next v)\n\nbroadcast (Reset v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nClone At X: [-215] [-20]\n\n@Key\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [6]>\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen I receive [lock reset v]\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nhide\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (3))\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [7]>\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nswitch costume to (costume3 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\nswitch costume to (costume4 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\nswitch costume to (costume5 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nswitch costume to (costume3 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Locked\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\ngo to [back v] layer\nhide\nwait until <(Level) = [6]>\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [lock reset v]\nshow\nclear graphic effects\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [7]>\nset [ghost v] effect to (0)\nswitch costume to (2 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nset [ghost v] effect to (0)\nswitch costume to (3 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [19]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\nset [ghost v] effect to (0)\nswitch costume to (4 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nhide\n\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\nset [ghost v] effect to (0)\nswitch costume to (5 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nset [ghost v] effect to (0)\nswitch costume to (6 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nset [ghost v] effect to (0)\nswitch costume to (7 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@LeftSaws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [7]> then\n Clone At X: [-5] [30] At Size [80]\nend\nif <(Level) = [10]> then\n Clone At X: [105] [65] At Size [80]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\nforever\n if <(Level) = [7]> then\n repeat (32)\n change x by (2)\n end\n wait (1) seconds\n repeat (32)\n change x by (-2)\n end\n wait (1) seconds\n end\n repeat (52)\n change x by (2)\n end\n wait (1) seconds\n repeat (52)\n change x by (-2)\n end\n wait (1) seconds\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nif <(Level) = [10]> then\nend\n\n@Upsaws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [7]> then\n Clone At X: [-105] [-130] At Size [80]\n Clone At X: [-12] [-130] At Size [80]\nend\nif <(Level) = [8]> then\n Clone At X: [-26] [-90] At Size [80]\n Clone At X: [82] [-90] At Size [80]\nend\nif <(Level) = [12]> then\n Clone At X: [98] [150] At Size [80]\nend\nif <(Level) = [15]> then\n Clone At X: [-10] [91] At Size [80]\n Clone At X: [90] [91] At Size [80]\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Level) = [7]> then\n repeat (25)\n change y by (2)\n end\n wait (1) seconds\n repeat (25)\n change y by (-2)\n end\n wait (1) seconds\n end\n if <(Level) = [8]> then\n repeat (45)\n change y by (2)\n end\n wait (1) seconds\n repeat (45)\n change y by (-2)\n end\n wait (1) seconds\n end\n if <(Level) = [12]> then\n repeat (25)\n change y by (-2)\n end\n wait (1) seconds\n repeat (25)\n change y by (2)\n end\n wait (1) seconds\n end\n if <(Level) = [15]> then\n repeat (25)\n change y by (2)\n end\n wait (1) seconds\n repeat (25)\n change y by (-2)\n end\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nrepeat (30)\n change y by (-2)\nend\nwait (1) seconds\nrepeat (30)\n change y by (2)\nend\nwait (1) seconds\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Moving\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n set [move x v] to (((x) - (x position)) / (15))\n set [move y v] to (((y) - (y position)) / (15))\n change x by (Move X)\n change y by (Move Y)\n change y by (3)\n if <touching (player v)?> then\n broadcast (Move player v)\n end\n change y by (-3)\nend\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [11]>>\n Glide [0] [0]\n Glide [125] [0]\n end\nend\nif <(Level) = [12]> then\n show\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [12]>>\n Glide [0] [0]\n Glide [100] [0]\n end\nend\nif <(Level) = [13]> then\n hide\nend\nif <(Level) = [15]> then\n show\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [15]>>\n Glide [0] [0]\n Glide [110] [50]\n end\nend\n\nbroadcast (Next v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Pink\n\nwhen [m v] key pressed\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone At X: [30] [-62] At Size [100]\n Clone At X: [132] [-62] At Size [100]\nend\nif <(Level) = [9]> then\n Clone At X: [64] [-40] At Size [100]\nend\nif <(Level) = [10]> then\n Clone At X: [-37] [81] At Size [100]\nend\nif <(Level) = [12]> then\n Clone At X: [50] [100] At Size [100]\nend\nif <(Level) = [15]> then\n Clone At X: [-60] [80] At Size [100]\n Clone At X: [40] [80] At Size [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (11) layers\nforever\n set [ghost v] effect to ((145) - (distance to [player v]))\nend\n\nbroadcast (Next v)\n\nClone At X: [50] [100] At Size [100]\n\n@Moving2\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n set [move x2 v] to (((x) - (x position)) / (15))\n set [move y2 v] to (((y) - (y position)) / (15))\n change x by (Move X2)\n change y by (Move Y2)\n change y by (3)\n if <touching (player v)?> then\n broadcast (Move Player 2 v)\n end\n change y by (-3)\nend\n\nwhen I receive [next v]\nhide\nif <(Level) = [11]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [11]>>\n Glide [0] [0]\n Glide [0] [100]\n end\nend\n\nbroadcast (Next v)\n\nwhen flag clicked\nhide\n\n@UpSpikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (-27)\n glide (0.2) secs to x: (0) y: (-40)\n wait (2) seconds\n glide (0.4) secs to x: (0) y: (-25)\n wait (0.5) seconds\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [intro done v]\nshow\n\n@Death\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [die v]\nset [transition> v] to [1]\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (5000) y: (0)\nrepeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (4))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [transition> v] to [0]\n\n@Next\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [trans v]\nset [transition> v] to [1]\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (5000) y: (0)\nrepeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (4))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [transition> v] to [0]\n\n@Opposite\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n go [backward v] (1) layers\n switch costume to (Level)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nshow\n\n@Jumpy\n\nwhen flag clicked\nhide\nwait until <(Level) = [7]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (124) y: (-7)\nrepeat until <not <(Level) = [7]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n if <(TYPE: JUMP) = [1]> then\n start sound [Enabled v]\n end\n set [type: jump v] to [2]\n end\nend\n\nwhen flag clicked\nset [type: jump v] to [1]\nhide\n\nwhen I receive [greenflag v]\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-172) y: (-137)\nrepeat until <not <(Level) = [8]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-172) y: (-137)\nrepeat until <not <(Level) = [13]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [14]>\nhide\n\n@Normal\n\nwhen flag clicked\nhide\nwait until <(Level) = [7]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-120) y: (61)\nrepeat until <not <(Level) = [7]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(TYPE: JUMP) = [2]> then\n start sound [Disable v]\n end\n set [type: jump v] to [1]\n end\nend\n\nwhen flag clicked\nset [type: jump v] to [1]\nhide\n\nwhen I receive [greenflag v]\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [8]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-120) y: (-30)\nrepeat until <not <(Level) = [8]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-119) y: (132)\nrepeat until <not <(Level) = [13]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [14]>\nhide\n\n@Green\n\nwhen [m v] key pressed\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone At X: [-114] [60] At Size [100]\nend\nif <(Level) = [9]> then\n Clone At X: [184] [-80] At Size [100]\n Clone At X: [-230] [50] At Size [100]\n Clone At X: [-170] [107] At Size [100]\nend\nif <(Level) = [10]> then\n Clone At X: [-36] [20] At Size [100]\nend\nif <(Level) = [11]> then\n Clone At X: [157] [-115] At Size [100]\n Clone At X: [80] [-16] At Size [100]\nend\nif <(Level) = [13]> then\n Clone At X: [60] [-25] At Size [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (11) layers\nforever\n set [ghost v] effect to ((distance to [player v]) - (35))\nend\n\nbroadcast (Next v)\n\nClone At X: [-226] [15] At Size [100]\n\n@Shade\n\nwhen flag clicked\nset [type: shadows v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n show\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <(TYPE: SHADOWS) = [1]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\n@Lights out!\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <(Level) = [12]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (143) y: (-90)\nrepeat until <not <(Level) = [12]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\nwait until <(Level) = [13]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-80) y: (132)\nrepeat until <not <(Level) = [13]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\nwait until <(Level) = [14]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-220) y: (-142)\nrepeat until <not <(Level) = [14]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\nwait until <(Level) = [15]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-186) y: (124)\nrepeat until <not <(Level) = [15]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(TYPE: SHADOWS) = [0]> then\n start sound [Enabled v]\n end\n set [type: shadows v] to [1]\n end\nend\n\nwhen flag clicked\nset [type: jump v] to [1]\nhide\n\nwhen I receive [greenflag v]\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@Lights on!\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <(Level) = [12]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-140) y: (30)\nrepeat until <not <(Level) = [12]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\nwait until <(Level) = [13]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (146) y: (-89)\nrepeat until <not <(Level) = [13]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\nwait until <(Level) = [14]>\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (-150) y: (138)\nrepeat until <not <(Level) = [14]>>\n repeat (15)\n change size by (1)\n end\n wait (1) seconds\n repeat (15)\n change size by (-1)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(TYPE: SHADOWS) = [1]> then\n start sound [Disable v]\n end\n set [type: shadows v] to [0]\n end\nend\n\nwhen flag clicked\nset [type: jump v] to [1]\nhide\n\nwhen I receive [greenflag v]\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\nwhen [space v] key pressed\n\nset [type: shadows v] to [0]\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\n
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Red Runner ( A Scrolling Platformer ) #Games #Platformer #Tutorial #Games #Trending #All
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@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (PLAYER X)) (join [ , ] ((mouse y) + (Y))))\nshow variable [mouse v]\n\nwhen I receive [start v]\nset [music v] to [1]\nbroadcast (Music v)\nswitch backdrop to (bg1 v)\nforever\n if <(PLAYER X) > [0]> then\n switch backdrop to (bg1 v)\n end\n if <(PLAYER X) > [4450]> then\n switch backdrop to (bg2 v)\n end\n if <(PLAYER X) > [7910]> then\n switch backdrop to (backdrop1 v)\n end\n if <(PLAYER X) > [11248]> then\n switch backdrop to (bg v)\n end\n if <(PLAYER X) > [14627]> then\n switch backdrop to (bg1 v)\n end\nend\n\nwhen I receive [music v]\nstop all sounds\nset volume to (50) %\nforever\n play sound (Music) until done\nend\n\nwhen I receive [start v]\nforever\n if <(PLAYER X) > [0]> then\n set [music v] to [1]\n broadcast (Music v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(PLAYER X) > [4450]> then\n set [music v] to [2]\n broadcast (Music v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(PLAYER X) > [7910]> then\n set [music v] to [3]\n broadcast (Music v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(PLAYER X) > [11248]> then\n set [music v] to [4]\n broadcast (Music v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(PLAYER X) > [14627]> then\n set [music v] to [5]\n broadcast (Music v)\n stop [this script v]\n end\nend\n\n@Laggy\n\n@Player\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\n\nwhen I receive [start v]\nset rotation style [don't rotate v]\nclear graphic effects\nset [player x v] to (CHECKPOINT)\nset [x v] to [0]\npoint in direction (90)\nset size to (100) %\nshow\ngo to x: (0) y: (180)\nset [y v] to [0]\nset y to (180)\nforever\n set [ghost v] effect to (100)\n if <key (right arrow v) pressed?> then\n change [x v] by (0.8)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n change [player x v] by (X)\n if <touching (platfroms v)?> then\n change y by (1)\n if <touching (platfroms v)?> then\n change y by (1)\n if <touching (platfroms v)?> then\n change y by (1)\n if <touching (platfroms v)?> then\n change y by (1)\n if <touching (platfroms v)?> then\n change y by (1)\n if <touching (platfroms v)?> then\n change y by (-4)\n change [player x v] by ((X) * (-2))\n if <touching (platfroms v)?> then\n if <(X) < [0]> then\n set [x v] to [5]\n else\n set [x v] to [-5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (platfroms v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platfroms v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [12.92]\n end\n end\n if <<[-179] > (y position)> or <<touching (spikes v)?> or <touching (water v)?>>> then\n start sound [crunch v]\n go to x: (0) y: (100)\n repeat until <(round (PLAYER X)) = (CHECKPOINT)>\n change [player x v] by (((CHECKPOINT) - (PLAYER X)) / (7))\n end\n set [player x v] to (CHECKPOINT)\n point in direction (90)\n set size to (100) %\n show\n set [x v] to [0]\n set [y v] to [0]\n set y to (100)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Player?) = [5]> then\n switch costume to (1x2 v)\n else\n switch costume to (1x v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(PLAYER X) > [14627]> then\n wait (5) seconds\n stop [all v]\n end\nend\n\n@Platfroms\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nSet X to (((costume [number v]) - (2)) * (480)) Costumes (costume [number v])\n\ndefine Set X to (x) Costumes (costumes)\nforever\n if <<(PLAYER X) > ((x) - (960))> or <((x) + (960)) > (PLAYER X)>> then\n set size to (100) %\n switch costume to (costume2 v)\n go to x: ((0) - ((PLAYER X) + ((0) - (x)))) y: (0)\n switch costume to (costumes)\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nclear graphic effects\nrepeat (32)\n next costume\n create clone of (_myself_ v)\nend\n\n@RedRunner\n\nwhen flag clicked\nhide\n\ndefine Change\nif <(costume [number v]) = [19]> then\n switch costume to (0exl3y v)\nend\nif <(costume [number v]) = [21]> then\n switch costume to (idle v)\nend\n\nwhen I receive [start v]\npoint in direction (90)\nclear graphic effects\nset rotation style [left-right v]\nforever\n if <(Player?) = [1]> then\n show\n go to (player v)\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n Change\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n Change\n end\n if <not <key (any v) pressed?>> then\n switch costume to (idle v)\n end\n if <(Y) > [0]> then\n switch costume to (jump 1 v)\n end\n if <[0] > (Y)> then\n switch costume to (jump 2 v)\n end\nend\n\n@BG\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nSet x to (((costume [number v]) - (2)) * (480)) costumes (costume [number v])\n\ndefine Set x to (x) costumes (costumes)\ngo to [back v] layer\nforever\n if <<((x) - (960)) < (PLAYER X)> or <((x) + (960)) > (PLAYER X)>> then\n set size to (105) %\n switch costume to (costume2 v)\n go to x: ((0) - ((PLAYER X) + ((0) - (x)))) y: (0)\n switch costume to (costumes)\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nclear graphic effects\nrepeat (32)\n next costume\n create clone of (_myself_ v)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nswitch costume to (spike_left&down v)\nforever\n if <<(PLAYER X) > [0]> or <(PLAYER X) = [0]>> then\n set [sc v] to [2]\n switch costume to (spike_left&down v)\n end\n if <(PLAYER X) > [7910]> then\n set [sc v] to [3]\n switch costume to (costume1 v)\n end\n if <(PLAYER X) > [11248]> then\n set [sc v] to [2]\n switch costume to (spike_left&down v)\n end\nend\n\ndefine Set X (x) Set Y (y)\ngo to [back v] layer\nforever\n if <<(PLAYER X) > ((x) - (-960))> or <((x) - (-960)) > (PLAYER X)>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PLAYER X) + ((0) - (x)))) y: (y)\n switch costume to (SC)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [sx v] to (Spike X)\nset [sy v] to (Spike Y)\nshow\nSet X (SX) Set Y (SY)\n\nwhen I receive [start v]\nswitch costume to (spike_left&down v)\nset [spike x v] to [-170]\nset [spike y v] to [-115]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [280]\nset [spike y v] to [-115]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [300]\nset [spike y v] to [-115]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [320]\nset [spike y v] to [-115]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [340]\nset [spike y v] to [-115]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [1721]\nset [spike y v] to [68]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [1751]\nset [spike y v] to [68]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [1781]\nset [spike y v] to [68]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [1865]\nset [spike y v] to [10]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [1980]\nset [spike y v] to [10]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [2050]\nset [spike y v] to [-50]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [2413]\nset [spike y v] to [-115]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [2380]\nset [spike y v] to [-115]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4345]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4365]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4385]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [613]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [2171]\nset [spike y v] to [-50]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [633]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [3317]\nset [spike y v] to [5]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4592]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4612]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4632]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4572]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4552]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4849]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4869]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4889]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4829]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [4909]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6238]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6258]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6278]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6298]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6626]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6646]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6666]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6750]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6770]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6790]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6810]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6830]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6850]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6950]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6970]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [6990]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7010]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7070]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7110]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7130]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7150]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7170]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7190]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7256]\nset [spike y v] to [-55]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7285]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7305]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7325]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7345]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7365]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7385]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [7405]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [8280]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [8570]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [10920]\nset [spike y v] to [-35]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11150]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11580]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11600]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11620]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11640]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11790]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11810]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11830]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [11850]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [12080]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [12100]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [12690]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [12837]\nset [spike y v] to [-45]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [12980]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [13000]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [13020]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [13040]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [13245]\nset [spike y v] to [-86]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [13505]\nset [spike y v] to [-67]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [14168]\nset [spike y v] to [-60]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [13897]\nset [spike y v] to [-60]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [spike x v] to [14206]\nset [spike y v] to [-118]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nset [wx v] to (Water X)\nset [wy v] to (Water Y)\nshow\nSet x (WX) Set Y (WY)\n\ndefine Set x (x) Set Y (y)\ngo to [back v] layer\nforever\n if <<(PLAYER X) > ((x) - (960))> or <((x) - (960)) > (PLAYER X)>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PLAYER X) + ((0) - (x)))) y: (y)\n switch costume to (costumes)\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nswitch costume to (image 1 v)\nset [water x v] to [779]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [963]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [2680]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [3150]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [3275]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [3398]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [3650]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [3775]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [3900]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [4025]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [4150]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [5090]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [5218]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [5343]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [5468]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [5593]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [5718]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [5843]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [5968]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [12500]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\nset [water x v] to [12626]\nset [water y v] to [-190]\ncreate clone of (_myself_ v)\nwait (0.000000000001) seconds\n\nwhen I receive [start v]\nset [costumes v] to [2]\nforever\n change [costumes v] by (1)\n if <(costumes) = [18]> then\n set [costumes v] to [2]\n end\nend\n\n@Checkpoint\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\ndefine Set checkpoint (x) (y) (id)\nset [checkpoint x v] to (x)\nset [checkpoint y v] to (y)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [cx v] to (Checkpoint X)\nset [cy v] to (Checkpoint Y)\nshow\nSet X (CX) Set Y (CY) costumes (costume [number v])\n\ndefine Set X (x) Set Y (y) costumes (costumes)\ngo to [back v] layer\nforever\n turn left (1) degrees\n if <<(PLAYER X) > ((x) - (960))> or <(PLAYER X) > ((x) + (960))>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PLAYER X) + ((0) - (x)))) y: (y)\n switch costume to (costumes)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <not <(First??) = [0]>> then\n set [ghost v] effect to (100)\n hide\nend\nforever\n if <touching (player v)?> then\n start sound [collect v]\n change [first?? v] by (1)\n set [checkpoint?? v] to (cloneid)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-1)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(checkpoint??) = [1]> then\n set [checkpoint v] to [0]\n end\n if <(checkpoint??) = [2]> then\n set [checkpoint v] to [4491]\n end\n if <(checkpoint??) = [3]> then\n set [checkpoint v] to [7800]\n end\n if <(checkpoint??) = [4]> then\n set [checkpoint v] to [11207]\n end\nend\n\nwhen I receive [start v]\nset [first?? v] to [0]\nswitch costume to (costume1 v)\nSet checkpoint [0] [0] [1]\nwait (0.0000001) seconds\nSet checkpoint [4491] [-65] [2]\nwait (0.0000001) seconds\nSet checkpoint [7854] [-65] [3]\nwait (0.0000001) seconds\nSet checkpoint [11207] [-65] [4]\nwait (0.0000001) seconds\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nset size to (pick random (80) to (50)) %\nset [ghost v] effect to (pick random (10) to (20))\ngo to x: (-400) y: (pick random (110) to (150))\nforever\n repeat until <(x position) > [250]>\n move (1) steps\n end\n delete this clone\nend\n\nwhen I receive [start v]\nforever\n wait (pick random (10) to (12)) seconds\n create clone of (_myself_ v)\nend\n\n@StartMenu\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(Clones) = [1]> then\n go to x: (14) y: (121)\n set size to (100) %\n switch costume to (text v)\n forever\n point in direction ((([sin v] of (((timer) * (12)) * (15)) ) * (5)) + (90))\n end\nend\nif <<(Clones) = [2]> and <(Instructions ?) = [0]>> then\n go to x: (15) y: (-1)\n set size to (70) %\n switch costume to (play button v)\n forever\n if <<(Instructions ?) = [0]> and <(Shop ?) = [0]>> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((90) - (size)) / (3))) %\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Click v]\n broadcast (Start v)\n end\n else\n hide\n end\n end\nend\nif <(Clones) = [3]> then\n go to x: (84) y: (-95)\n set size to (125) %\n switch costume to (instructions button v)\n forever\n if <<(Instructions ?) = [0]> and <(Shop ?) = [0]>> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((155) - (size)) / (3))) %\n else\n set size to ((size) + (((125) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Click v]\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (instructions v)\n clear graphic effects\n set [instructions ? v] to [1]\n wait until <(Instructions ?) = [0]>\n go to x: (84) y: (-95)\n set size to (125) %\n switch costume to (instructions button v)\n end\n else\n hide\n end\n end\nend\nif <(Clones) = [4]> then\n go to x: (-62) y: (-95)\n set size to (50) %\n switch costume to (shop button v)\n forever\n if <<(Instructions ?) = [0]> and <(Shop ?) = [0]>> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((70) - (size)) / (3))) %\n else\n set size to ((size) + (((50) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Click v]\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (shop v)\n clear graphic effects\n set [shop ? v] to [1]\n wait until <(Shop ?) = [0]>\n go to x: (-62) y: (-95)\n set size to (50) %\n switch costume to (shop button v)\n end\n else\n hide\n end\n end\nend\nif <(Clones) = [5]> then\n switch costume to (back button v)\n go to x: (188) y: (127)\n forever\n if <<(Instructions ?) = [1]> or <(Shop ?) = [1]>> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((60) - (size)) / (3))) %\n else\n set size to ((size) + (((50) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Click v]\n set [shop ? v] to [0]\n set [instructions ? v] to [0]\n end\n else\n hide\n end\n end\nend\nif <(Clones) = [6]> then\n switch costume to (red runner v)\n forever\n if <(Shop ?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Click v]\n set [player? v] to [1]\n end\n else\n hide\n end\n end\nend\nif <(Clones) = [7]> then\n switch costume to (boy v)\n forever\n if <(Shop ?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Click v]\n set [player? v] to [2]\n end\n else\n hide\n end\n end\nend\nif <(Clones) = [8]> then\n switch costume to (girl v)\n forever\n if <(Shop ?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Click v]\n set [player? v] to [3]\n end\n else\n hide\n end\n end\nend\nif <(Clones) = [9]> then\n switch costume to (scratch cat v)\n forever\n if <(Shop ?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Meow v]\n set [player? v] to [4]\n end\n else\n hide\n end\n end\nend\nif <(Clones) = [10]> then\n switch costume to (pikachu v)\n forever\n if <(Shop ?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [Pikachu v]\n set [player? v] to [5]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset [player? v] to [1]\nset [shop ? v] to [0]\nset [instructions ? v] to [0]\nset [delete v] to [0]\nAssets [10] Start [0]\n\ndefine Assets (assets) Start (num)\nset [clones v] to (num)\nrepeat (assets)\n change [clones v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset volume to (30) %\nforever\n play sound [Goodbye v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nreset timer\nhide\ngo to x: (-480) y: (0)\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer)\nbroadcast (hide variables v)\nshow\ngo to [front v] layer\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\nend\nset x to (0)\n\nwhen I receive [start v]\nreset timer\nshow variable [timer v]\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen I receive [hide variables v]\nhide variable [timer v]\n\n@Boy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [run v] to [0]\nforever\n if <(Player?) = [2]> then\n if <(Run) > [15]> then\n set [run v] to [0]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (join [Run 0] (Run))\n change [run v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (join [Run 0] (Run))\n change [run v] by (1)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (idle v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (jump 07 v)\n end\n else\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Player?) = [2]> then\n show\n go to (player v)\n else\n hide\n stop [this script v]\n end\nend\n\n@Girl\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Player?) = [3]> then\n show\n go to (player v)\n else\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Player?) = [3]> then\n if <(Run) > [20]> then\n set [run v] to [0]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (join [Run 0] (Run))\n change [run v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (join [Run 0] (Run))\n change [run v] by (1)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (jump 029 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (idle v)\n end\n else\n stop [this script v]\n end\nend\n\n@Scratch Cat \n\ndefine Change\nif <(costume [number v]) = [17]> then\n switch costume to (run_r1 v)\nend\n\nwhen I receive [start v]\nforever\n if <(Player?) = [4]> then\n show\n go to (player v)\n else\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Player?) = [4]> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n Change\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n Change\n end\n if <key (up arrow v) pressed?> then\n switch costume to (run_j1 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (stand v)\n end\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@pikachu\n\nwhen I receive [start v]\nforever\n if <(Player?) = [5]> then\n show\n go to (player v)\n else\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Player?) = [5]> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n wait (0.01) seconds\n next costume\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n wait (0.01) seconds\n next costume\n end\n if <not <key (any v) pressed?>> then\n switch costume to (pikachu4 v)\n end\n else\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Player?) = [5]> then\n play sound [Pikachu v] until done\n wait (pick random (10) to (8)) seconds\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n
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Hi Guys,\nThis is the My new Game \n"RED RUNNER"\nCharacters with animations, Start Menu, Shop, Different Levels , Spikes , BG , Water , Checkpoints, Obstacles and Many MORE!!!!\n\n=========================================\n\nMOVEMENTS\n\n⋆Jump - UP ARROW \n⋆Move Right - RIGHT ARROW\n⋆Move Left - LEFT ARRO\n⋆STARS ARE CHECKPOINTS \n⋆AVOID SPIKES AND ICE CRYSTALS\n\n=========================================
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VIRUS Platformer v1.5
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (2) seconds\nrepeat (7)\n next backdrop\nend\nwait (.3) seconds\nswitch backdrop to (backdrop9 v)\nplay sound [pop v] until done\nwait (1.9) seconds\nswitch backdrop to (backdrop10 v)\nstart sound [recording4 v]\nwait (2.3) seconds\nswitch backdrop to (backdrop9 v)\nwait (2) seconds\nrepeat (8)\n next backdrop\nend\nswitch backdrop to (backdrop17 v)\nbroadcast (platformer time v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [25]> then\n wait (1) seconds\n repeat (22)\n wait (0.1) seconds\n next backdrop\n end\n end\nend\n\n@sound computer\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [timer start v]\nforever\n change [time v] by (1)\nend\n\n@Sprite1\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#000000)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> 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\nshow\ngo to x: (-218) y: (-96)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (y vel)\n change [in air? v] by (1)\n handle ground <[0] < (y vel)>\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n set [player driection v] to (direction)\nend\n\nwhen flag clicked\nchange volume by (-30)\nforever\n\nwhen I receive [platformer time v]\nstart sound [pop v]\n\nwhen I receive [platformer time v]\nshow\n\nwhen I receive [platformer time v]\nforever\n create clone of (_myself_ v)\n if <key (a v) pressed?> then\n walk [-5]\n end\n if <key (d v) pressed?> then\n walk [5]\n end\n if <<key (w v) pressed?> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <(x position) = [239]> then\n go to x: (-218) y: (-96)\n next backdrop\n end\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-96)\n end\n if <touching color (#ff9400)?> then\n set [y vel v] to [32]\n end\n if <(backdrop [number v]) = [25]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-96)\n broadcast (virus go back v)\n end\n if <touching color (#ff9400)?> then\n set [y vel v] to [32]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-218) y: (-96)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [47]> then\n change [☁ people who completed the platformer v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [2 v] until done\nend\n\nwhen I receive [platformer time v]\nforever\n create clone of (_myself_ v)\n if <key (left arrow v) pressed?> then\n walk [-5]\n end\n if <key (right arrow v) pressed?> then\n walk [5]\n end\n if <<key (up arrow v) pressed?> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <(x position) = [239]> then\n go to x: (-218) y: (-96)\n next backdrop\n end\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-96)\n end\n if <touching color (#ff9400)?> then\n set [y vel v] to [32]\n end\n if <(backdrop [number v]) = [25]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-96)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-225) y: (166)\npoint in direction (90)\nhide\nforever\n if <[20] = (backdrop [number v])> then\n go to x: (208) y: (29)\n show\n else\n hide\n end\n if <[21] = (backdrop [number v])> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n\n\nhide\n\nshow\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\n
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Your computer has a virus, and you are the anti-virus...\nw,a,s,d or arrow keys to move get to the end and save the computer... \nTOO HARD? TRY THE HACKED VERSION \nBy @Brellzilla2421\nhttps://scratch.mit.edu/projects/570974841/
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Minecraft Scrolling Platformer 2
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [monodyL v] until done\n\nwhen I receive [start v]\nforever\n play sound [Goodbye v] until done\nend\n\n@Player\n\ndefine Move\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) + (1))\n replace item (3) of [player v] with [90]\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) - (1))\n replace item (3) of [player v] with [-90]\nend\nset rotation style [left-right v]\npoint in direction (item (3) of [player v])\nreplace item (1) of [player v] with ((item (1) of [player v]) * (0.9))\nchange x by (item (1) of [player v])\nrepeat (10)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change x by (() - (item (1) of [player v]))\n change y by (-10)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n replace item (1) of [player v] with ((6) - ((12) * <not <(item (1) of [player v]) < [0]>>))\n replace item (2) of [player v] with [10]\n end\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>>> then\n replace item (2) of [player v] with [14]\nend\nchange y by (1)\nreplace item (2) of [player v] with ((item (2) of [player v]) - (1))\nchange y by (item (2) of [player v])\nif <touching (ground v)?> then\n change y by (() - (item (2) of [player v]))\n replace item (2) of [player v] with [0]\nend\nreplace item (4) of [player v] with ((item (4) of [player v]) + ((x position) - ((item (4) of [player v]) - (item (6) of [player v]))))\nreplace item (5) of [player v] with ((item (5) of [player v]) + ((y position) - (((item (5) of [player v]) - (item (7) of [player v])) - (50))))\nreplace item (6) of [player v] with ((item (6) of [player v]) + (((item (4) of [player v]) - (item (6) of [player v])) / (10)))\nreplace item (7) of [player v] with ((item (7) of [player v]) + (((item (5) of [player v]) - (item (7) of [player v])) / (5)))\nset x to ((item (4) of [player v]) - (item (6) of [player v]))\nset y to (((item (5) of [player v]) - (item (7) of [player v])) - (50))\nif <(item (7) of [player v]) < [-400]> then\n Reset\nend\n\ndefine Reset\nset size to (150) %\npoint in direction (90)\ngo to x: (0) y: (0)\ndelete (all) of [player v]\nadd [0] to [player v]\nadd [0] to [player v]\nadd [90] to [player v]\nadd [0] to [player v]\nadd [-100] to [player v]\nadd [-25] to [player v]\nadd [-100] to [player v]\n\nwhen I receive [t v]\nReset\nforever\n Move\nend\n\nwhen I receive [start v]\nshow\nforever\n if <touching (danger v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n broadcast (T v)\n end\nend\n\nwhen I receive [start v]\nbroadcast (T v)\n\nwhen I receive [start v]\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nClone ((480) * (6)) [-100] [7]\nClone ((480) * (7)) [-100] [8]\nClone ((480) * (7)) [300] [9]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\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@Sprite1\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 (Start v)\n\n@notif\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [start v]\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\nhide\n\n
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I PROMISED AT 50 LIKES AND 50 HEARTS I'D MAKE VERSION 2 SO HERE IT IS!\n\nInstructions: \n-Arrow keys to move\n-Dodge lava\n-Dodge skeletons \n-Don't fall into the void\n-Get to the end
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Cave a Mobile Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (level1 v)\n\n@enemy\n\nwhen backdrop switches to [level1 v]\nhide\n\nwhen backdrop switches to [level2 v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [level3 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level4 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level5 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [level6 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [level7 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [end v]\nhide\n\n@checkpoint\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [end v]\nhide\n\n@Player\n\nwhen flag clicked\nset size to (50) %\nset [ghost v] effect to (0)\ngo to [back 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 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 color (#888888)?> then\n change y by (1)\n if <touching color (#888888)?> then\n change y by (1)\n if <touching color (#888888)?> then\n change y by (1)\n if <touching color (#888888)?> then\n change y by (1)\n if <touching color (#888888)?> then\n change y by (1)\n if <touching color (#888888)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#888888)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#888888)?> 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 <touching (enemy v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) 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 (1) 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 flag clicked\nforever\n if <touching (checkpoint v)?> then\n next backdrop\n go to x: (-201) y: (-130)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-201) y: (-130)\n\nwhen backdrop switches to [end v]\nhide\n\n@TB\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\nend\n\n
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Cave a Platformer:\nStory:\nA player is stuck in a cave tunnel where he needs to escape before the dangerous monsters come and stop him to ascend further.\nInstructions:\n1.Use arrow keys or W,A,D or tap to move (only for mobile users in scratch)\n2.use R key in case you get stuck.\n3.Do not touch the red enemy.\n4.Touch the check point to go next level\n\n\n\nCan you make it?
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PLATFORMER ~ IN THE FOREST ~ プラットフォーマー〜森林の中で〜
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@Stage\n\nwhen I receive [始め v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [ゲーム v]\nswitch backdrop to (背景1 v)\nforever\n play sound [Techno2 v] until done\nend\n\nwhen I receive [元 v]\nswitch backdrop to (背景3 v)\n\nwhen [timer v] > (time)\nif <(ゴール) = [0]> then\n switch backdrop to (背景1 v)\nend\n\n@プレイヤー\n\ndefine 動き\nif <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (1)\nend\nif <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-1)\nend\nset [加速速度 v] to [0.9]\nset [x v] to ((x) * (加速速度))\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 壁\nend\nset [重力 v] to [-1]\nchange [y v] by (重力)\nchange y by (y)\nif <touching (地面 v)?> then\n 床\nend\nchange y by (重力)\nif <touching (地面 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 [Jump v]\n set [y v] to [15]\n end\nend\nchange y by (() - (重力))\nif <<touching (障害物 v)?> or <(視点y) < [-300]>> then\n start sound [Pew v]\n broadcast (もう一回 v)\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((((0) - (y)) / ([abs v] of (y) )) * ([abs v] of (重力) ))\nend\nset [y v] to [0]\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <touching (地面 v)?>>\n change x by (([floor v] of (((0) - (x)) / ([abs v] of (x) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n set [x v] to ((((0) - (x)) / ([abs v] of (x) )) * (7))\nelse\n set [x v] to [0]\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to (復活y)\nset [視点x v] to (復活x)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲーム v]\nshow\nset [ステージクリア v] to [0]\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n if <(ステージクリア) = [0]> then\n 動き\n end\nend\n\nwhen I receive [ゲーム v]\nforever\n if <[0] < (x)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\nwhen I receive [元 v]\nhide\n\nwhen [timer v] > (time)\nhide\n\n@地面\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [ゲーム v]\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\nif <(ステージ) = [1]> then\n 配置 [0] [0] [1]\n 配置 [500] [0] [2]\n 配置 [1000] [100] [3]\n 配置 [1500] [100] [4]\n 配置 [2000] [200] [5]\n 配置 [2500] [300] [6]\nend\nif <(ステージ) = [2]> then\n 配置 [0] [0] [7]\n 配置 [500] [100] [8]\n 配置 [1000] [200] [9]\n 配置 [1500] [400] [10]\n 配置 [2000] [400] [11]\n 配置 [2500] [400] [12]\n 配置 [3000] [600] [13]\n 配置 [3500] [600] [14]\nend\nif <(ステージ) = [3]> then\n 配置 [0] [0] [15]\n 配置 [500] [0] [16]\n 配置 [1000] [0] [17]\n 配置 [1500] [0] [18]\n 配置 [2000] [0] [19]\n 配置 [2500] [0] [20]\n 配置 [3000] [200] [21]\n 配置 [3500] [400] [22]\n 配置 [4000] [800] [23]\n 配置 [4500] [800] [24]\nend\nhide\n\nwhen I receive [ゲーム v]\nforever\n ブロック名\nend\n\n@障害物\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [ゲーム v]\ngo to [back v] layer\ngo [forward v] (1) layers\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\nif <(ステージ) = [1]> then\n 配置 [500] [0] [1]\n 配置 [1000] [100] [2]\n 配置 [1500] [100] [3]\n 配置 [2000] [200] [4]\n 配置 [2500] [300] [5]\nend\nif <(ステージ) = [2]> then\n 配置 [0] [0] [7]\n 配置 [500] [100] [8]\n 配置 [1000] [200] [9]\n 配置 [1500] [400] [10]\n 配置 [2000] [400] [11]\n 配置 [2500] [400] [12]\n 配置 [3000] [600] [13]\n 配置 [3500] [600] [14]\nend\nif <(ステージ) = [3]> then\n 配置 [0] [0] [15]\n 配置 [500] [0] [16]\n 配置 [1000] [0] [17]\n 配置 [1500] [0] [18]\n 配置 [2000] [0] [19]\n 配置 [2500] [0] [20]\n 配置 [3000] [200] [21]\n 配置 [3500] [400] [22]\n 配置 [4000] [800] [23]\n 配置 [4500] [800] [24]\nend\nhide\n\nwhen I receive [ゲーム v]\nforever\n ブロック名\nend\n\n@背景\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\n動き (item (a) of [背景x v]) (item (a) of [背景y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [背景x v]\nadd (y) to [背景y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [ゲーム v]\ngo to [back v] layer\ndelete all of [背景x v]\ndelete all of [背景y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\nif <(ステージ) = [1]> then\n 配置 [0] [0] [1]\n 配置 [500] [0] [2]\n 配置 [1000] [200] [3]\n 配置 [1500] [400] [4]\n 配置 [2000] [400] [5]\n 配置 [2500] [300] [6]\nend\nif <(ステージ) = [2]> then\n 配置 [0] [0] [7]\n 配置 [500] [100] [8]\n 配置 [1000] [200] [9]\n 配置 [1500] [400] [10]\n 配置 [2000] [400] [11]\n 配置 [2500] [400] [12]\n 配置 [3000] [600] [13]\n 配置 [3500] [600] [14]\nend\nif <(ステージ) = [3]> then\n 配置 [0] [0] [15]\n 配置 [500] [0] [16]\n 配置 [1000] [0] [17]\n 配置 [1500] [0] [18]\n 配置 [2000] [0] [19]\n 配置 [2500] [0] [20]\n 配置 [3000] [200] [21]\n 配置 [3500] [400] [22]\n 配置 [4000] [800] [23]\n 配置 [4500] [800] [24]\nend\nhide\n\nwhen I receive [ゲーム v]\nforever\n ブロック名\nend\n\n@モンスター\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nset rotation style [left-right v]\nif <<([abs v] of ((item (a) of [モンスターy v]) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of (((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <([ceiling v] of (([cos v] of (((timer) - (0.1)) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) ) < ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )> then\n point in direction (1)\nelse\n point in direction (-1)\nend\nswitch costume to (コスチューム)\nif <(item (a) of [表示 v]) = [0]> then\n hide\nend\n\nwhen I start as a clone\nhide\nif <(item (a) of [表示 v]) = [1]> then\n 動き ((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) (item (a) of [モンスターy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム) (移動範囲)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [モンスターx v]\nadd (y) to [モンスターy v]\nadd (移動範囲) to [モンスター移動範囲 v]\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd [1] to [表示 v]\n\nwhen I receive [もう一回 v]\nモンスター復活\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\n 動き ((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) (item (a) of [モンスターy v]) (item (a) of [コスチューム v])\n if <<touching (プレイヤー v)?> and <not <(y) < [0]>>> then\n if <(item (a) of [表示 v]) = [1]> then\n start sound [Pew v]\n broadcast (もう一回 v)\n end\n end\n if <<touching (プレイヤー v)?> and <[0] > (y)>> then\n start sound [Coin v]\n set [y v] to [15]\n replace item (a) of [表示 v] with [0]\n set [踏んだよコインよろしく! v] to ((視点x) + (x position))\n set [踏んだよコインよろしく!2 v] to ((視点y) + (y position))\n broadcast (コインへ v)\n end\n hide\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine モンスター復活\ndelete all of [表示 v]\nrepeat (length of [コスチューム v])\n add [1] to [表示 v]\nend\n\nwhen I receive [ゲーム v]\ndelete all of [モンスター移動範囲 v]\ndelete all of [モンスターx v]\ndelete all of [モンスターy v]\ndelete all of [コスチューム v]\ndelete all of [表示 v]\nswitch costume to (コスチューム1 v)\nif <(ステージ) = [1]> then\n 配置 [1800] [185] [1] [200]\n 配置 [2500] [322] [1] [100]\nend\nif <(ステージ) = [2]> then\n 配置 [1200] [117] [1] [100]\n 配置 [2075] [427] [1] [50]\n 配置 [3050] [532] [1] [100]\nend\nif <(ステージ) = [3]> then\n 配置 [650] [12] [1] [100]\n 配置 [1250] [195] [1] [75]\n 配置 [3150] [265] [1] [75]\n 配置 [4250] [823] [1] [100]\nend\nhide\n\nwhen I receive [ゲーム v]\nforever\n ブロック名\nend\n\n@チェックポイント\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <(item (a) of [到達 v]) = [1]> then\n switch costume to (コスチューム)\nelse\n switch costume to ((コスチューム) + (-1))\nend\n\nwhen I start as a clone\nforever\n 動き (item (a) of [チェックポイントx v]) (item (a) of [チェックポイントy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nrepeat (2)\n add (x) to [チェックポイントx v]\n add (y) to [チェックポイントy v]\n add [0] to [到達 v]\nend\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd ((コスチューム) + (2)) to [コスチューム v]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <(item (a) of [到達 v]) = [0]> then\n start sound [Collect v]\n set [復活x v] to (item (a) of [チェックポイントx v])\n set [復活y v] to (item (a) of [チェックポイントy v])\n replace item (a) of [到達 v] with [1]\n end\n stop [this script v]\n end\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine ブロック名\nset [a v] to [0]\nrepeat ((length of [コスチューム v]) / (2))\n change [a v] by (2)\n create clone of (_myself_ v)\nend\n\nwhen I receive [ゲーム v]\ngo to [back v] layer\ndelete all of [チェックポイントx v]\ndelete all of [チェックポイントy v]\ndelete all of [コスチューム v]\ndelete all of [到達 v]\nswitch costume to (コスチューム1 v)\nif <(ステージ) = [1]> then\n 配置 [1450] [355] [1]\n 配置 [2250] [340] [1]\nend\nif <(ステージ) = [2]> then\n 配置 [1840] [315] [1]\nend\nif <(ステージ) = [3]> then\n 配置 [1850] [-42] [1]\nend\nhide\n\nwhen I receive [ゲーム v]\nforever\n ブロック名\nend\n\n@ゴール\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\n動き (item (a) of [ゴールx v]) (item (a) of [ゴールy v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [ゴールx v]\nadd (y) to [ゴールy v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [ゲーム v]\ndelete all of [ゴールx v]\ndelete all of [ゴールy v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\nif <(ステージ) = [1]> then\n 配置 [2750] [370] [1]\nend\nif <(ステージ) = [2]> then\n 配置 [3750] [670] [1]\nend\nif <(ステージ) = [3]> then\n 配置 [4750] [870] [1]\nend\nhide\n\nwhen I receive [ゲーム v]\nforever\n ブロック名\nend\n\nwhen I receive [ゲームクリア v]\nset [ステージクリア v] to [1]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n next costume\n broadcast (ゲームクリア v)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲーム v]\nset [ステージクリア v] to [0]\nforever\n if <(ステージクリア) = [1]> then\n go to [front v] layer\n show\n go to x: (0) y: (999)\n repeat until <(y position) < [3]>\n change y by ((() - (y position)) / (10))\n end\n broadcast (元 v)\n set [ゴール v] to [1]\n stop [all v]\n end\nend\n\nwhen I receive [元 v]\nbroadcast (元2 v)\n\nwhen I receive [元2 v]\nwait (0.1) seconds\nrepeat until <[357] < (y position)>\n change y by (((364) - (y position)) / (10))\nend\nhide\nbroadcast (始め v)\nset [ゴール v] to [0]\nstop [this script v]\n\nwhen [timer v] > (time)\nif <(ゴール) = [0]> then\n hide\nend\n\n@スプライト2\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n change y by (((85) - (y position)) / (10))\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n change x by (((-150) - (x position)) / (3))\n if <(選択) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ステージ v] to [1]\n broadcast (開始? v)\n stop [this script v]\n end\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n change x by (((0) - (x position)) / (3))\n if <(選択) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ステージ v] to [2]\n broadcast (開始? v)\n stop [this script v]\n end\n end\n end\nend\nif <(costume [number v]) = [5]> then\n forever\n change x by (((150) - (x position)) / (3))\n if <(選択) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ステージ v] to [3]\n broadcast (開始? v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [始め v]\nset [選択 v] to [0]\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (999)\ncreate clone of (_myself_ v)\nstart sound [Rip v]\nwait (1.5) seconds\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (-999)\ncreate clone of (_myself_ v)\nstart sound [Rip v]\nwait (1.5) seconds\nswitch costume to (コスチューム3 v)\ngo to x: (999) y: (-100)\ncreate clone of (_myself_ v)\nstart sound [Rip v]\nwait (0.25) seconds\nswitch costume to (コスチューム4 v)\ngo to x: (999) y: (-100)\ncreate clone of (_myself_ v)\nstart sound [Rip v]\nwait (0.25) seconds\nswitch costume to (コスチューム5 v)\ngo to x: (999) y: (-100)\ncreate clone of (_myself_ v)\nstart sound [Rip v]\n\nwhen flag clicked\nbroadcast (始め v)\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n forever\n if <((150) - (x position)) < [3]> then\n set [選択 v] to [1]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [開始? v]\nset [選択 v] to [0]\nstart sound [Coin v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (ゲーム v)\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction ((90) + ([cos v] of ((timer) * (200)) ))\nend\n\n@コイン\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (コスチューム)\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [ghost v] effect to (100)\nshow\nset [a v] to [0]\nrepeat (length of [地面x v])\n change [a v] by (1)\n go to x: ((item (a) of [地面x v]) - (視点x)) y: ((item (a) of [地面y v]) - (視点y))\n if <touching (プレイヤー v)?> then\n delete (a) of [地面x v]\n delete (a) of [地面y v]\n change [コイン v] by (1)\n change [☁ 世界のコイン v] by (1)\n start sound [Coin v]\n else\n if <not <(item (a) of [地面x v]) = []>> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [コイン配置 v]\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\nif <(ステージ) = [1]> then\n 配置 [50] [-50] [1]\n 配置 [125] [-50] [1]\n 配置 [200] [-50] [1]\n 配置 [340] [40] [1]\n 配置 [590] [-50] [1]\n 配置 [800] [30] [1]\n 配置 [875] [40] [1]\n 配置 [950] [50] [1]\n 配置 [1100] [70] [1]\n 配置 [1300] [240] [1]\n 配置 [2140] [260] [1]\n 配置 [2670] [340] [1]\nend\nif <(ステージ) = [2]> then\n 配置 [50] [-50] [1]\n 配置 [250] [40] [1]\n 配置 [325] [40] [1]\n 配置 [400] [40] [1]\n 配置 [460] [130] [1]\n 配置 [825] [130] [1]\n 配置 [1450] [310] [1]\n 配置 [1525] [310] [1]\n 配置 [1600] [310] [1]\n 配置 [2275] [310] [1]\n 配置 [2460] [390] [1]\n 配置 [2610] [455] [1]\n 配置 [3420] [636] [1]\n 配置 [3625] [636] [1]\nend\nif <(ステージ) = [3]> then\n 配置 [50] [-50] [1]\n 配置 [125] [-50] [1]\n 配置 [200] [-50] [1]\n 配置 [400] [-50] [1]\n 配置 [950] [124] [1]\n 配置 [1440] [174] [1]\n 配置 [1585] [78] [1]\n 配置 [1730] [-10] [1]\n 配置 [1925] [-47] [1]\n 配置 [2000] [-47] [1]\n 配置 [2075] [-47] [1]\n 配置 [2320] [-10] [1]\n 配置 [2465] [96] [1]\n 配置 [2600] [182] [1]\n 配置 [2740] [208] [1]\n 配置 [2900] [279] [1]\n 配置 [3300] [407] [1]\n 配置 [3375] [407] [1]\n 配置 [3600] [407] [1]\n 配置 [3675] [407] [1]\n 配置 [3700] [500] [1]\n 配置 [3700] [575] [1]\n 配置 [3700] [650] [1]\n 配置 [3700] [725] [1]\n 配置 [3820] [836] [1]\n 配置 [4060] [836] [1]\n 配置 [4460] [836] [1]\n 配置 [4650] [836] [1]\nend\nhide\n\nwhen I receive [ゲーム v]\nforever\n ブロック名\nend\n\nwhen I receive [ゲーム v]\nbroadcast (コイン配置 v)\nswitch costume to (コスチューム1 v)\nset [コスチューム v] to [0]\nforever\n set [コスチューム v] to [1]\n repeat until <(コスチューム) = [9]>\n change [コスチューム v] by (1)\n wait (0.025) seconds\n end\nend\n\nwhen I receive [コインへ v]\nwait until <(y) = [0]>\n配置 (踏んだよコインよろしく!) ((踏んだよコインよろしく!2) + (25)) [1]\n\nwhen I receive [始め v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [元2 v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [もう一回 v]\nbroadcast (コイン配置 v)\n\nwhen flag clicked\nset [コイン v] to [0]\n\n@スプライト3\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [0]> then\n forever\n show\n switch costume to (letter (1) of (コイン))\n end\nend\nif <(costume [name v]) = [1]> then\n forever\n if <[1] < (length of (コイン))> then\n show\n switch costume to (letter (2) of (コイン))\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [2]> then\n forever\n if <[2] < (length of (コイン))> then\n show\n switch costume to (letter (3) of (コイン))\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [3]> then\n forever\n if <[3] < (length of (コイン))> then\n show\n switch costume to (letter (4) of (コイン))\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [4]> then\n forever\n show\n switch costume to (letter (1) of (☁ 世界のコイン))\n end\nend\nif <(costume [name v]) = [5]> then\n forever\n if <[1] < (length of (☁ 世界のコイン))> then\n show\n switch costume to (letter (2) of (☁ 世界のコイン))\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [6]> then\n forever\n if <[2] < (length of (☁ 世界のコイン))> then\n show\n switch costume to (letter (3) of (☁ 世界のコイン))\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [7]> then\n forever\n if <[3] < (length of (☁ 世界のコイン))> then\n show\n switch costume to (letter (4) of (☁ 世界のコイン))\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [8]> then\n forever\n if <[4] < (length of (☁ 世界のコイン))> then\n show\n switch costume to (letter (5) of (☁ 世界のコイン))\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [9]> then\n forever\n if <[5] < (length of (☁ 世界のコイン))> then\n show\n switch costume to (letter (6) of (☁ 世界のコイン))\n else\n hide\n end\n end\nend\n\nwhen I receive [ゲーム v]\n置く\ndelete this clone\n\ndefine 置く\nwait (0) seconds\ngo to [front v] layer\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (-190) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (0 v)\ngo to x: (-145) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ngo to x: (-120) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ngo to x: (-95) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ngo to x: (-70) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ngo to x: (70) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\ngo to x: (95) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\ngo to x: (120) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (7 v)\ngo to x: (145) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (8 v)\ngo to x: (170) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (9 v)\ngo to x: (195) y: (150)\ncreate clone of (_myself_ v)\n\nwhen I receive [始め v]\n置く\ndelete this clone\n\n@サムネ\n\nwhen [timer v] > (time)\nif <(ゴール) = [0]> then\n show\n go to x: (0) y: (999)\n repeat until <[0] = (y position)>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I receive [始め v]\nset [ゴール v] to [0]\nhide\nforever\n set [time v] to (timer)\nend\n\n
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日本語説明は下です。↓\n\n(English)\nOperate with arrow keys, WASD keys, and taps.\n First, select 3 stages to start.\n Level 1 is easy. Level 2 is normal. Level 3 is difficult. The score on the upper left is the number of coins earned.\n The score on the upper right is the total of everyone's coins.\n Let's get coins and go to the goal!\n\n(日本語)\n矢印キー、WASDキー、タップで操作。\n初めに3つのステージを選択してスタートです。\nレベル1は簡単。レベル2は普通。レベル3は難しいです。左上のスコアは自分のコイン獲得数。\n右上のスコアはみんなのコインの合計です。\nそれではコインをゲットしてゴールまで行こう!
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Upside Down || A Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (circles v)\nbroadcast (\[Intro\] start v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop.. duh v)\n\nwhen I receive [\[intro\] over v]\nbroadcast (start v)\n\n@Credits\n\n@Trampolines\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nswitch costume to (not touching v)\n\nswitch costume to (Level)\n\nwhen flag clicked\n\nwhen I receive [start v]\nshow\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\nend\n\nwhen I receive [start v]\nset [i v] to [0]\n\nforever\n if <(Level) = [3]> then\n hide\n repeat (3)\n change [i v] by (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n repeat (3)\n next costume\n wait (.1) seconds\n end\n end\nend\n\ngo to x: (5) y: (-85)\n\nwhen I start as a clone\nshow\nforever\n if <(Level) = [6]> then\n if <(i) = [1]> then\n go to x: (-140) y: (25)\n if <touching (player v)?> then\n start sound [Basketball Bounce v]\n repeat (3)\n next costume\n wait (.1) seconds\n end\n end\n if <(Level) = [7]> then\n delete this clone\n end\n end\n if <(i) = [2]> then\n go to x: (-15) y: (25)\n if <touching (player v)?> then\n start sound [Basketball Bounce v]\n repeat (3)\n next costume\n wait (.1) seconds\n end\n if <(Level) = [7]> then\n delete this clone\n end\n end\n end\n if <(i) = [3]> then\n go to x: (110) y: (25)\n if <touching (player v)?> then\n start sound [Basketball Bounce v]\n repeat (3)\n next costume\n wait (.1) seconds\n end\n if <(Level) = [7]> then\n delete this clone\n end\n end\n if <(Level) = [7]> then\n delete this clone\n end\n end\n end\n if <(Level) = [7]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n\nstart sound [Basketball Bounce v]\n\nif <touching (player v)?> then\n if <(Level) = [1]> then\nend\n\nif <touching (player v)?> then\n\nif <touching (player v)?> then\n clear graphic effects\n set size to (100) %\nend\nif <touching (player v)?> then\n if <(i) = [1]> then\n start sound [Basketball Bounce v]\n end\nend\nif <touching (player v)?> then\n if <(i) = [2]> then\n start sound [Basketball Bounce v]\n end\nend\nif <touching (player v)?> then\n if <(i) = [3]> then\n start sound [Basketball Bounce v]\n end\nend\n\nplay sound [Basketball Bounce v] until done\nstop [this script v]\n\nwhen I receive [start v]\nforever\n if <(Level) = [4]> then\n set [i v] to [0]\n hide\n repeat (2)\n change [i v] by (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Level) = [4]> then\n if <(i) = [1]> then\n go to x: (-155) y: (25)\n if <touching (player v)?> then\n start sound [Basketball Bounce v]\n repeat (3)\n next costume\n wait (.1) seconds\n end\n end\n end\n if <(i) = [2]> then\n go to x: (-75) y: (25)\n if <touching (player v)?> then\n start sound [Basketball Bounce v]\n repeat (3)\n next costume\n wait (.1) seconds\n end\n end\n end\n if <(i) = [3]> then\n go to x: (110) y: (-86)\n if <touching (player v)?> then\n start sound [Basketball Bounce v]\n repeat (3)\n next costume\n wait (.1) seconds\n end\n end\n end\n end\n if <(Level) = [5]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [6]> then\n set [i v] to [0]\n hide\n repeat (3)\n change [i v] by (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Level) = [13]> then\n if <(i) = [1]> then\n go to x: (-150) y: (-86)\n if <touching (player v)?> then\n start sound [Basketball Bounce v]\n repeat (3)\n next costume\n wait (.1) seconds\n end\n end\n end\n end\n if <(Level) = [14]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Level) = [18]> then\n if <(i) = [1]> then\n go to x: (-130) y: (65)\n if <touching (player v)?> then\n start sound [Basketball Bounce v]\n repeat (3)\n next costume\n wait (.1) seconds\n end\n end\n end\n end\n if <(Level) = [19]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [18]> then\n set [i v] to [0]\n hide\n repeat (1)\n change [i v] by (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nrepeat (10)\n go to [front v] layer\nend\nforever\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (-300) y: (pick random (-190) to (-200))\n switch costume to (pick random (1) to (4))\n set size to (pick random (90) to (100)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (20) to (30))\n repeat (310)\n change x by (2)\n end\n delete this clone\nend\n\n@Player\n\nwhen I start as a clone\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [start v]\nshow\nforever\n if <<<(x position) > [220]> and <touching (_edge_ v)?>> and <(Level) = [20]>> then\n show\n end\nend\n\nwhen I receive [start v]\nforever\n Death\nend\n\nwhen I receive [start v]\nforever\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (straight v)\nshow\nset [x veloicity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-210) y: (-30)\nforever\n if <<not <touching (danger v)?>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>>> then\n change [x veloicity v] by (1)\n end\n if <<not <touching (danger v)?>> and <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n change [x veloicity v] by (-1)\n end\n set [x veloicity v] to ((x veloicity) * (.9))\n change x by (x veloicity)\n if <touching (level v)?> then\n change y by (-1)\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 if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change x by ((x veloicity) * (-1))\n change y by (5)\n if <<not <touching (danger v)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <(x veloicity) > [0]> then\n set [x veloicity v] to [-5]\n else\n set [x veloicity v] to [5]\n end\n set [y velocity v] to [-10]\n else\n set [x veloicity v] to [0]\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 (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (1)\n if <touching (level v)?> then\n if <<not <touching (danger v)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>>> then\n change [y velocity v] by (-15)\n end\n end\n change y by (-1)\n if <<not <touching (danger v)?>> and <(x position) > [230]>> then\n broadcast (Transition v) and wait\n set [x veloicity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen I receive [start v]\nswitch costume to (normal v)\nforever\n repeat until <<<key (up arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <key (w v) pressed?>>>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>\n switch costume to (normal v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n end\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> then\n switch costume to (up-left v)\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> then\n switch costume to (up-right v)\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-7)\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\ndefine Death\nif <touching (danger v)?> then\n clear graphic effects\n set size to (100) %\n start sound [Death v]\n go to x: (-205) y: (25)\nend\nif <(y position) > [180]> then\n clear graphic effects\n set size to (100) %\n start sound [Death v]\n go to x: (-205) y: (25)\nend\n\nwhen flag clicked\nhide\n\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n if <touching (trampolines v)?> then\n set [y velocity v] to [-20]\n end\nend\n\nif <touching (trampolines v)?> then\n clear graphic effects\n set size to (100) %\n start sound [Basketball Bounce v]\nend\n\nwhen I receive [start v]\nforever\n if <(username) = [joshuamaier]> then\n if <key (s v) pressed?> then\n change [level v] by (1)\n go to x: (-205) y: (-30)\n wait (.5) seconds\n end\n end\n if <key (r v) pressed?> then\n go to x: (-205) y: (-30)\n end\nend\n\ndefine Audio\n\ndefine Go To Mouse\nif <(username) = [joshuamaier]> then\n if <key (t v) pressed?> then\n go to (mouse-pointer v)\n end\nend\n\nwhen I receive [start v]\nforever\n Go To Mouse\nend\n\nbroadcast (You win!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! v)\n\nset volume to (100) %\n\nplay sound [Vexento - Pixel Party v] until done\n\nwhen I receive [start v]\nforever\n if <not <(username) = [joshuamaier]>> then\n if <key (s v) pressed?> then\n if <not <<(Level) = [20]> or <(Level) = [21]>>> then\n change [level v] by (1)\n go to x: (-205) y: (-30)\n stop [this script v]\n end\n end\n end\nend\n\ngo to x: (104) y: (183)\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [transition v]\ngo to x: (-205) y: (25)\nhide\nwait (.74) seconds\nshow\n\nwhen I receive [transition v]\nwait (.5) seconds\nchange [level v] by (1)\n\nchange [level v] by (1)\n\ngo to x: (-205) y: (0)\n\n@Danger\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\n\nset [i v] to [0]\nrepeat (2)\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [14]> then\n go to x: (40) y: (-100)\n repeat until <not <(Level) = [14]>>\n turn right (5) degrees\n end\n end\n if <(Level) = [15]> then\n point in direction (90)\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n if <not <<(Level) = [13]> or <<(Level) = [14]> or <<(Level) = [5]> or <<(Level) = [7]> or <(Level) = []>>>>>> then\n go to x: (0) y: (0)\n end\n if <(Level) = [13]> then\n go to x: (0) y: (100)\n repeat until <not <(Level) = [13]>>\n turn right (5) degrees\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nforever\n if <(Level) = [5]> then\n go to x: (0) y: (140)\n repeat until <not <(Level) = [5]>>\n repeat (5)\n change y by (2)\n end\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (-1)\n end\n repeat (5)\n change y by (-2)\n end\n end\n end\n if <(Level) = [6]> then\n point in direction (90)\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [7]> then\n go to x: (0) y: (140)\n repeat until <not <(Level) = [7]>>\n repeat (5)\n change y by (2)\n end\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (-1)\n end\n repeat (5)\n change y by (-2)\n end\n end\n end\n if <(Level) = [8]> then\n point in direction (90)\n go to x: (0) y: (0)\n end\nend\n\nif <(Level) = [14]> then\n point in direction (90)\n go to x: (0) y: (0)\nend\n\n@Level\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nforever\n if <(username) = [joshuamaier]> then\n if <key (space v) pressed?> then\n ask [What Level?] and wait\n set [level v] to (answer)\n end\n end\nend\n\n@Art\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait (0) seconds\ngo to [back v] layer\nwait (0) seconds\ngo to [back v] layer\nwait (0) seconds\ngo to [back v] layer\nwait (0) seconds\ngo to [back v] layer\nwait (0) seconds\ngo to [back v] layer\nwait (0) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (upside down v)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@detector\n\nwhen flag clicked\nhide\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 (0.5) seconds\nshow\ngo to x: (0) y: (-100)\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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Music\n\nwhen I receive [start v]\nforever\n if <key (m v) pressed?> then\n change [m v] by (1)\n wait (.5) seconds\n end\nend\n\nwhen I receive [start v]\nset volume to (100) %\nset [m v] to [1]\nforever\n repeat until <key (m v) pressed?>\n play sound (m) until done\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (m v) pressed?> then\n stop all sounds\n end\nend\n\nwait (0) seconds\nplay sound (m) until done\nwait (0) seconds\n\nrepeat until <key (m v) pressed?>\n play sound (m) until done\nend\n\nstop all sounds\n\nwhen I receive [start v]\nforever\n\nif <key (n v) pressed?> then\n\nwait (0) seconds\n\nrepeat until <key (n v) pressed?>\n\nstop all sounds\n\n@Particles\n\nwhen flag clicked\nset [speed y v] to [0]\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Level) = [21]> then\n show\n go to x: (pick random (-200) to (200)) y: (-230)\n set size to (pick random (70) to (105)) %\n set [brightness v] effect to (pick random (0) to (75))\n set [color v] effect to (pick random (0) to (1000))\n point in direction (pick random (-180) to (180))\n repeat until <<touching (_edge_ v)?> and <(y position) > [-175]>>\n change [speed y v] by (1)\n end\n delete this clone\nelse\n show\n go to x: (pick random (-200) to (200)) y: (-230)\n set size to (pick random (70) to (105)) %\n set [brightness v] effect to (pick random (0) to (75))\n set [color v] effect to (pick random (50) to (55))\n point in direction (pick random (-180) to (180))\n repeat until <<touching (_edge_ v)?> and <(y position) > [-175]>>\n change [speed y v] by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set [speed y v] to ((speed y) * (.9))\n change y by (speed y)\nend\n\nwhen I start as a clone\nforever\n if <(over) = [1]> then\n go to [back v] layer\n hide\n delete this clone\n end\nend\n\n@Transition\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nset y to (-1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\n@Love fave\n\nwhen flag clicked\ngo to [front v] layer\nset [costume v] to [0]\nhide\n\nwhen I receive [start v]\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@Intro\n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n set [enabled? v] to [0]\nelse\n set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nhide\ndelete all of [\[intro\] cam x/y/z/r v]\nrepeat (4)\n add [0] to [\[intro\] cam x/y/z/r v]\nend\nset [costume v] to [blank]\nset [\[intro\] color v] to ((pick random (1) to (10)) * (20))\nset [\[intro\] keyframe v] to [1]\n🎥 Move cam to [0] [0] [0] [0]\n🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n🎥 Disable from Cam Control? \n🖼 Set effects c/b/g [0] [0] [0]\nClone same sprite [controller] spec: [0] [0] [0]\nClone sprites [1] [1]\nClone same sprite [4] [2]\nClone sprites [2] [1]\nset [_v1 v] to [90]\nrepeat (4)\n Clone same sprite [3] [10]\n change [_v1 v] by (90)\nend\nClone same sprite [5] [20]\nClone sprites [6] [1]\nClone same sprite [7] [3]\nClone same sprite [101] [1]\nClone same sprite [100] [21]\nClone same sprite [8] [20]\nClone same sprite [102] [1]\nswitch costume to (text v)\nClone same sprite [SF] spec: [0] [0] [100]\nbroadcast (\[Intro\] listen for keyframes v)\nreset timer\nclear sound effects\nplay sound [ROY KNOX - Shining \[NCS Release\] v] until done\nbroadcast (\[Intro\] delete clones v)\nwait (1) seconds\nbroadcast (\[Intro\] over v)\nstop [other scripts in sprite v]\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [\[intro\] cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(\[Intro\] Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n 🖼 Set effects c/b/g [0] [0] [100]\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to [0]\n set [_v4 v] to [8]\n \n 🎥 Cam set x/y/z/r [1] to: ((_v1) * ([sin v] of (_v2) ))\n 🎥 Cam set x/y/z/r [2] to: ((_v1) * ([cos v] of (_v3) ))\n 🎥 Cam set x/y/z/r [3] to: ((_v5) * (.4))\n set [_v1 v] to ((_v1) * (.85))\n change [_v2 v] by (40)\n change [_v3 v] by (30)\n change [_v5 v] by ((((_v1) / (2)) - (_v5)) / (4))\n end\nend\n\nwhen I receive [\[intro\] start v]\nSetup\nPlay Intro\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_val v] to [1]\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_val v] by (1)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n set [_v1 v] to [5]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n repeat until <(\[Intro\] Keyframe) > (length of [keyframes v])>\n wait until <(timer) > ((-.1) + (item (\[Intro\] Keyframe) of [keyframes v]))>\n broadcast (\[Intro\] keyframe signal v)\n change [\[intro\] keyframe v] by (1)\n end\nend\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n set [_v1 v] to [0]\n \n 🖼 Set effects c/b/g [0] [100] ((100) - (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n switch costume to (screen v)\n Transition positions [0] [0] [100] speed: [1]\n Transition direction [90] speed: [1]\n go to [front v] layer\n set [_v1 v] to [30]\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [\[intro\] cam x/y/z/r v] with (x)\nreplace item (2) of [\[intro\] cam x/y/z/r v] with (y)\nreplace item (3) of [\[intro\] cam x/y/z/r v] with (z)\nreplace item (4) of [\[intro\] cam x/y/z/r v] with (r)\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n Transition direction (direction) speed: [1]\n Set size to [5000] %\n switch costume to (join [shockwave1/] ((360) / (_v2)))\n Transition positions (x) (y) (size) speed: [1]\n set [_v1 v] to [0]\n repeat (((3.2) * (costume)) + ((-8) * <[360] > (_v2)>))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n set [fisheye v] effect to ((200) * (round ((([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1)) / (200))))\n change [_v1 v] by ((25) / (costume))\n end\n repeat (((.8) * (costume)) + ((8) * <[360] > (_v2)>))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n change [ghost v] effect by (((5) * (costume)) + ((-20) * <[360] > (_v2)>))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [CE]> then\n switch costume to (circle v)\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / ((1.7) * (_v3)))\n end\n repeat ((.8) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / (_v3))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n forever\n if <(enabled?) = [1]> then\n Set size to [99999999999] %\n set x to (((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n set y to (((y) - (item (2) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n Set size to ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) %\n switch costume to (costume)\n else\n Set size to [99999999999] %\n set x to (x)\n set y to (y)\n Set size to (size) %\n switch costume to (costume)\n end\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n set [color v] effect to ((color) + (\[Intro\] Color))\n end\nelse\n Transition positions (x) (y) (size) speed: [1]\n Transition direction (direction) speed: [1]\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n 🎥 Disable from Cam Control? \n go [backward v] (2) layers\n show\nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n switch costume to (screen v)\nelse\n switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [LE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by ((2.5) / (costume))\n end\n repeat ((.8) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by ((2.5) / (costume))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [RE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [23]>\n switch costume to (join [rectexplosion] (round (_v1)))\n Transition direction ((_v4) + (direction)) speed: (_v3)\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n change [_v1 v] by ((2.5) / (costume))\n change [_v2 v] by ((((_v5) - (_v2)) / (_v3)) + (1))\n end\n delete this clone\nend\n\ndefine 💥 Rect explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [RE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n switch costume to (join [splineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v1 v] by ((5) / (costume))\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n end\n delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine 💥 Circle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [CE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nClone same sprite [SW] spec: (x) (y) (s)\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n 🖼 Set effects c/b/g (color) [50] [0]\n Transition positions [0] [0] [0] speed: [1]\n switch costume to (gradientshock v)\n repeat (25)\n change [ghost v] effect by (4)\n Transition positions [0] [0] [575] speed: [7]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n switch costume to (shock v)\n repeat until <(ghost) > [99]>\n set [ghost v] effect to (ghost)\n change [ghost v] by (((100) - (round (ghost))) / (_v3))\n Transition positions (x) (y) (_v1) speed: (_v3)\n end\n delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n set [_v3 v] to (pick random (5) to (speed))\n set [_v4 v] to (pick random (20) to (40))\n set [costume v] to (pick random (10) to (30))\n Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n Transition positions [0] [0] (size) speed: [1]\n Transition direction [90] speed: [1]\n switch costume to (sparkle v)\n set [_v1 v] to [10]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n set [z v] to [.9]\n repeat until <[1] > (_v1)>\n set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n change [_v1 v] by (((0) - (round (_v1))) / (costume))\n change [_v2 v] by (_v4)\n Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n if <[21] > (clone_val)> then\n 🖼 Set effects c/b/g [0] [100] [0]\n else\n 🖼 Set effects c/b/g [0] [0] [0]\n end\n set [costume v] to [text]\n set [direction v] to [0]\n ⏱ Keyframe [1]\n show\n repeat until <(\[Intro\] Keyframe) > [11]>\n change [size v] by (((round (90)) - (round (size))) / (5))\n end\n repeat until <(\[Intro\] Keyframe) > [18]>\n change [direction v] by (((360) - (direction)) / (8))\n end\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n repeat (17)\n 🎥 Transition x/y/z/s/r (x) (y) [1] ((100) - (_v1)) [90] speed: [1]\n change [_v1 v] by (_v2)\n change [_v2 v] by (1)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone_id) = [8]> then\n 🖼 Set effects c/b/g [0] [100] [0]\n ⏱ Keyframe [1]\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] [80] (pick random (1) to (360)) speed: [1]\n 🎥 Disable from Cam Control? \n set [costume v] to [lightray22]\n wait (pick random (0) to (.9999)) seconds\n show\n set [_v3 v] to (pick random (90) to (200))\n set [_v4 v] to [300]\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n set [costume v] to (join [lightray] (round (_v1)))\n change [_v1 v] by (1)\n change [_v4 v] by (((_v3) - (_v4)) / (5))\n Set pos zrot: (_v4) [0] rot: ((90) - (direction)) trans: [0] [0] scalar: [1]\n end\n repeat until <(round (_v1)) = [22]>\n set [costume v] to (join [lightray] (round (_v1)))\n change [_v1 v] by (1)\n change [_v4 v] by (((_v3) - (_v4)) / (5))\n Set pos zrot: (_v4) [0] rot: ((90) - (direction)) trans: [0] [0] scalar: [1]\n end\n hide\n end\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n wait (.3) seconds\n set [_v1 v] to [0]\n repeat until <(\[Intro\] Keyframe) > [1]>\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Sparkle explosion [150] [150] [100] [0] [0] [0] [20] [30] [0] [2]\n end\n ⏱ Keyframe [1]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Sparkle explosion [240] [180] [150] [0] [0] [0] [20] [30] [0] [20]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Line explosion [5] [-5] [70] [120] [0] [360] [5] [7] [0] [18]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Line explosion [0] [0] [70] [120] [20] [360] [5] [7] [0] [18]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Gradient shockwave\n ⏱ Keyframe [2]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [8]\n ⏱ Keyframe [3]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Shockwave [5] [-5] [50] [200] [0] [90] [8] [10] [0] [1]\n 💥 Shockwave [5] [-5] [50] [200] [180] [90] [8] [10] [0] [1]\n 🖼 Set effects c/b/g [110] [100] [0]\n 💥 Shockwave [0] [0] [50] [200] [0] [90] [8] [10] [0] [1]\n 💥 Shockwave [0] [0] [50] [200] [180] [90] [8] [10] [0] [1]\n ⏱ Keyframe [4]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Shockwave [5] [-5] [50] [200] [90] [90] [8] [10] [0] [1]\n 💥 Shockwave [5] [-5] [50] [200] [270] [90] [8] [10] [0] [1]\n 🖼 Set effects c/b/g [110] [100] [0]\n 💥 Shockwave [0] [0] [50] [200] [90] [90] [8] [10] [0] [1]\n 💥 Shockwave [0] [0] [50] [200] [270] [90] [8] [10] [0] [1]\n ⏱ Keyframe [5]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [8]\n ⏱ Keyframe [6]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Circle explosion [5] [-5] [400] [150] [0] [360] [6] [7] [-5] [12]\n 💥 Circle explosion [5] [-5] [400] [100] [0] [360] [5] [5] [10] [8]\n 🖼 Set effects c/b/g (\[Intro\] Color) [30] [0]\n 💥 Circle explosion [0] [0] [400] [150] [0] [360] [6] [7] [-5] [12]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Circle explosion [0] [0] [400] [100] [0] [360] [5] [5] [10] [8]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Gradient shockwave\n ⏱ Keyframe [7]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [7]\n ⏱ Keyframe [8]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Line explosion [-130] [25] [45] [30] [0] [360] [5] [5] [0] [4]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Line explosion [-135] [30] [45] [30] [0] [360] [5] [5] [0] [4]\n ⏱ Keyframe [9]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Line explosion [125] [-15] [45] [30] [0] [360] [5] [5] [0] [4]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Line explosion [120] [-10] [45] [30] [0] [360] [5] [5] [0] [4]\n ⏱ Keyframe [10]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [7]\n ⏱ Keyframe [11]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Sparkle explosion [240] [180] [150] [0] [0] [0] [20] [30] [0] [25]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Line explosion [5] [-5] [70] [100] [12] [360] [5] [7] [0] [12]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Line explosion [0] [0] [70] [100] [12] [360] [5] [7] [0] [12]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Gradient shockwave\n ⏱ Keyframe [12]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [7]\n ⏱ Keyframe [13]\n 🖼 Set effects c/b/g (\[Intro\] Color) [100] [0]\n 💥 Shockwave [-315] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-105] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [105] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [315] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-315] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-105] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [105] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [315] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n ⏱ Keyframe [14]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Shockwave [-220] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [0] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [220] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-220] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [0] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [220] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-220] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [0] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [220] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n ⏱ Keyframe [15]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [7]\n ⏱ Keyframe [16]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Shockwave [5] [-5] [150] [320] [0] [360] [7] [8] [0] [1]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [150] [320] [0] [360] [7] [8] [0] [1]\n 💥 Scattered shockwave explosion\n ⏱ Keyframe [17]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Gradient shockwave\nend\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [screen]\n wait (.6) seconds\n show\nend\n\nwhen I start as a clone\nif <(clone_id) = [3]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] ((190) - (((clone_val) - (1)) * (20))) (_v1) speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] (((100) * <(round ((clone_val) / (2))) = ((clone_val) / (2))>) + ([abs v] of ((30) * ([sin v] of (_v1) )) )) [0]\n wait (0) seconds\n set [costume v] to [transition1]\n wait (((clone_val) - (1)) / (15)) seconds\n show\n set [_v1 v] to [1]\n repeat until <(round (_v1)) > [25]>\n set [costume v] to (join [transition] (round (_v1)))\n change [_v1 v] by (1)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] delete clones v]\ndelete this clone\n\ndefine Setup\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n🖼 Set effects c/b/g [0] [0] [100]\nshow\nreset timer\nTransition positions [-500000] [0] [5000] speed: [1]\nswitch costume to (round (90))\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\nhide\n\nwhen I start as a clone\nif <(clone_id) = [2]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [200] [-45] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [linegrid]\n wait (.6) seconds\n show\nend\n\nwhen I start as a clone\nif <(clone_id) = [5]> then\n 🖼 Set effects c/b/g [0] [0] [0]\n wait (0) seconds\n ⏱ Keyframe [1]\n \n hide\n set [costume v] to [particle1]\n 🎥 Transition x/y/z/s/r (pick random (-240) to (240)) (pick random (-200) to (200)) [1] (pick random (40) to (130)) [90] speed: [1]\n 🎥 Disable from Cam Control? \n show\n repeat until <(round (y)) > (round (200))>\n change [y v] by ((size) / (20))\n end\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [6]> then\n 🎥 Transition x/y/z/s/r [0] [0] [10] [200] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [30] [0]\n set [costume v] to [linegrid]\n wait (0) seconds\n ⏱ Keyframe [1]\n show\n set [_v1 v] to [0]\n \n Transition direction (_v1) speed: [1]\n change [_v1 v] by (3)\n end\nend\n\nwhen I start as a clone\nif <<(clone_id) = [100]> or <(clone_id) = [101]>> then\n set [_v5 v] to [0]\n \n point in direction ((item (4) of [\[intro\] cam x/y/z/r v]) + ((direction) + ((90) + ((2) * ([sin v] of (_v5) )))))\n change [_v5 v] by (15)\n if <[21] > (clone_val)> then\n Set pos zrot: ((5) - ((20) * <(clone_id) = [101]>)) [0] rot: (((18) * ((clone_val) - (1))) + ((item (4) of [\[intro\] cam x/y/z/r v]) + ((direction) + ((90) + ((2) * ([sin v] of (_v5) )))))) trans: [0] [0] scalar: ((size) / (90))\n end\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n 🎥 Transition x/y/z/s/r [0] [0] [5] (((clone_val) * (150)) - (50)) [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [diamond]\n set [direction v] to [0]\n ⏱ Keyframe [1]\n show\n \n change [size v] by (5)\n if <(size) > [420]> then\n set [size v] to [20]\n end\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [4]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [shockwave1/1]\n set [_v1 v] to [0]\n wait (.7) seconds\n show\n repeat ((3.6) * (8))\n 🎥 Transition x/y/z/s/r [0] [0] [1] ((50) + ((clone_val) * (150))) [90] speed: [7]\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1))\n change [_v1 v] by ((25) / (15))\n end\n repeat ((.8) * (8))\n 🎥 Transition x/y/z/s/r [0] [0] [1] ((50) + ((clone_val) * (100))) [90] speed: [7]\n change [ghost v] effect by ((5) * (8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [101]> then\n 🎥 Transition x/y/z/s/r [0] [-20] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [textshadow]\n set [direction v] to [0]\n ⏱ Keyframe [1]\n show\n repeat until <(\[Intro\] Keyframe) > [11]>\n change [size v] by (((round (90)) - (round (size))) / (5))\n end\n repeat until <(\[Intro\] Keyframe) > [18]>\n change [direction v] by (((360) - (direction)) / (8))\n end\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n repeat (17)\n 🎥 Transition x/y/z/s/r (x) (y) [1] ((100) - (_v1)) [90] speed: [1]\n change [_v1 v] by (_v2)\n change [_v2 v] by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n ⏱ Keyframe [11]\n \n change [direction v] by (((360) - (direction)) / (8))\n point in direction ((90) + (direction))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [102]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [155] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [-100] [0]\n set [costume v] to [bars]\n set [direction v] to [0]\n wait (.7) seconds\n show\n repeat until <(\[Intro\] Keyframe) > [18]>\n 🎥 Transition x/y/z/s/r [0] [0] [1] [115] [90] speed: [8]\n go to [front v] layer\n end\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] [160] [90] speed: [3.5]\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\n⏱ Keyframe [18]\nif <(\[Intro\] Keyframe) > [18]> then\n if <not <(clone_id) = [100]>> then\n repeat (6)\n change [ghost v] by (17)\n end\n end\nend\n\ndefine 💥 Scattered shockwave explosion\nrepeat (10)\n 💥 Shockwave [0] [0] [50] (pick random (190) to (280)) (pick random (-180) to (180)) [45] (pick random (5) to (7)) (pick random (7) to (10)) [0] [1]\nend\n\n
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Space! || A Platformer
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@Stage\n\n@Nothing\n\n@Intro\n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n set [enabled? v] to [0]\nelse\n set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nhide\ndelete all of [\[intro\] cam x/y/z/r v]\nrepeat (4)\n add [0] to [\[intro\] cam x/y/z/r v]\nend\nset [costume v] to [blank]\nset [\[intro\] color v] to [30]\nset [\[intro\] keyframe v] to [1]\n🎥 Move cam to [0] [0] [0] [0]\n🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n🎥 Disable from Cam Control? \n🖼 Set effects c/b/g [0] [0] [0]\nClone same sprite [controller] spec: [0] [0] [0]\nClone sprites [1] [1]\nClone same sprite [4] [2]\nClone sprites [2] [1]\nset [_v1 v] to [90]\nrepeat (4)\n Clone same sprite [3] [10]\n change [_v1 v] by (90)\nend\nClone same sprite [5] [20]\nClone sprites [6] [1]\nClone same sprite [7] [3]\nClone same sprite [101] [1]\nClone same sprite [100] [21]\nClone same sprite [8] [20]\nClone same sprite [102] [1]\nswitch costume to (text v)\nClone same sprite [SF] spec: [0] [0] [100]\nbroadcast (\[Intro\] listen for keyframes v)\nreset timer\nclear sound effects\nplay sound [ROY KNOX - Shining \[NCS Release\] v] until done\nbroadcast (\[Intro\] delete clones v)\nwait (1) seconds\nbroadcast (\[Intro\] over v)\nstop [other scripts in sprite v]\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [\[intro\] cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(\[Intro\] Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n 🖼 Set effects c/b/g [0] [0] [100]\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to [0]\n set [_v4 v] to [8]\n \n 🎥 Cam set x/y/z/r [1] to: ((_v1) * ([sin v] of (_v2) ))\n 🎥 Cam set x/y/z/r [2] to: ((_v1) * ([cos v] of (_v3) ))\n 🎥 Cam set x/y/z/r [3] to: ((_v5) * (.4))\n set [_v1 v] to ((_v1) * (.85))\n change [_v2 v] by (40)\n change [_v3 v] by (30)\n change [_v5 v] by ((((_v1) / (2)) - (_v5)) / (4))\n end\nend\n\nwhen I receive [\[intro\] start v]\nSetup\nPlay Intro\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_val v] to [1]\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_val v] by (1)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n set [_v1 v] to [5]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n repeat until <(\[Intro\] Keyframe) > (length of [keyframes v])>\n wait until <(timer) > ((-.1) + (item (\[Intro\] Keyframe) of [keyframes v]))>\n broadcast (\[Intro\] keyframe signal v)\n change [\[intro\] keyframe v] by (1)\n end\nend\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n set [_v1 v] to [0]\n \n 🖼 Set effects c/b/g [0] [100] ((100) - (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n switch costume to (screen v)\n Transition positions [0] [0] [100] speed: [1]\n Transition direction [90] speed: [1]\n go to [front v] layer\n set [_v1 v] to [30]\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [\[intro\] cam x/y/z/r v] with (x)\nreplace item (2) of [\[intro\] cam x/y/z/r v] with (y)\nreplace item (3) of [\[intro\] cam x/y/z/r v] with (z)\nreplace item (4) of [\[intro\] cam x/y/z/r v] with (r)\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n Transition direction (direction) speed: [1]\n Set size to [5000] %\n switch costume to (join [shockwave1/] ((360) / (_v2)))\n Transition positions (x) (y) (size) speed: [1]\n set [_v1 v] to [0]\n repeat (((3.2) * (costume)) + ((-8) * <[360] > (_v2)>))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n set [fisheye v] effect to ((200) * (round ((([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1)) / (200))))\n change [_v1 v] by ((25) / (costume))\n end\n repeat (((.8) * (costume)) + ((8) * <[360] > (_v2)>))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n change [ghost v] effect by (((5) * (costume)) + ((-20) * <[360] > (_v2)>))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [CE]> then\n switch costume to (circle v)\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / ((1.7) * (_v3)))\n end\n repeat ((.8) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / (_v3))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n forever\n if <(enabled?) = [1]> then\n Set size to [99999999999] %\n set x to (((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n set y to (((y) - (item (2) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n Set size to ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) %\n switch costume to (costume)\n else\n Set size to [99999999999] %\n set x to (x)\n set y to (y)\n Set size to (size) %\n switch costume to (costume)\n end\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n set [color v] effect to ((color) + (\[Intro\] Color))\n end\nelse\n Transition positions (x) (y) (size) speed: [1]\n Transition direction (direction) speed: [1]\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n 🎥 Disable from Cam Control? \n go [backward v] (2) layers\n show\nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n switch costume to (screen v)\nelse\n switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [LE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by ((2.5) / (costume))\n end\n repeat ((.8) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by ((2.5) / (costume))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [RE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [23]>\n switch costume to (join [rectexplosion] (round (_v1)))\n end\n delete this clone\nend\n\nTransition direction ((_v4) + (direction)) speed: (_v3)\nTransition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\nchange [_v1 v] by ((2.5) / (costume))\nchange [_v2 v] by ((((_v5) - (_v2)) / (_v3)) + (1))\n\ndefine 💥 Rect explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [RE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n switch costume to (join [splineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v1 v] by ((5) / (costume))\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n end\n delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine 💥 Circle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [CE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nClone same sprite [SW] spec: (x) (y) (s)\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n 🖼 Set effects c/b/g (color) [50] [0]\n Transition positions [0] [0] [0] speed: [1]\n switch costume to (gradientshock v)\n repeat (25)\n change [ghost v] effect by (4)\n Transition positions [0] [0] [575] speed: [7]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n switch costume to (shock v)\n repeat until <(ghost) > [99]>\n set [ghost v] effect to (ghost)\n change [ghost v] by (((100) - (round (ghost))) / (_v3))\n Transition positions (x) (y) (_v1) speed: (_v3)\n end\n delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n set [_v3 v] to (pick random (5) to (speed))\n set [_v4 v] to (pick random (20) to (40))\n set [costume v] to (pick random (10) to (30))\n Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n Transition positions [0] [0] (size) speed: [1]\n Transition direction [90] speed: [1]\n switch costume to (sparkle v)\n set [_v1 v] to [10]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n set [z v] to [.9]\n repeat until <[1] > (_v1)>\n set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n change [_v1 v] by (((0) - (round (_v1))) / (costume))\n change [_v2 v] by (_v4)\n Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n if <[21] > (clone_val)> then\n 🖼 Set effects c/b/g [0] [100] [0]\n else\n 🖼 Set effects c/b/g [0] [0] [0]\n end\n set [costume v] to [text]\n set [direction v] to [0]\n ⏱ Keyframe [1]\n show\n repeat until <(\[Intro\] Keyframe) > [11]>\n change [size v] by (((round (90)) - (round (size))) / (5))\n end\n repeat until <(\[Intro\] Keyframe) > [18]>\n change [direction v] by (((360) - (direction)) / (8))\n end\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n repeat (17)\n 🎥 Transition x/y/z/s/r (x) (y) [1] ((100) - (_v1)) [90] speed: [1]\n change [_v1 v] by (_v2)\n change [_v2 v] by (1)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone_id) = [8]> then\n 🖼 Set effects c/b/g [0] [100] [0]\n ⏱ Keyframe [1]\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] [80] (pick random (1) to (360)) speed: [1]\n 🎥 Disable from Cam Control? \n set [costume v] to [lightray22]\n wait (pick random (0) to (.9999)) seconds\n show\n set [_v3 v] to (pick random (90) to (200))\n set [_v4 v] to [300]\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n set [costume v] to (join [lightray] (round (_v1)))\n change [_v1 v] by (1)\n change [_v4 v] by (((_v3) - (_v4)) / (5))\n Set pos zrot: (_v4) [0] rot: ((90) - (direction)) trans: [0] [0] scalar: [1]\n end\n repeat until <(round (_v1)) = [22]>\n set [costume v] to (join [lightray] (round (_v1)))\n change [_v1 v] by (1)\n change [_v4 v] by (((_v3) - (_v4)) / (5))\n Set pos zrot: (_v4) [0] rot: ((90) - (direction)) trans: [0] [0] scalar: [1]\n end\n hide\n end\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n wait (.3) seconds\n set [_v1 v] to [0]\n repeat until <(\[Intro\] Keyframe) > [1]>\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Sparkle explosion [150] [150] [100] [0] [0] [0] [20] [30] [0] [2]\n end\n ⏱ Keyframe [1]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Sparkle explosion [240] [180] [150] [0] [0] [0] [20] [30] [0] [20]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Line explosion [5] [-5] [70] [120] [0] [360] [5] [7] [0] [18]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Line explosion [0] [0] [70] [120] [20] [360] [5] [7] [0] [18]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Gradient shockwave\n ⏱ Keyframe [2]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [8]\n ⏱ Keyframe [3]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Shockwave [5] [-5] [50] [200] [0] [90] [8] [10] [0] [1]\n 💥 Shockwave [5] [-5] [50] [200] [180] [90] [8] [10] [0] [1]\n 🖼 Set effects c/b/g [110] [100] [0]\n 💥 Shockwave [0] [0] [50] [200] [0] [90] [8] [10] [0] [1]\n 💥 Shockwave [0] [0] [50] [200] [180] [90] [8] [10] [0] [1]\n ⏱ Keyframe [4]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Shockwave [5] [-5] [50] [200] [90] [90] [8] [10] [0] [1]\n 💥 Shockwave [5] [-5] [50] [200] [270] [90] [8] [10] [0] [1]\n 🖼 Set effects c/b/g [110] [100] [0]\n 💥 Shockwave [0] [0] [50] [200] [90] [90] [8] [10] [0] [1]\n 💥 Shockwave [0] [0] [50] [200] [270] [90] [8] [10] [0] [1]\n ⏱ Keyframe [5]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [8]\n ⏱ Keyframe [6]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Circle explosion [5] [-5] [400] [150] [0] [360] [6] [7] [-5] [12]\n 💥 Circle explosion [5] [-5] [400] [100] [0] [360] [5] [5] [10] [8]\n 🖼 Set effects c/b/g (\[Intro\] Color) [30] [0]\n 💥 Circle explosion [0] [0] [400] [150] [0] [360] [6] [7] [-5] [12]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Circle explosion [0] [0] [400] [100] [0] [360] [5] [5] [10] [8]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Gradient shockwave\n ⏱ Keyframe [7]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [7]\n ⏱ Keyframe [8]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Line explosion [-130] [25] [45] [30] [0] [360] [5] [5] [0] [4]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Line explosion [-135] [30] [45] [30] [0] [360] [5] [5] [0] [4]\n ⏱ Keyframe [9]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Line explosion [125] [-15] [45] [30] [0] [360] [5] [5] [0] [4]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Line explosion [120] [-10] [45] [30] [0] [360] [5] [5] [0] [4]\n ⏱ Keyframe [10]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [7]\n ⏱ Keyframe [11]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Sparkle explosion [240] [180] [150] [0] [0] [0] [20] [30] [0] [25]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Line explosion [5] [-5] [70] [100] [12] [360] [5] [7] [0] [12]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Line explosion [0] [0] [70] [100] [12] [360] [5] [7] [0] [12]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Gradient shockwave\n ⏱ Keyframe [12]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [7]\n ⏱ Keyframe [13]\n 🖼 Set effects c/b/g (\[Intro\] Color) [100] [0]\n 💥 Shockwave [-315] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-105] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [105] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [315] [-105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-315] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-105] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [105] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [315] [105] [50] [170] [0] [360] [6] [7] [0] [1]\n ⏱ Keyframe [14]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Shockwave [-220] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [0] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [220] [-220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-220] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [0] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [220] [0] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [-220] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [0] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n 💥 Shockwave [220] [220] [50] [180] [0] [360] [6] [7] [0] [1]\n ⏱ Keyframe [15]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [350] [7]\n ⏱ Keyframe [16]\n 🖼 Set effects c/b/g [0] [-100] [90]\n 💥 Shockwave [5] [-5] [150] [320] [0] [360] [7] [8] [0] [1]\n 🖼 Set effects c/b/g [0] [100] [0]\n 💥 Shockwave [0] [0] [150] [320] [0] [360] [7] [8] [0] [1]\n 💥 Scattered shockwave explosion\n ⏱ Keyframe [17]\n 🖼 Set effects c/b/g (\[Intro\] Color) [0] [0]\n 💥 Gradient shockwave\nend\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [screen]\n wait (.6) seconds\n show\nend\n\nwhen I start as a clone\nif <(clone_id) = [3]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] ((190) - (((clone_val) - (1)) * (20))) (_v1) speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] (((100) * <(round ((clone_val) / (2))) = ((clone_val) / (2))>) + ([abs v] of ((30) * ([sin v] of (_v1) )) )) [0]\n wait (0) seconds\n set [costume v] to [transition1]\n wait (((clone_val) - (1)) / (15)) seconds\n show\n set [_v1 v] to [1]\n repeat until <(round (_v1)) > [25]>\n set [costume v] to (join [transition] (round (_v1)))\n change [_v1 v] by (1)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] delete clones v]\ndelete this clone\n\ndefine Setup\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n🖼 Set effects c/b/g [0] [0] [100]\nshow\nreset timer\nTransition positions [-500000] [0] [5000] speed: [1]\nswitch costume to (round (90))\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\nhide\n\nwhen I start as a clone\nif <(clone_id) = [2]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [200] [-45] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [linegrid]\n wait (.6) seconds\n show\nend\n\nwhen I start as a clone\nif <(clone_id) = [5]> then\n 🖼 Set effects c/b/g [0] [0] [0]\n wait (0) seconds\n ⏱ Keyframe [1]\n \n hide\n set [costume v] to [particle1]\n 🎥 Transition x/y/z/s/r (pick random (-240) to (240)) (pick random (-200) to (200)) [1] (pick random (40) to (130)) [90] speed: [1]\n 🎥 Disable from Cam Control? \n show\n repeat until <(round (y)) > (round (200))>\n change [y v] by ((size) / (20))\n end\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [6]> then\n 🎥 Transition x/y/z/s/r [0] [0] [10] [200] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [30] [0]\n set [costume v] to [linegrid]\n wait (0) seconds\n ⏱ Keyframe [1]\n show\n set [_v1 v] to [0]\n \n Transition direction (_v1) speed: [1]\n change [_v1 v] by (3)\n end\nend\n\nwhen I start as a clone\nif <<(clone_id) = [100]> or <(clone_id) = [101]>> then\n set [_v5 v] to [0]\n \n point in direction ((item (4) of [\[intro\] cam x/y/z/r v]) + ((direction) + ((90) + ((2) * ([sin v] of (_v5) )))))\n change [_v5 v] by (15)\n if <[21] > (clone_val)> then\n Set pos zrot: ((5) - ((20) * <(clone_id) = [101]>)) [0] rot: (((18) * ((clone_val) - (1))) + ((item (4) of [\[intro\] cam x/y/z/r v]) + ((direction) + ((90) + ((2) * ([sin v] of (_v5) )))))) trans: [0] [0] scalar: ((size) / (90))\n end\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n 🎥 Transition x/y/z/s/r [0] [0] [5] (((clone_val) * (150)) - (50)) [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [diamond]\n set [direction v] to [0]\n ⏱ Keyframe [1]\n show\n \n change [size v] by (5)\n if <(size) > [420]> then\n set [size v] to [20]\n end\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [4]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [shockwave1/1]\n set [_v1 v] to [0]\n wait (.7) seconds\n show\n repeat ((3.6) * (8))\n 🎥 Transition x/y/z/s/r [0] [0] [1] ((50) + ((clone_val) * (150))) [90] speed: [7]\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1))\n change [_v1 v] by ((25) / (15))\n end\n repeat ((.8) * (8))\n 🎥 Transition x/y/z/s/r [0] [0] [1] ((50) + ((clone_val) * (100))) [90] speed: [7]\n change [ghost v] effect by ((5) * (8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [101]> then\n 🎥 Transition x/y/z/s/r [0] [-20] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [textshadow]\n set [direction v] to [0]\n ⏱ Keyframe [1]\n show\n repeat until <(\[Intro\] Keyframe) > [11]>\n change [size v] by (((round (90)) - (round (size))) / (5))\n end\n repeat until <(\[Intro\] Keyframe) > [18]>\n change [direction v] by (((360) - (direction)) / (8))\n end\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n repeat (17)\n 🎥 Transition x/y/z/s/r (x) (y) [1] ((100) - (_v1)) [90] speed: [1]\n change [_v1 v] by (_v2)\n change [_v2 v] by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n ⏱ Keyframe [11]\n \n change [direction v] by (((360) - (direction)) / (8))\n point in direction ((90) + (direction))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [102]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [155] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [-100] [0]\n set [costume v] to [bars]\n set [direction v] to [0]\n wait (.7) seconds\n show\n repeat until <(\[Intro\] Keyframe) > [18]>\n 🎥 Transition x/y/z/s/r [0] [0] [1] [115] [90] speed: [8]\n go to [front v] layer\n end\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] [160] [90] speed: [3.5]\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\n⏱ Keyframe [18]\nif <(\[Intro\] Keyframe) > [18]> then\n if <not <(clone_id) = [100]>> then\n repeat (6)\n change [ghost v] by (17)\n end\n end\nend\n\ndefine 💥 Scattered shockwave explosion\nrepeat (10)\n 💥 Shockwave [0] [0] [50] (pick random (190) to (280)) (pick random (-180) to (180)) [45] (pick random (5) to (7)) (pick random (7) to (10)) [0] [1]\nend\n\n@Ground\n\nwhen I receive [\[intro\] over v]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Danger\n\nwhen I receive [\[intro\] over v]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Blank\n\nwhen flag clicked\nbroadcast (\[Intro\] start v)\n\nwhen I receive [\[intro\] over v]\nforever\n play sound [Popsicle v] until done\nend\n\n@Commentary\n\nwhen I receive [\[intro\] over v]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Level\n\ndefine Number (costume ) Spacing (spacing)\nbroadcast (Delete Clones v)\nset [digit v] to [1]\ngo to x: (-200) y: (-150)\nrepeat (length of (costume ))\n switch costume to (letter (Digit) of (costume ))\n create clone of (_myself_ v)\n change x by ((spacing) * (size))\n change [digit v] by (1)\nend\nhide\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen I receive [\[intro\] over v]\ngo to [front v] layer\nshow\nforever\n Number (Level) Spacing [0.11]\nend\n\n@Enemy AI\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([y position v] of [player v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [2]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (ground v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (ground v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nhide\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [15] Speed [0.5] Friction [.75] Slope [2]\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (sword v)?> or <touching (player v)?>> then\n if <(Swing?) = [No]> then\n broadcast (Die v)\n else\n start sound [Hit v]\n delete this clone\n end\n end\nend\n\nwhen I receive [next level v]\nrepeat (1)\n delete this clone\nend\nrepeat (13)\n move (0) steps\nend\nif <(Level) = [10]> then\n Clone at [240] [-45]\nelse\n if <(Level) = [15]> then\n Clone at [240] [-45]\n wait (2) seconds\n Clone at [240] [-45]\n wait (2) seconds\n Clone at [240] [-45]\n wait (2) seconds\n else\n if <(Level) = [18]> then\n repeat (10)\n Clone at [240] [-45]\n Clone at [140] [-45]\n Clone at [40] [-45]\n wait (4) seconds\n end\n else\n if <(Level) = [29]> then\n Clone at [240] [-45]\n Clone at [140] [-45]\n end\n end\n end\nend\n\nset [level v] to [17]\n\n@Sword\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [\[intro\] over v]\nrepeat (14)\n move (0) steps\nend\nif <(Level) = [17]> then\n show\n go to x: (-15) y: (10)\nelse\n if <(Sword) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nif <(Sword) = [1]> then\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\nwhen [e v] key pressed\nif <not <(Switch In Progress) = [yes]>> then\n go to [front v] layer\n if <(Sword) = [1]> then\n switch costume to (1 v)\n start sound [slash v]\n set [swing? v] to [Yes]\n repeat (7)\n next costume\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [swing? v] to [No]\n switch costume to (1 v)\n set [ghost v] effect to (0)\n wait (0.7) seconds\n end\nend\n\nwhen I receive [\[intro\] over v]\nset [sword v] to [0]\nforever\n if <(Level) = [17]> then\n show\n end\n if <touching (player v)?> then\n forever\n broadcast (Tick v)\n set [sword v] to [1]\n end\n end\nend\n\n@Fake stone\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [25]> then\n show\n else\n hide\n end\nend\n\n@Real stone\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [30]> then\n show\n go to x: (0) y: (0)\n if <touching (player v)?> then\n hide\n broadcast (Ending v)\n else\n show\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Ending\n\nwhen I receive [ending v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (3) seconds\nforever\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nhide\n\n@Notification\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] over v]\nforever\n go to [front v] layer\n switch costume to (notification v)\n go to x: (55) y: (100)\n wait (pick random (10) to (20)) seconds\n show\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (6)\n end\n repeat (5)\n change y by (-5)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Player\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (9)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [\[intro\] over v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [\[intro\] over v]\nshow\ngo to x: (-206) y: (-50)\nset [skip v] to [0]\nset [level v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1.2)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [xv v] by (-1.2)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [12]\n end\n change y by (1)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\n if <<(y position) = [-190]> or <(y position) = [-180]>> then\n go to x: (-206) y: (-50)\n end\n if <<<<touching (danger v)?> or <<<touching (fireball 2 v)?> or <<touching (fireball v)?> or <<<touching (danger v)?> or <touching (enemy ai v)?>> or <touching (lightning v)?>>>> or <touching (lazer v)?>>> or <touching (lightning 2 v)?>> or <touching (lightning 3 v)?>> then\n go to x: (-206) y: (-50)\n end\n if <key (r v) pressed?> then\n go to x: (-206) y: (-50)\n end\nend\n\nwhen I receive [die v]\ngo to x: (-206) y: (-50)\n\nwhen I receive [ending v]\nforever\n hide\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\nwhen I receive [\[intro\] over v]\nrepeat until <(Level) = [30]>\n if <(Skip) < [3]> then\n if <key (space v) pressed?> then\n change [level v] by (1)\n change [skip v] by (1)\n wait (0.5) seconds\n go to x: (-206) y: (-58)\n end\n end\n if <<(x position) = [248]> or <(x position) = [249]>> then\n go to x: (-206) y: (-50)\n broadcast (Next Level v)\n change [level v] by (1)\n end\nend\n\n@Fireball 2\n\nwhen I receive [\[intro\] over v]\nforever\n if <not <<(Level) = [11]> or <(Level) = [12]>>> then\n hide\n else\n if <(Level) = [11]> then\n show\n repeat until <(Level) = [12]>\n go to x: (253) y: (-13)\n glide (3) secs to x: (-253) y: (-13)\n end\n else\n if <(Level) = [12]> then\n go to x: (253) y: (-13)\n glide (3) secs to x: (-253) y: (-13)\n else\n if <(Level) = [13]> then\n hide\n else\n hide\n end\n end\n end\n end\nend\n\n@Fireball\n\nwhen I receive [\[intro\] over v]\nforever\n if <not <<(Level) = [29]> or <(Level) = [12]>>> then\n hide\n else\n if <(Level) = [12]> then\n show\n go to x: (253) y: (-13)\n glide (3) secs to x: (-253) y: (-13)\n else\n if <(Level) = [13]> then\n hide\n else\n if <(Level) = [29]> then\n show\n go to x: (253) y: (0)\n glide (4) secs to x: (-253) y: (-13)\n else\n if <(Level) = [30]> then\n hide\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Meteor\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n if <(Level) = [13]> then\n create clone of (_myself_ v)\n wait (1) seconds\n else\n if <(Level) = [22]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n else\n if <(Level) = [29]> then\n create clone of (_myself_ v)\n wait (4) seconds\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-203) to (168)) y: (189)\nglide (1) secs to x: (pick random (-203) to (191)) y: (-15)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Die v)\n end\nend\n\nset [level v] to [13]\n\n@Lazer\n\nwhen I receive [\[intro\] over v]\nswitch costume to (0 v)\nforever\n if <(Level) = [23]> then\n switch costume to (1 v)\n show\n wait (0.9) seconds\n hide\n wait (0.9) seconds\n else\n switch costume to (0 v)\n end\n if <(Level) = [24]> then\n switch costume to (2 v)\n show\n wait (0.9) seconds\n hide\n wait (0.9) seconds\n else\n switch costume to (0 v)\n end\nend\n\n@Lightning\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [9]> then\n go to x: (pick random (-100) to (150)) y: (0)\n switch costume to (lighting 1 v)\n point in direction (90)\n hide\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1.5) seconds\n point in direction (-90)\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1) seconds\n hide\n wait (1.3) seconds\n else\n if <(Level) = [10]> then\n hide\n else\n if <(Level) = [26]> then\n go to x: (pick random (-100) to (150)) y: (0)\n switch costume to (lighting 1 v)\n point in direction (90)\n hide\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1.5) seconds\n point in direction (-90)\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1) seconds\n hide\n wait (1.3) seconds\n else\n if <(Level) = [27]> then\n hide\n else\n if <(Level) = [29]> then\n go to x: (0) y: (0)\n switch costume to (lighting 1 v)\n point in direction (90)\n hide\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1.5) seconds\n point in direction (-90)\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1) seconds\n hide\n wait (2) seconds\n else\n if <(Level) = [29]> then\n hide\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [10]> then\n show\n forever\n wait (1) seconds\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (pick random (-100) to (150)) y: (0)\nswitch costume to (lighting 1 v)\npoint in direction (90)\nhide\nshow\nset [brightness v] effect to (25)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (1.5) seconds\npoint in direction (-90)\nshow\nset [brightness v] effect to (25)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (1) seconds\nhide\nwait (1.3) seconds\n\n@Lightning 2\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [26]> then\n go to x: (pick random (-100) to (150)) y: (0)\n switch costume to (lighting 1 v)\n point in direction (90)\n hide\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1.5) seconds\n point in direction (-90)\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1) seconds\n hide\n wait (1.3) seconds\n else\n if <(Level) = [27]> then\n hide\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [1]> then\n hide\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Lightning 3\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [26]> then\n go to x: (pick random (-100) to (150)) y: (0)\n switch costume to (lighting 1 v)\n point in direction (90)\n hide\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1.5) seconds\n point in direction (-90)\n show\n set [brightness v] effect to (25)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (1) seconds\n hide\n wait (1.3) seconds\n else\n if <(Level) = [27]> then\n hide\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\nforever\n if <(Level) = [1]> then\n hide\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (pick random (-100) to (150)) y: (0)\nswitch costume to (lighting 1 v)\npoint in direction (90)\nhide\nshow\nset [brightness v] effect to (25)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (1.5) seconds\npoint in direction (-90)\nshow\nset [brightness v] effect to (25)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (1) seconds\nhide\nwait (1.3) seconds\n\n@Thumbnail2\n\nwhen I receive [\[intro\] over v]\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n
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Double Click Green Flag!\n\nNew thumbnail by @projectlabs i love their artstyle alot! please follow he/she :D\n\n100% of this is possible I tested it myself! (I didn't make alot of invisible levels since those are pretty hard)\n\nThis is my Christmas gift for you :)\n\n\nPlay Pt 1: https://scratch.mit.edu/projects/558436985/\nPlay Pt 2: https://scratch.mit.edu/projects/561670758/\n\nPlease ❤️+⭐️ It took a long time\n\nCan someone please propose this? it would make me very happy :D\nhttps://scratch.mit.edu/studios/28715018/\n\nAchievements:\n\nInstructions:\nR To respawn and shrink fire\nSpace To Skip A Level If it's too hard only 3 uses\nW-A-S-D Or arrow keys to move\n(Mobile) Touch where you wanna go\n\nRules:\nDon't Skip All The Levels At Once.. It might glitch\nNo Advertising\nDon't ask for followers\nNo F4F\n\nGlitches:\nAfter you complete a level traps might stick around for a bit.\n\nSometimes when you spawn some things that shouldn't show, show\n\nAliens are supposed to jump but they don't\n\nWhen you duck you get stuck in the floor\n\nCredits:\n@ARamdomNub\n@Pizzarush\n@Rgantzos\nGoogle & Cooltext.com\n\n\n\nTags (Ignore)\n#fun\n#cool\n#awesome\n#games\n#all\n#music\n#adventure\n#best\n#hard\n#mobile\n#friendly\n#platformer\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStop Scrolling.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI said stop..\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat are you even doing down here??\n\n\n\n\n\n\n\nStop this is a OUTRAGE stop scrolling\n\n\n\n\n\n\n\nI WARNED YOU.. Now you have to follow me or I eat your cookie >:)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nUgh stop.. I dare you to heart and fave now.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStop\n\n\n\n\n\n\n\n\n\nNope\n\n\n\n\n\n\n\n\n\n\nFine you want something??? here\n\n\n\n\n\n\n\n\n\n\n.\n\n\n\n\n\n.\n\n\n\n\n\n\n\n.\n\n\n\n\n\n\n\n\nPeriods are fun right?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBye bye\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment: I am a rule breaker
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Evolution... A Mobile Friendly Platformer
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@Stage\n\nwhen I receive [begin game v]\nswitch backdrop to (night sky v)\n\nwhen flag clicked\nwait until <(Health) = [3]>\nswitch backdrop to (night sky v)\n\n@Begin Game\n\nwhen flag clicked\nshow list [☁ cloud list v]\nbroadcast (Begin Game v)\nhide variable [timmccool detector v]\nhide variable [will_wam detector v]\nhide variable [griffpatch detector v]\nhide variable [keven_eleven_1234 detector v]\nhide variable [chipm0nk detector v]\nhide variable [wazzotv detector v]\nhide variable [sharkyshar detector v]\nhide variable [☁ completed v]\nif <(username) = [Ryan-Hwang]> then\n hide list [☁ cloud list v]\n ask [Show Variables?] and wait\n if <(answer) = []> then\n show variable [timmccool detector v]\n show variable [will_wam detector v]\n show variable [griffpatch detector v]\n show variable [keven_eleven_1234 detector v]\n show variable [chipm0nk detector v]\n show variable [wazzotv detector v]\n show variable [sharkyshar detector v]\n show variable [☁ completed v]\n else\n hide variable [timmccool detector v]\n hide variable [will_wam detector v]\n hide variable [griffpatch detector v]\n hide variable [keven_eleven_1234 detector v]\n hide variable [chipm0nk detector v]\n hide variable [wazzotv detector v]\n hide variable [sharkyshar detector v]\n hide variable [☁ completed v]\n show list [☁ cloud list v]\n end\nend\nif <(username) = [TimMcCool]> then\n set [timmccool detector v] to [Viewed]\nend\nif <(username) = [Will_Wam]> then\n set [will_wam detector v] to [Viewed]\nend\nif <(username) = [griffpatch]> then\n set [griffpatch detector v] to [Viewed]\nend\nif <(username) = [keven_eleven._1234]> then\n set [keven_eleven_1234 detector v] to [Viewed]\nend\nif <(username) = [chipm0nk]> then\n set [chipm0nk detector v] to [Viewed]\nend\nif <(username) = [WazzoTV]> then\n set [wazzotv detector v] to [Viewed]\nend\nif <(username) = [sharkyshar]> then\n set [sharkyshar detector v] to [Viewed]\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (shadow v)\nrepeat (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [begin game v]\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (normal v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (0)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [skipped v] to [No]\nforever\n go to [front v] layer\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [xv v] by (-1)\n switch costume to (left v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xv v] by (1)\n switch costume to (right v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [220]> then\n broadcast (next level v)\n change [level v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\n end\n if <touching (saw v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\n end\n if <touching (spike v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\n end\n if <touching (spikes 2 v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\n end\nend\n\nwhen I receive [begin game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [begin game v]\nforever\n repeat (1)\n set [music v] to (pick random (1) to (6))\n end\n if <(music) = [1]> then\n play sound [Coffin Dance v] until done\n else\n if <(music) = [2]> then\n play sound [Unity v] until done\n else\n if <(music) = [3]> then\n play sound [OST-Xenogen v] until done\n else\n if <(music) = [4]> then\n play sound [Fade v] until done\n else\n if <(music) = [5]> then\n play sound [cool stuff v] until done\n else\n play sound [Ikson - Last Summer \(Poke Intro 2018\) v] until done\n end\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [completed v]\nhide\n\nwhen [s v] key pressed\nif <not <(Level) = [16]>> then\n set [skipped v] to [Yes]\n wait (0.5) seconds\n change [level v] by (1)\n broadcast (Next Level v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\nend\n\nif <not <(costume [number v]) = [2]>> then\n switch costume to (button2-a v)\n set volume to (0) %\nelse\n switch costume to (button2-a2 v)\n set volume to (100) %\nend\n\nwhen I receive [begin game v]\nforever\n if <([costume # v] of [menu v]) = [3]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Cloud\n\nwhen I start as a clone\nshow\nset [ghost v] effect to ((90) - ((4) * (letter (5) of (y position))))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (200) to (400)) %\nrepeat until <(x position) < [-247]>\n change x by ((-0.3) - ((0.1) * (letter (5) of (y position))))\nend\ndelete this clone\n\ndefine cloud\nrepeat (10)\n set x to (pick random (-240) to (240))\n set y to (pick random (130) to (-20.0))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ncloud\nhide\ngo [forward v] (100) layers\nforever\n go to x: (240) y: (pick random (130) to (-20.0))\n create clone of (_myself_ v)\n wait (pick random (1) to (5)) seconds\nend\n\n@Snow\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (1) layers\nswitch costume to (snow 1 v)\nset size to (200) %\nhide\nset [fall speed v] to [0]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nset size to (pick random (100) to (225)) %\nswitch costume to (pick random (1) to (2))\nset [fall speed v] to (pick random (-30) to (-75))\nrepeat (100)\n change y by ((size) / (Fall Speed))\nend\nrepeat until <touching (_edge_ v)?>\n change y by ((size) / (-75))\nend\nrepeat (1)\n change y by ((size) / (-75))\nend\ndelete this clone\n\n@Text\n\ndefine (text) at (x) (y) with color (red/white) with sound (value)\nset [ghost v] effect to (0)\ngo to x: (x) y: (y)\nset [i v] to [1]\nrepeat (length of (text))\n if <(red/white) = [red]> then\n set [brightness v] effect to (50)\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n else\n if <(red/white) = [gray]> then\n set [brightness v] effect to ()\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n else\n set [brightness v] effect to (-100)\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n end\n end\n set [letter v] to (letter (i) of (text))\n change [i v] by (1)\n switch costume to (null v)\n switch costume to (letter)\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter) [_])\n end\n create clone of (_myself_ v)\n change x by (16)\n if <(letter (i) of (text)) = [@]> then\n set x to (-180)\n change y by (-30)\n end\n wait () seconds\nend\nif <(tak) = [1]> then\n wait (0) seconds\nend\n\nwhen I start as a clone\nset [brightness v] effect to (-50)\nshow\ngo to [front v] layer\nwait until <(i) = [0]>\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [zrtext v]\ndelete this clone\n\nwhen flag clicked\nset [i v] to [1]\n(join [Good Evening,] (join (username) [.])) at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [2]>\nbroadcast (zrtext v)\nset [i v] to [1]\n(join (join (join (join [It is ] (join (Day of week) [ ])) (join (Date) [ ])) (join [of] (join [ ] (Month)))) [,]) at [-225] [125] with color [red] with sound [1]\n[The day that you will perish!] at [-225] [85] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [3]>\nbroadcast (zrtext v)\nset [i v] to [1]\n[That's Fine.] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [4]>\nbroadcast (zrtext v)\nset [i v] to [1]\n[You Won’t Stand A Chance] at [-210] [125] with color [red] with sound [1]\n[Either Way.] at [-210] [85] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [5]>\nbroadcast (zrtext v)\nset [i v] to [1]\n[Get ready.] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [6]>\nbroadcast (zrtext v)\n[] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [7]>\nbroadcast (zrtext v)\n[Stop Resisting And You Might ] at [-210] [125] with color [red] with sound [1]\n[Live!] at [-210] [85] with color [red] with sound [1]\nset [i v] to [1]\nwait until <(Level) = [8]>\nbroadcast (zrtext v)\n[] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [9]>\nbroadcast (zrtext v)\n[What?! How Can This Be?!] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [10]>\nbroadcast (zrtext v)\n[I’m Warning You, STOP!!!] at [-210] [125] with color [red] with sound [1]\nset [i v] to [1]\nwait until <(Level) = [11]>\nbroadcast (zrtext v)\n[ACTUALLY! I’m Being Serious!] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [12]>\nbroadcast (zrtext v)\n[...] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [13]>\nbroadcast (zrtext v)\n['Breathes'] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [14]>\nbroadcast (zrtext v)\n[STOP IT! THIS NOT FUNNY!!] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [15]>\nbroadcast (zrtext v)\n[GRRRR! You got lucky.@ Next Time; Watch Out!] at [-210] [125] with color [red] with sound [1]\nset [i v] to [0]\nwait until <(Level) = [16]>\nbroadcast (zrtext v)\n[ I'LL BE BACK!!] at [-210] [125] with color [red] with sound [1]\n\n[Way.] at [-210] [45] with color [red] with sound [1]\n\nwhen flag clicked\nforever\n if <(current [dayofweek v]) = [1]> then\n set [day of week v] to [Sunday]\n else\n if <(current [dayofweek v]) = [2]> then\n set [day of week v] to [Monday]\n else\n if <(current [dayofweek v]) = [3]> then\n set [day of week v] to [Tuesday]\n else\n if <(current [dayofweek v]) = [4]> then\n set [day of week v] to [Wednesday]\n else\n if <(current [dayofweek v]) = [5]> then\n set [day of week v] to [Thursday]\n else\n if <(current [dayofweek v]) = [6]> then\n set [day of week v] to [Friday]\n else\n set [day of week v] to [Saturday]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(current [date v]) = [1]> then\n set [date v] to [1]\n else\n if <(current [date v]) = [2]> then\n set [date v] to [2]\n else\n if <(current [date v]) = [3]> then\n set [date v] to [3]\n else\n if <(current [date v]) = [4]> then\n set [date v] to [4]\n else\n if <(current [date v]) = [5]> then\n set [date v] to [5]\n else\n if <(current [date v]) = [6]> then\n set [date v] to [6]\n else\n if <(current [date v]) = [7]> then\n set [date v] to [7]\n else\n if <(current [date v]) = [8]> then\n set [date v] to [8]\n else\n if <(current [date v]) = [9]> then\n set [date v] to [9]\n else\n if <(current [date v]) = [10]> then\n set [date v] to [10]\n else\n if <(current [date v]) = [11]> then\n set [date v] to [11]\n else\n if <(current [date v]) = [12]> then\n set [date v] to [12]\n else\n if <(current [date v]) = [13]> then\n set [date v] to [13]\n else\n if <(current [date v]) = [14]> then\n set [date v] to [14]\n else\n if <(current [date v]) = [15]> then\n set [date v] to [15]\n else\n if <(current [date v]) = [16]> then\n set [date v] to [16]\n else\n if <(current [date v]) = [17]> then\n set [date v] to [17]\n else\n if <(current [date v]) = [18]> then\n set [date v] to [18]\n else\n if <(current [date v]) = [19]> then\n set [date v] to [19]\n else\n if <(current [date v]) = [20]> then\n set [date v] to [20]\n else\n if <(current [date v]) = [21]> then\n set [date v] to [21]\n else\n if <(current [date v]) = [22]> then\n set [date v] to [22]\n else\n if <(current [date v]) = [23]> then\n set [date v] to [23]\n else\n if <(current [date v]) = [24]> then\n set [date v] to [24]\n else\n if <(current [date v]) = [25]> then\n set [date v] to [25]\n else\n if <(current [date v]) = [26]> then\n set [date v] to [26]\n else\n if <(current [date v]) = [27]> then\n set [date v] to [27]\n else\n if <(current [date v]) = [28]> then\n set [date v] to [28]\n else\n if <(current [date v]) = [29]> then\n set [date v] to [29]\n else\n if <(current [date v]) = [30]> then\n set [date v] to [30]\n else\n set [date v] to [31]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(current [month v]) = [1]> then\n set [month v] to [January]\n else\n if <(current [month v]) = [2]> then\n set [month v] to [February]\n else\n if <(current [month v]) = [3]> then\n set [month v] to [March]\n else\n if <(current [month v]) = [4]> then\n set [month v] to [April]\n else\n if <(current [month v]) = [5]> then\n set [month v] to [May]\n else\n if <(current [month v]) = [6]> then\n set [month v] to [June]\n else\n if <(current [month v]) = [7]> then\n set [month v] to [July]\n else\n if <(current [month v]) = [8]> then\n set [month v] to [August]\n else\n if <(current [month v]) = [9]> then\n set [month v] to [September]\n else\n if <(current [month v]) = [10]> then\n set [month v] to [October]\n else\n if <(current [month v]) = [11]> then\n set [month v] to [November]\n else\n set [month v] to [December]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [i v] to [0]\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\nswitch costume to (blank v)\n\nwhen I receive [next level v]\nshow\nswitch costume to (Level)\n\nwhen I receive [begin game v]\nshow\n\nwhen I receive [begin game v]\nswitch costume to (1 v)\n\nnext costume\n\n@Spike\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nset size to (65) %\nset [brightness v] effect to (20)\nswitch costume to (spike 1 v)\nforever\n go to [front v] layer\n if <<<<(Level) = [2]> or <(Level) = [3]>> or <(Level) = [4]>> or <(Level) = [6]>> then\n show\n if <(Level) = [2]> then\n switch costume to (spike 1 v)\n go to x: (-50) y: (-80)\n end\n if <(Level) = [3]> then\n switch costume to (spike 3 v)\n go to x: (-35) y: (-46)\n end\n if <(Level) = [4]> then\n switch costume to (spike 2 v)\n go to x: (-200) y: (-102)\n end\n if <(Level) = [5]> then\n switch costume to (spike 2 v)\n go to x: (170) y: (-120)\n end\n if <(Level) = [6]> then\n switch costume to (costume1 v)\n go to x: (0) y: (25)\n end\n if <(Level) = [7]> then\n switch costume to (costume1 v)\n go to x: (0) y: (25)\n end\n if <(Level) = [8]> then\n switch costume to (costume1 v)\n go to x: (0) y: (25)\n end\n if <(Level) = [9]> then\n switch costume to (costume1 v)\n go to x: (0) y: (25)\n end\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n go to x: (0) y: (25)\n end\n if <(Level) = [11]> then\n switch costume to (costume1 v)\n go to x: (0) y: (25)\n end\n if <(Level) = [12]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n end\n else\n hide\n end\nend\n\n@Saw\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n turn left (5) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nset size to (65) %\nset [brightness v] effect to (20)\n\nforever\n if <<<<<<<<<<(Level) = [2]> or <(Level) = [3]>> or <(Level) = [4]>> or <(Level) = [6]>> or <(Level) = [7]>> or <(Level) = [8]>> or <(Level) = [9]>> or <(Level) = [10]>> or <(Level) = [12]>> or <(Level) = [16]>> then\n show\n end\nend\n\nif <(Level) = [2]> then\n go to x: (0) y: (20)\nend\nif <(Level) = [3]> then\n go to x: (-125) y: (-95)\nend\nif <(Level) = [4]> then\n go to x: (-80) y: (-95)\nend\nif <(Level) = [5]> then\n go to x: (0) y: (25)\nend\nif <(Level) = [7]> then\n go to x: (0) y: (25)\nend\nif <(Level) = [8]> then\n go to x: (0) y: (25)\nend\nif <(Level) = [9]> then\n go to x: (0) y: (25)\nend\nif <(Level) = [10]> then\n go to x: (0) y: (25)\nend\nif <(Level) = [12]> then\n go to x: (0) y: (-80)\nend\nif <(Level) = [16]> then\n go to x: (0) y: (-80)\n create clone of (_myself_ v)\nend\n\nwhen this sprite clicked\nif <(username) = [Ryan-Hwang]> then\n wait (1) seconds\n change [level v] by (1)\n broadcast (Next Level v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\nend\n\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-80)\n\nwhen I receive [begin game v]\nwait until <(Level) = [2]>\nshow\nSaw [2] [0] [20]\nwait until <(Level) = [3]>\nSaw [3] [-125] [-95]\nwait until <(Level) = [4]>\nSaw [4] [-125] [-95]\nwait until <(Level) = [5]>\nSaw [5] [0] [2]\nwait until <(Level) = [7]>\nSaw [7] [0] [25]\nwait until <(Level) = [8]>\nSaw [8] [0] [25]\nwait until <(Level) = [9]>\nSaw [9] [0] [25]\nwait until <(Level) = [10]>\nSaw [10] [0] [25]\nwait until <(Level) = [12]>\nSaw [12] [0] [-80]\nwait until <(Level) = [16]>\nSaw [12] [0] [-80]\n\ndefine Saw (level) (x) (y)\nshow\ngo to x: (x) y: (y)\n\nhide\n\nrepeat until <(Level) = ((Level) + (1))>\nend\n\n@Cloud List\n\nwhen flag clicked\nwait until <(Level) = [16]>\nchange [☁ completed v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Menu\n\nwhen I receive [begin game v]\ngo to x: (220) y: (160)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Settings v)\n end\nend\n\nchange y by (((([cos v] of ((timer) * (120)) ) * (19)) - (y position)) * (0.3))\n\nturn right (5) degrees\nshow\ngo to [back v] layer\nforever\n\nset size to (15) %\n\nset size to (100) %\n\nrepeat (15)\n change [whirl v] effect by (2)\n wait (0) seconds\nend\nwait (0.1) seconds\nrepeat (15)\n wait (0) seconds\n change [whirl v] effect by (-2)\nend\n\nwhen I receive [begin game v]\nforever\n if <not <<touching (mouse-pointer v)?> and <mouse down?>>> then\n turn right ((((42) + (([abs v] of ((timer) * (120)) ) * (69))) - (direction)) * (.3)) degrees\n else\n repeat until <(direction) = [42]>\n turn right ((((42) + (([abs v] of ((timer) * (120)) ) * (69))) - (direction)) * (.3)) degrees\n end\n end\nend\n\n\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Music on or off v)\nif <not <(costume [number v]) = [2]>> then\n switch costume to (button2-a v)\n set volume to (0) %\nelse\n switch costume to (button2-a2 v)\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (button2-a2 v)\n\nif <not <(costume [number v]) = [2]>> then\n switch costume to (button2-a v)\nend\nif <not <(costume [number v]) = [3]>> then\n switch costume to (button2-a2 v)\nend\n\ngo to x: (0) y: (0)\nshow\n\nstop all sounds\n\nif <(costume [number v]) = [3]> then\n\n
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\nALL LEVELS ARE POSSIBLE!!!\n\nIf you want to be in the cloud list of who has completed this platformer, you are not allowed to skip a level. You will have to complete the game.\nWASD or Arrow keys to move...\nMove to the very right to proceed to the next level.\npress space for cursor.\nGive credit when remixing or use.\n\nCheats:\n\nS key to skip level.\n\nPlease propose this to be featured!\n\nPart 2 will come if we hit 30 likes and 30 faves. I will create more levels soon and even create a story... \nI hope you like dis project! If you do, Hit the like and fave button, and follow my account for more games! Thanks! :D\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #platformer
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Pusheen platformer-#games #ALL
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@Stage\n\n@Sprite3\n\nwhen [right arrow v] key pressed\nif <key (right arrow v) pressed?> then\n forever\n repeat until <not <key (right arrow v) pressed?>>\n switch costume to (3da65314-87fb-4d6b-9d0d-54df9a14c375_00-0 v)\n wait (2.3283064365386963e-10) seconds\n switch costume to (3da65314-87fb-4d6b-9d0d-54df9a14c375_00-1 v)\n wait (2.3283064365386963e-10) seconds\n switch costume to (3da65314-87fb-4d6b-9d0d-54df9a14c375_00-2 v)\n wait (2.3283064365386963e-10) seconds\n switch costume to (3da65314-87fb-4d6b-9d0d-54df9a14c375_00-3 v)\n wait (2.3283064365386963e-10) seconds\n end\n end\nend\n\nwhen [space v] key pressed\nglide (0.2) secs to x: (-35) y: (27)\nglide (0.1) secs to x: (-37) y: (-29)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level # v] to [1]\nshow\nswitch backdrop to (backdrop1 v)\nset [y v] to [0]\ngo to x: (-202) y: (-98)\nset [x v] to [0]\nforever\n if <touching color (#c50b00)?> then\n set [x v] to [0]\n go to x: (-202) y: (-98)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching color (#35bc00)?> or <touching color (#392700)?>> or <<touching color (#1fa700)?> or <touching color (#188000)?>>> then\n change y by (1)\n if <<<touching color (#35bc00)?> or <touching color (#392700)?>> or <<touching color (#1fa700)?> or <touching color (#188000)?>>> then\n change y by (1)\n if <<<touching color (#35bc00)?> or <touching color (#392700)?>> or <<touching color (#1fa700)?> or <touching color (#188000)?>>> then\n change y by (1)\n if <<<touching color (#35bc00)?> or <touching color (#392700)?>> or <<touching color (#1fa700)?> or <touching color (#188000)?>>> then\n change y by (1)\n if <<<touching color (#35bc00)?> or <touching color (#392700)?>> or <<touching color (#1fa700)?> or <touching color (#188000)?>>> then\n change y by (1)\n if <<<touching color (#35bc00)?> or <touching color (#392700)?>> or <<touching color (#1fa700)?> or <touching color (#188000)?>>> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [-5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<<touching color (#35bc00)?> or <touching color (#392700)?>> or <<touching color (#1fa700)?> or <touching color (#188000)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<touching color (#35bc00)?> or <touching color (#392700)?>> or <<touching color (#1fa700)?> or <touching color (#188000)?>>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [200]> then\n change [level # v] by (1)\n go to x: (-204) y: (-81)\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nwait (..1) seconds\n\nwhen flag clicked\nforever\n if <(y position) = [-191]> then\n go to x: (-206) y: (-93)\n change [level # v] by (1)\n end\nend\n\nwhen [down arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset size to (25) %\n\nwhen [left arrow v] key pressed\nif <key (left arrow v) pressed?> then\n forever\n repeat until <not <key (left arrow v) pressed?>>\n switch costume to (other side v)\n wait (2.3283064365386963e-10) seconds\n switch costume to (other side again v)\n wait (2.3283064365386963e-10) seconds\n switch costume to (other other side v)\n wait (2.3283064365386963e-10) seconds\n switch costume to (other other other side v)\n wait (2.3283064365386963e-10) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite5 v)?> or <touching (sprite6 v)?>> then\n go to x: (-199) y: (-94)\n end\nend\n\nwhen [m v] key pressed\nstop all sounds\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (level v)\nshow\n\nwhen I receive [message1 v]\nnext costume\n\nset x to (-10)\n\nwhen flag clicked\ngo to x: (-11) y: (-2)\n\nset [level # v] to [10]\n\nwhen flag clicked\nforever\n if <(Level #) = [11]> then\n go to x: (-11) y: (-2)\n end\nend\n\n@cloud2\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to x: (-188) y: (pick random (150) to (100))\nforever\n move (10) steps\n if <(x position) > [200]> then\n go to x: (-188) y: (pick random (150) to (100))\n switch costume to (pick random (1) to (3))\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(Level #) = [1]> then\n go to x: (-25) y: (-100)\n if <touching (sprite3 v)?> then\n say [Welcome! You seem to be lost, let me help you! Continue to the edge to get to the next level] for (0.0000001) seconds\n end\n end\nend\n\nif <touching (sprite3 v)?> then\n\nwhen flag clicked\nforever\n if <(Level #) = [2]> then\n go to x: (-25) y: (-100)\n if <touching (sprite3 v)?> then\n say [Oh no! Lava! You should probably jump over that...] for (0.0000001) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [3]> then\n go to x: (151) y: (-101)\n if <touching (sprite3 v)?> then\n say [This is just going to get harder, i hope you can make your way home!] for (0.0000001) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [4]> then\n go to x: (189) y: (49)\n if <touching (sprite3 v)?> then\n say [Im going to have to leave you now, but you should be able to make it home!] for (0.0000001) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [2]> then\n go to x: (-25) y: (-100)\n if <touching (sprite3 v)?> then\n say [Oh no! Lava! You should probably jump over that...] for (0.0000001) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [12]> then\n go to x: (-25) y: (-100)\n if <touching (sprite3 v)?> then\n say [You got home! :0 Dont go to edge again or youll get lost again!!!!] for (0.0000001) seconds\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to x: (-40) y: (37)\n glide (1) secs to x: (150) y: (37)\n glide (1) secs to x: (-40) y: (37)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level #) = [5]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite5\n\nwhen flag clicked\nforever\n turn right (30) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level #) = [6]> then\n show\n go to [back v] layer\n go to x: (10) y: (-118)\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 #) = [10]> then\n show\n go to [back v] layer\n go to x: (218) y: (-117)\n glide (2) secs to x: (-205) y: (-122)\n glide (2) secs to x: (218) y: (-117)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [11]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <(Level #) = [10]> then\n show\n go to [back v] layer\n go to x: (-205) y: (-117)\n glide (2) secs to x: (218) y: (-117)\n glide (2) secs to x: (-205) y: (-117)\n end\nend\n\nwhen flag clicked\nforever\n turn right (30) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level #) = [6]> then\n show\n go to x: (165) y: (-118)\n go to [back v] layer\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 #) = [11]> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <(Level #) = [9]> then\n show\n go to [back v] layer\n forever\n go to x: (-91) y: (-131)\n glide (.2) secs to x: (-95) y: (-101)\n glide (.2) secs to x: (-91) y: (-131)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level #) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [7]> then\n show\n go to [back v] layer\n forever\n go to x: (103) y: (-102)\n glide (.2) secs to x: (100) y: (-140)\n glide (.2) secs to x: (103) y: (-102)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [8]> then\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <(Level #) = [9]> then\n show\n go to [back v] layer\n forever\n go to x: (-68) y: (-102)\n glide (.2) secs to x: (-71) y: (-136)\n glide (.2) secs to x: (-68) y: (-102)\n end\n end\nend\n\ngo to x: (-91) y: (-131)\nglide (.2) secs to x: (-91) y: (-131)\n\nglide (.2) secs to x: (-95) y: (-101)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level #) = [10]> then\n hide\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n if <(Level #) = [12]> then\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen flag clicked\nforever\n play sound [Jungle Beach Theme.mp3 v] until done\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\n\n
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Accidental reshare on November 5th, i was going through some old cringy project I made and for some reason instead of those it unshared my newest 3 games >:(\n\n\nI know its short, but it has some pretty original mechanics inside of it, I think you'll like it :)\n500+ blocks of code\nYour a pusheen cat trying to get home!
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||rainy||こんにゃくマンPlatformer モバイル対応!!#all#game#games#platformer
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@Stage\n\nwhen flag clicked\nwait (12) seconds\nset [変数 v] to [3]\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nplay sound [ロシアン・ソルジャー byこばっと DOVA-SYNDROME v] until done\nswitch backdrop to (背景1 v)\nwait (3) seconds\nforever\n play sound [Super World v] until done\nend\n\n@桜\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (pick random (0) to (2)) layers\ngo to x: (pick random (-230) to (230)) y: (180)\nset size to (pick random (80) to (300)) %\nset [ghost v] effect to (pick random (0) to (50))\npoint in direction (180)\nshow\nrepeat until <(y position) < [-175]>\n set [降る速度 v] to (pick random (5) to (15))\n turn right (pick random (-5) to (5)) degrees\n move (降る速度) steps\n change x by ((mouse x) / (-30))\n change y by ((mouse y) / (-30))\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [イントロエンド v]\nforever\n wait (pick random (0.0) to (0.1)) seconds\n create clone of (_myself_ v)\nend\n\n@ステージ\n\nwhen flag clicked\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [イントロエンド v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@ステージ(背面)\n\nwhen flag clicked\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [イントロエンド v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [3200] [5] [5]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@障害物\n\nwhen flag clicked\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [イントロエンド v]\nhide\nステージ配置 [1800] [0] [1]\nswitch costume to (none v)\n\n@Player\n\nwhen flag clicked\nhide\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 <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen I receive [イントロエンド v]\nshow\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\n@サムネ\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@スプライト2\n\nwhen I start as a clone\nif <(イントロ) = [2]> then\n repeat (15)\n change [color v] effect by (5)\n change size by (10)\n end\n repeat (20)\n change [color v] effect by (5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [イントロ3 v]\npoint in direction (90)\nset [イントロ v] to [2]\nshow\nswitch costume to (コスチューム7 v)\nclear graphic effects\nwait (0.1) seconds\nrepeat until <(イントロ) = [3]>\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nbroadcast (イントロ4 v)\nrepeat (40)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [イントロ2 v]\nrepeat (10)\n turn right (-20) degrees\nend\nbroadcast (イントロ3 v)\n\nwhen I start as a clone\nif <(イントロ) = [1]> then\n repeat (15)\n change size by (-10)\n end\n repeat (20)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [イントロ1 v]\nswitch backdrop to (背景3 v)\nwait (4) seconds\nset size to (3) %\nswitch costume to (名前 v)\nset [イントロ v] to [1]\nshow\nchange size by (1)\nrepeat (2)\n change size by (3)\nend\nrepeat (11)\n change size by (10)\nend\nwait (0.3) seconds\nrepeat (2)\n change size by (-10)\nend\nwait (0.1) seconds\nbroadcast (イントロ2 v)\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nset [イントロ v] to [0]\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (-463) y: (0)\nglide (0.5) secs to x: (20) y: (0)\nglide (0.2) secs to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [イントロ v] to [-1]\nswitch costume to (コスチューム4 v)\ngo to x: (463) y: (0)\nglide (0.5) secs to x: (-20) y: (0)\nglide (0.2) secs to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [イントロ v] to [0]\nswitch costume to (コスチューム2 v)\ngo to x: (463) y: (0)\nglide (0.5) secs to x: (-20) y: (0)\nglide (0.2) secs to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [イントロ v] to [-1]\nswitch costume to (コスチューム3 v)\ngo to x: (-463) y: (0)\nglide (0.5) secs to x: (20) y: (0)\nglide (0.2) secs to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [イントロ v] to [0]\nbroadcast (イントロ0 v)\nbroadcast (イントロ1 v)\nhide\n\nwhen I start as a clone\nif <(イントロ) = [-1]> then\n wait (3) seconds\n glide (0.5) secs to x: (463) y: (0)\n delete this clone\nend\nif <(イントロ) = [0]> then\n wait (3) seconds\n glide (0.5) secs to x: (-463) y: (0)\n delete this clone\nend\n\nwhen flag clicked\nwait (12.37) seconds\nbroadcast (イントロエンド v)\n\n@アイコン\n\nwhen I receive [イントロ0 v]\nshow\ngo to [front v] layer\nrepeat (9)\n turn left (40) degrees\n change size by (10)\nend\nwait (1) seconds\nrepeat (9)\n turn left (40) degrees\n change size by (-10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (78939609_60x60 v)\nhide\nset size to (10) %\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [イントロ2 v]\nswitch backdrop to (背景1 v)\nrepeat (8)\n turn left (20) degrees\nend\npoint in direction (-90)\nshow\ngo to [front v] layer\nrepeat (9)\n turn left (20) degrees\n change size by (10)\nend\n\nwhen I receive [イントロ4 v]\nwait (0.3) seconds\nrepeat (9)\n turn left (40) degrees\n change size by (-10)\nend\nhide\nset [イントロ v] to [4]\nwait (0.1) seconds\nset [イントロ v] to [0]\n\nwhen flag clicked\nrepeat until <(イントロ) = [4]>\n next costume\n wait (0.05) seconds\nend\n\n@スプライト3\n\nwhen flag clicked\nwait (12.37) seconds\nhide\nforever\n wait (pick random (10) to (15)) seconds\n show\n start sound [ポップ v]\n go to x: (-150) y: (400)\n point in direction (90)\n set size to (100) %\n repeat until <[135] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.9) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\nend\n\n
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[[[[[英語ll]]]]]\nUse arrow keys to control! The direction of the rain depends on the position of the mouse~! Is it more fun to play on mobile?\n[[[[[ll日本語ll]]]]]\n矢印キーで操作雨の向きはマウスの位置によって変わりま~す!!モバイルでやったほうが楽しいかな?\n\n\n\n\n\nタグ\n#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#allll#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#game#game#game#game#game#game#games#games#games#games#games#games#games#games#platformer#platformer#platformer#platformer#platformer#platformer#platformer#platformer#konnnyakumann_289#rainy#konnnyakumann#konnnyaku#keikounoritai
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Reverse [ A Platformer ]
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@Stage\n\n@Picture\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nset [whirl v] effect to (0)\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (20)\n change [whirl v] effect by (5)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [jazzyfrenchy v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ngo to x: (-209) y: (71)\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 end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (-1)\n if <touching (ground v)?> then\n change y by (-1)\n if <touching (ground v)?> then\n change y by (-1)\n if <touching (ground v)?> then\n change y by (-1)\n if <touching (ground v)?> then\n change y by (-1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (1)\n if <key (down arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [5]\n else\n set [x v] to [-5]\n end\n set [y v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (ground v)?> then\n if <key (down arrow v) pressed?> then\n set [y v] to [-15]\n end\n end\n if <(x position) > [227]> then\n set size to (100) %\n go to x: (-209) y: (71)\n broadcast (Next v)\n end\n if <<touching (spikes v)?> or <touching (saw v)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-209) y: (71)\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\n@Saw\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n go to x: (-9) y: (98)\n turn right (555) degrees\n end\n if <(costume [number v]) = [9]> then\n go to x: (-9) y: (98)\n turn right (3) degrees\n end\n if <(costume [number v]) = [10]> then\n go to x: (-9) y: (98)\n turn right (555) degrees\n end\nend\n\n
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Game contest : https://scratch.mit.edu/projects/571523087
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*:Platformer:* Night #games #platformer #1
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@Stage\n\n@プレイヤー\n\nwhen flag clicked\n1\nforever\n 左右\n 上\n 2\nend\n\ndefine 始め\nswitch costume to (コスチューム1 v)\ngo to x: (-225) y: (-38)\nwait (0.3) seconds\nset [x v] to [8]\nset [y v] to [5]\n\nwhen flag clicked\nforever\n if <(stage) = [9]> then\n hide\n else\n show\n end\nend\n\ndefine 左右\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (0.9)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n switch costume to (コスチューム3 v)\n change [x v] by (-0.9)\nend\nchange x by (X)\nset [x v] to ((X) * (0.9))\n\ndefine 上\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (-3)\n change x by ((X) * (-1.16))\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > [20]> and <mouse down?>>>> then\n switch costume to (コスチューム1 v)\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\nend\nchange y by (-1)\nif <touching (地面 v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > [20]> and <mouse down?>>>> then\n set [y v] to [14]\n end\nend\nchange [y v] by (-1)\nchange y by (Y)\nif <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\n\nwhen flag clicked\nforever\n play sound [Sunshine2 v] until done\nend\n\nwhen I receive [nextstage v]\nif <(stage) = [8]> then\n set [タイム v] to (timer)\n show variable [タイム v]\nend\n\ndefine 1\nreset timer\nhide variable [stage v]\nhide variable [タイム v]\nshow\nset [stage v] to [1]\n始め\ngo to [front v] layer\n\ndefine 2\nif <(x position) > [239]> then\n broadcast (nextstage v)\n change [stage v] by (1)\n 始め\nend\nif <(y position) < [-179]> then\n broadcast (うわ~死んでるだぁさー v)\n start sound [タヒぬ v]\n 始め\nend\nif <touching (とげ v)?> then\n broadcast (うわ~死んでるだぁさー v)\n start sound [タヒぬ v]\n 始め\nend\n\n@地面\n\nwhen I receive [nextstage v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n go to [front v] layer\nend\n\n@光\n\nwhen flag clicked\nforever\n go to (プレイヤー v)\nend\n\ngo to [back v] layer\n\n@雲\n\nwhen flag clicked\nforever\n 1\n 2\nend\n\ndefine 1\ngo to x: (-307) y: (pick random (148) to (110))\nrepeat (100)\n change x by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (2)\nend\nrepeat (30)\n change x by (2)\nend\nhide\nwait (1) seconds\nshow\n\ndefine 2\ngo to x: (307) y: (pick random (148) to (110))\nrepeat (100)\n change x by (-2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (-2)\nend\nrepeat (30)\n change x by (-2)\nend\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\n@とげ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [nextstage v]\nnext costume\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nchange [x v] by (0.9)\n\n
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-------------------日本語---------------------------------------------\n上キー ジャンプ\n右キー 右に移動\n左キー 左に移動\n難易度★★★★★\n-------------------English--------------------------------------------\nTop key jump\nRight key Move to the right\nLeft key Move to the left\nDifficulty ★★★★★
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Platformer Engine
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@Stage\n\n@blank\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Player\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\nwhen flag clicked\nshow variable [coins v]\nshow variable [scene # v]\nhide list [collected v]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nset [gravity v] to [-1.5]\nset [jump force v] to [14]\nset [jump duration v] to [6]\nbroadcast (Setup v) and wait\nReset and Begin Level\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 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 [speed y v] to (JUMP FORCE)\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 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) < [0]>> 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 [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [long jump v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\npoint in direction (90)\nBegin scene # [1] go to x, y: [-123] [30]\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]\n Fix Collision in Direction [90]\nend\nif <(y position) < [-180]> then\n Begin scene # ((SCENE #) - (100)) go to x, y: [] [180]\nend\nif <<touching (dangerlava v)?> or <touching (dangerspikes 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 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 (1024)\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 [0]\nset [platform dy v] to [0]\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]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1.5) seconds\nReset and Begin Level\n\nswitch backdrop to <touching (level v)?>\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 [8]\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\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\nshow\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@DangerSpikes\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\nshow\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\n@DangerLava\n\nwhen flag clicked\nshow\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 #))\nforever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\n@Platform\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 I receive [change scene v]\nhide\ngo to [back v] layer\nif <(SCENE #) = [105]> then\n Door at [-1] [65] key [Key 1]\nend\n\ndefine Animate Scene 1\ngo to x: (151) y: (-102)\nforever\n glide (2) secs to x: (151) y: (24)\n wait (1) seconds\n glide (2) secs to x: (151) y: (-102)\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 Scene 3\ngo to x: (-98) y: (78)\nforever\n glide (2) secs to x: (-98) y: (150)\n wait (1) seconds\n glide (2) secs to x: (-98) y: (78)\n wait (1) seconds\nend\n\ndefine Animate Scene 102\ngo to x: (88) y: (-51)\nforever\n glide (2) secs to x: (-103) y: (-51)\n wait (1) seconds\n glide (2) secs to x: (88) y: (-51)\n wait (1) seconds\nend\n\ndefine Animate Scene 2\ngo to x: (122) y: (-102)\nforever\n glide (2) secs to x: (-125) y: (24)\n wait (1) seconds\n glide (2) secs to x: (122) y: (-102)\n wait (1) seconds\nend\n\ndefine Animate Scene 105\ngo to x: (134) y: (13)\nforever\n glide (2) secs to x: (-134) y: (13)\n wait (1) seconds\n glide (2) secs to x: (134) y: (13)\n wait (1) seconds\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 repeat (24)\n change y by (5)\n end\n start sound [Crunch2 v]\n wait (1) seconds\n repeat (24)\n change y by (-5)\n end\n start sound [Crunch v]\n else\n start sound [High Conga v]\n end\n wait until <not <touching (player v)?>>\nend\n\n@Collectibles\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]) = [coin]> then\n start sound [Coin v]\n change [coins v] by (1)\nelse\n start sound [Collect v]\n add (costume [name v]) to [collected v]\nend\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\nend\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nhide\nPlace [coin] scene [1] xy [149] [-63]\nPlace [coin] scene [101] xy [64] [54]\nPlace [coin] scene [102] xy [-7] [10]\nPlace [Key 1] scene [2] xy [9] [-3]\nPlace [coin] scene [103] xy [139] [51]\nPlace [coin] scene [103] xy [90] [51]\nPlace [coin] scene [3] xy [-152] [154]\nPlace [coin] scene [104] xy [-74] [-66]\nPlace [coin] scene [104] xy [-5] [-32]\nPlace [coin] scene [104] xy [88] [7]\nPlace [coin] scene [105] xy [205] [67]\nPlace [coin] scene [106] xy [-99] [124]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [coins v] to [0]\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\n
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- arrow keys and WASD to move\n- spikes and lava hurt\n- don't get crushed by moving platforms\n\n- 900 views, pretty cool
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Floor is lava a platformer -2
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nnext backdrop\n\n@Player\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nbroadcast (Reset lava v)\nswitch costume to (costume1 v)\ngo to x: (-193) y: (-45)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(y position) > [170]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (-45)\n broadcast (New costume v)\n broadcast (Reset lava v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (-45)\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (-45)\n broadcast (Reset lava v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [skip v]\ngo to x: (-193) y: (161)\n\nwhen I receive [reset v]\ngo to x: (-193) y: (161)\n\nwhen flag clicked\nwait (11.47) seconds\nforever\n play sound [Murad - Run \(Inspired By Alan Walker\) NCN Release.mp3 v] until done\nend\n\n@Love Fave Follow\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n go to x: (-104) y: (-200)\n wait (1) seconds\n glide (1) secs to x: (-51) y: (-125)\n wait (0.3) seconds\n go to [front v] layer\n glide (0.5) secs to x: (-20) y: (-125)\n wait (0.3) seconds\n glide (1) secs to x: (35) y: (-125)\n wait (2) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to [front v] layer\n show\n go to x: (0) y: (-123)\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((50) + (size)) / (25))\n end\n wait (2.5) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n hide\n wait (2.5) seconds\n show\n go to x: (0) y: (-123)\n wait (4.1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n hide\n wait (3.3) seconds\n show\n go to x: (0) y: (-123)\n wait (3.3) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n hide\n wait (4.6) seconds\n show\n go to x: (0) y: (-123)\n wait (2) seconds\n hide\nend\n\nwhen flag clicked\nforever\n wait (30) seconds\n go [forward v] (999) layers\n broadcast (love fave follow v)\nend\n\nwhen I receive [love fave follow v]\nswitch costume to (love fave follow!!! v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!3 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!4 v)\ncreate clone of (_myself_ v)\nhide\n\n@Lava\n\nwhen I receive [reset lava v]\ngo [forward v] (50) layers\ngo to x: (0) y: (-350)\nglide (15) secs to x: (0) y: (0)\n\nwhen I receive [reset lava v]\nif <([costume # v] of [level v]) = [9]> then\n stop [this script v]\nend\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\n@Level\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (11.47) seconds\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [new costume v]\nnext costume\n\n@ \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 Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nend\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo [forward v] (50) layers\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [num v] to [0]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (40) %\n switch costume to (logo v)\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-10)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n if <(Num) = [0]> then\n change [num v] by (1)\n broadcast (Intro done v)\n end\n repeat until <(size) < [20]>\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n wait (.2) seconds\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set size to (100) %\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go [forward v] (99999) layers\nend\n\n
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Hey guys welcome to my new project :\nThe floor is lava a platformer !!!\nIf you touch the lava you died :)\nPart 2 : https://scratch.mit.edu/projects/575320729/\nNew project : https://scratch.mit.edu/projects/574719556/\nLove and fave and follow me :D\nMove with the arrow and don’t touch spike :(\nIf you win say : The lava beat me :(\n
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Daylight 3 A Platformer #games #all #trending
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@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [Marshmello_Alone.mp3 v] until done\n end\n if <(pick random (1) to (3)) = [2]> then\n play sound [Marshmello_-_Moving_On_Official_Music_Video\[Mp3Converter.net\].mp2 v] until done\n end\n if <(pick random (1) to (3)) = [3]> then\n play sound [Plugged \(post mastering\) 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 (#ff8500)?> then\n set [yv v] to [22]\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@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 (60) to (80)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (100) to (20))\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@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@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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✦ Daylight 3 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
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SCP platformer{SCPプラットフォーマー}v1.1
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@Stage\n\nwhen flag clicked\nforever\n play sound [SCP - Breach \(ZANICK\) v] until done\nend\n\n@d-クラス\n\nwhen flag clicked\nhide\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\npoint in direction (90)\nset size to (100) %\ngo to x: (-201) y: (-50)\nbroadcast (game start! v)\n\nwhen I receive [game start! v]\ngo to x: (-200) y: (50)\nforever\n if <<<mouse down?> and <[20] > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム3 v)\n change [プリン v] by (-0.85)\n end\n if <<<mouse down?> and <[20] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム2 v)\n change [プリン v] by (0.85)\n end\n set [プリン v] to ((プリン) * (0.9))\n change x by (プリン)\n if <<not <mouse down?>> and <not <key (any v) pressed?>>> then\n switch costume to (コスチューム1 v)\n end\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((プリン) * (-1))\n change y by (-5)\n if <<<mouse down?> and <[20] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(プリン) > [0]> then\n set [プリン v] to [-8]\n else\n set [プリン v] to [8]\n end\n set [ぷりん v] to [13]\n else\n set [プリン v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [ぷりん v] to [15]\n end\n end\n change y by (1)\n change [ぷりん v] by (-1)\n change y by (ぷりん)\n if <touching (スプライト3 v)?> then\n broadcast (SHIBUKI v)\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [ぷりん v] to [6]\n change [ぷりん v] by (-0.2)\n change y by ((ぷりん) * (0.5))\n end\n end\n if <touching (地面 v)?> then\n change y by ((ぷりん) * (-1))\n set [ぷりん v] to [0]\n end\n hide variable [プリン v]\n if <(x position) > [230]> then\n if <not <([x position v] of [地面 v]) = [30]>> then\n broadcast (プディング v)\n set [ぷりん v] to [0]\n set [プリン v] to [0]\n go to x: (-201) y: (-50)\n end\n end\n if <(y position) < [-170]> then\n broadcast (死んだ v) and wait\n end\n if <touching (scp939 v)?> then\n broadcast (死んだ v) and wait\n end\n if <touching (scp173 v)?> then\n broadcast (死んだ v) and wait\n end\n if <touching (scp049 v)?> then\n broadcast (死んだ v) and wait\n end\n if <touching (財団職員 v)?> then\n broadcast (死んだ v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-120]> then\n broadcast (AWA v)\n end\n wait (3) seconds\nend\n\ndefine お前はもう死んでいる\nswitch costume to (コスチューム1 v)\nset [ぷりん v] to [0]\nset [プリン v] to [0]\nbroadcast (飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v)\nrepeat (5)\n change y by (10)\nend\nrepeat (3)\n change y by (7)\nend\nrepeat (3)\n change y by (4)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-7)\nend\nrepeat until <(y position) < [-170]>\n change y by (-15)\nend\nset rotation style [don't rotate v]\ngo to x: (-201) y: (-50)\n\nwhen I receive [飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v]\nset rotation style [all around v]\nrepeat until <(y position) < [-170]>\n turn right (15) degrees\nend\n\nwhen I receive [死んだ v]\nお前はもう死んでいる\n\nwhen I receive [隠せ v]\nhide\n\nset size to (100) %\nset rotation style [don't rotate v]\ngo to x: (-201) y: (-50)\nshow\ngo to [front v] layer\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\ngo to [front v] layer\n\nwhen I receive [プディング v]\nnext costume\nbroadcast (scpはかくれろ v)\n\nwhen I receive [game start! v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\ngo [backward v] (3) layers\n\nwhen I receive [隠せ v]\nhide\n\nwhen flag clicked\nforever\n if <[3] = (costume [number v])> then\n broadcast (939 v)\n else\n if <[5] = (costume [number v])> then\n broadcast (173 v)\n else\n if <[7] = (costume [number v])> then\n broadcast (049 v)\n else\n if <[8] = (costume [number v])> then\n broadcast (財団関係者 v)\n else\n \n end\n end\n end\n end\nend\n\n@SCP財団とは\n\n@スプライト1\n\n@Scp939\n\nwhen I receive [939 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [scpはかくれろ v]\nhide\n\nwhen I receive [死んだ v]\nhide\n\n@scp173\n\nwhen I receive [scpはかくれろ v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [173 v]\nshow\nset [pixelate v] effect to (35)\n\nwhen I receive [死んだ v]\nhide\n\n@scp049\n\nwhen flag clicked\nhide\n\nwhen I receive [049 v]\nshow\n\nwhen I receive [scpはかくれろ v]\nhide\n\nwhen I receive [死んだ v]\nhide\n\n@財団職員\n\nwhen I receive [scpはかくれろ v]\nhide\n\nwhen I receive [財団関係者 v]\nshow\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
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初めてのプラットフォーマー作品です(だから下手かもしれません)\nあなたはD-クラスとして脱出しなければならない。\nMobile◯PC◯\nplease♡&☆‼︎‼︎\n拡散希望!!\nSCPの風をスクラッチにはやらせましょう!\nサムネこだわったぞ!\n続編 https://scratch.mit.edu/projects/748948648/\nAnother WORLD https://scratch.mit.edu/projects/767985675/\n\n\n\n\n\n\n\nサムネの荒らし対抗マーク https://scratch.mit.edu/projects/647240337\n\n\n
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Classic Platformer - Mobile Friendly
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@Stage\n\n@Blank\n\n@Player\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 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 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 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\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\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Ticks - 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\ndefine Reset And Begin\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 flag clicked\nbroadcast (Main Menu v)\nhide\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)?> 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 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 - first v]\nset [platform dx v] to []\nset [platform dy v] to []\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\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\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 [10]\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]\nshow\npoint in direction (90)\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\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 (Set Up v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-160]\nset [spawn y v] to [30]\nReset And Begin\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\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 Spawn [Red] at [30] [6] dir [-90]\n Spawn [Red] at [90] [62] dir [90]\nend\nif <(SCENE#) = [99]> then\n Spawn [Red] at [172] [111] dir [-90]\n Spawn [Red] at [175] [-78] dir [-90]\nend\nif <(SCENE#) = [101]> then\n Spawn [Red] at [174] [-61] dir [-90]\nend\nif <(SCENE#) = [4]> then\n Spawn [Red] at [176] [-87] 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)?> or <touching (jump through 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 zone 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)\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 (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Level\n\nwhen flag clicked\nhide\nerase all\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 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 (-20)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [about to change scene v]\nerase all\n\n@Jump Through\n\nwhen flag clicked\nhide\nerase all\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\nStamp Outline\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\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-20)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [start game v]\nshow\n\n@Danger\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\nif <(SCENE#) = [0]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (170)) ))\n end\nend\nif <(SCENE#) = [2]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (170)) ))\n end\nend\n\nwhen I receive [start game v]\nshow\n\n@Lives\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nswitch costume to (3 v)\nshow\n\nwhen I receive [lose life v]\nrepeat (2)\n change y by (2)\n change [brightness v] effect by (20)\n wait (0.1) seconds\n change [brightness v] effect by (-20)\n change y by (-2)\nend\nswitch costume to ((costume [number v]) + (1))\n\n@Platform\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE#) = [-1]> then\n Spawn [rectangle] at [0] [-15] dir [90] turn [3]\n Spawn [key 4] at [178] [-71] dir [90] turn []\nend\nif <(SCENE#) = [0]> then\n Spawn [circle] at [-130] [-45] dir [90] turn [1]\nend\nif <(SCENE#) = [2]> then\n Spawn [square] at [-23] [-63] dir [90] turn [-5]\n Spawn [key 1] at [146] [-30] dir [90] turn []\nend\nif <(SCENE#) = [3]> then\n Spawn [key 2] at [100] [-30] dir [90] turn []\nend\nif <(SCENE#) = [4]> then\n Spawn [key 3] at [26] [20] dir [90] turn []\nend\n\ndefine Animate Platform\nshow\nforever\n glide (1) secs to x: (x position) y: ((y position) - (90))\n wait (0) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (0) seconds\nend\n\nwhen I receive [ticks - 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 Animate 2 \ngo to x: (-28) y: (-90)\nforever\n glide (2) secs to x: (100) y: (-90)\n wait (0.5) seconds\n glide (2) secs to x: (-28) y: (-90)\n wait (0.5) seconds\nend\n\ndefine Door at (x) (y) Key (key name) X OR Y (x or y) Animation Duration (animate duration)\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 if <(animate duration) > [24]> then\n start sound [Buzz Whir2 v]\n else\n start sound [Buzz Whir v]\n end\n repeat (animate duration)\n if <(x or y) = [y]> then\n change y by (4)\n else\n change x by (4)\n end\n end\n wait (1) seconds\n if <(animate duration) > [24]> then\n start sound [Buzz Whir2 v]\n else\n start sound [Buzz Whir v]\n end\n repeat (animate duration)\n if <(x or y) = [y]> then\n change y by (-4)\n else\n change x by (-4)\n end\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 [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 if <(SCENE#) = [2]> then\n Door at (x position) (y position) Key [key 1] X OR Y [y] Animation Duration [60]\n end\n if <(SCENE#) = [3]> then\n Door at (x position) (y position) Key [key 2] X OR Y [y] Animation Duration [24]\n end\n if <(SCENE#) = [4]> then\n Door at (x position) (y position) Key [key 3] X OR Y [x] Animation Duration [24]\n end\n if <(SCENE#) = [-1]> then\n Door at (x position) (y position) Key [key 4] X OR Y [y] Animation Duration [24]\n end\nend\nif <(turn) > []> then\n show\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@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\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([cos 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 if <<(costume [name v]) = [apple big1]> or <(costume [name v]) = [apple big2]>> then\n start sound [Chomp2 v]\n change [apples v] by (5)\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\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 [set up v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [apple] Scene [99] X,Y [-148] [37]\nPlace [apple] Scene [99] X,Y [-155] [-75]\nPlace [apple big2] Scene [99] X,Y [155] [125]\nPlace [key 4] Scene [0] X,Y [-131] [55]\nPlace [apple] Scene [1] X,Y [-85] [-99]\nPlace [apple] Scene [2] X,Y [-24] [28]\nPlace [apple] Scene [2] X,Y [-162] [-91]\nPlace [Green Flag] Scene [2] X,Y [85] [-91]\nPlace [Green Flag] Scene [103] X,Y [-175] [81]\nPlace [apple] Scene [101] X,Y [-42] [-73]\nPlace [apple] Scene [101] X,Y [70] [35]\nPlace [key 1] Scene [101] X,Y [178] [-70]\nPlace [key 2] Scene [103] X,Y [123] [38]\nPlace [key 3] Scene [4] X,Y [178] [-77]\nPlace [apple big1] Scene [104] X,Y [-148] [26]\nPlace [Green Flag] Scene [104] X,Y [172] [63]\nPlace [apple] Scene [204] X,Y [-167] [99]\nPlace [apple] Scene [204] X,Y [167] [99]\nPlace [apple] Scene [204] X,Y [167] [-99]\n\ndefine Place (costume name) Scene (scene) X,Y (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@Control Stick\n\nwhen flag clicked\ngo to x: (166) y: (-106)\nhide\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo to [front v] layer\nset [ghost v] effect to (50)\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\nwhen I receive [start game v]\nwait (0) seconds\nshow\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset size to (150) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (70)\ncreate clone of (_myself_ v)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Animation\n\nwhen flag clicked\ngo to x: (0) y: (-205)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to [front v] layer\n wait (8) seconds\n glide (0.5) secs to x: (0) y: (-150)\n wait (2) seconds\n glide (0.5) secs to x: (0) y: (-205)\nend\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title screen1 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@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#))\n\n@Counter\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [Number-] (letter (index) of (Apples)))\n set x to (210)\n change x by ((((index) - (0.5)) - ((length of (Apples)) / (1.8))) * ((size) / (3.3)))\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\nswitch costume to (number-9 v)\nset size to (100) %\nset [index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (3.2))\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 game v]\nsetup\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nswitch backdrop to (false v)\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-40)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((90) - (size)))\n else\n change size by ((0.2) * ((80) - (size)))\n end\n change [animate speed v] by (6)\n point in direction ((([sin v] of (animate speed) ) * (4)) + (90))\n change y by (([sin v] of (animate speed) ) * (0.4))\nend\n\nwhen flag clicked\nset [animate speed v] to [0]\nhide\n\nwhen this sprite clicked\nbroadcast (Start Game v)\nhide\n\n
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Use Arrow Keys To Move In PC or Use The Joystick In Mobile.
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Cold platformer![スマホ&PC対応]
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nhide variable [音量 v]\nset [音量 v] to [50]\nforever\n if <key (1 v) pressed?> then\n if <<[100] < (音量)> or <(音量) = [100]>> then\n show variable [音量 v]\n set [音量 v] to [0]\n wait until <not <key (1 v) pressed?>>\n hide variable [音量 v]\n else\n set [音量 v] to [100]\n show variable [音量 v]\n wait until <not <key (1 v) pressed?>>\n hide variable [音量 v]\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Axol x Alex Skrindo - You \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nset [動けるか v] to [0]\nset [タイム進めぇ v] to [0]\nforever\n if <(タイム進めぇ) = [0]> then\n wait (1) seconds\n change [タイム v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n change [音量 v] by (-5)\n show variable [音量 v]\n wait (0.5) seconds\n hide variable [音量 v]\n end\n if <key (3 v) pressed?> then\n change [音量 v] by (5)\n show variable [音量 v]\n wait (1) seconds\n hide variable [音量 v]\n end\nend\n\nset [☁ アプデまたはメンテ中? v] to [1]\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen I receive [k v]\nforever\n stop all sounds\nend\n\nwhen [4 v] key pressed\nset [音量 v] to [0]\nshow variable [音量 v]\nwait until <not <key (4 v) pressed?>>\nhide variable [音量 v]\n\n@地面\n\nwhen I receive [次のー v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (25)\nshow\n\nset [☁ アプデまたはメンテ中? v] to [1]\n\nwhen [loudness v] > (10)\n\nset [☁ アプデまたはメンテ中? v] to [0]\n\nwhen flag clicked\nhide variable [タイム v]\nforever\n if <(costume [number v]) = [20]> then\n set [タイム進めぇ v] to [1]\n wait (1) seconds\n broadcast (ぺんぺん v)\n else\n erase all\n end\nend\n\nwhen flag clicked\nif <not <(username) = [KOMA7]>> then\n change [☁ これをプレイしてくれた優しい優しい人達 v] by (1)\nend\n\nset [☁ これをプレイしてくれた優しい優しい人達 v] to [2864]\n\n@水色の四角\n\nwhen I start as a clone\nrepeat (7)\n change [ghost v] effect by (7)\n switch costume to (これ v)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\n\ndefine 動作\nif <(動けるか) = [0]> then\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> or <key (a v) pressed?>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> then\n create clone of (_myself_ v)\n change [x v] by (1.1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-8)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> or <key (w v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> or <key (w v) pressed?>> then\n set [y v] to [14]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (ネクスト v)\n go to x: (-169) y: (-73)\n change [レベル v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n hide\n set [動けるか v] to [1]\n end\n if <touching (しょーがいぶつ v)?> then\n go to x: (-169) y: (-73)\n set [y v] to [0]\n set [x v] to [0]\n create clone of (_myself_ v)\n end\n if <(y position) = [-186]> then\n go to x: (-169) y: (-73)\n set [y v] to [0]\n set [x v] to [0]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [1 v]\ngo to x: (-169) y: (-73)\n\nwhen flag clicked\nset [レベル v] to [1]\n\nwhen I receive [終わりー v]\n\nwhen flag clicked\nset [タイム v] to [0]\nshow\ngo to x: (-169) y: (-73)\ngo [backward v] (1) layers\nforever\n switch costume to (あれ v)\n set rotation style [left-right v]\n 動作\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [終わった v]\nshow\nset [動けるか v] to [0]\n\nset [☁ アプデまたはメンテ中? v] to [1]\n\nwhen I receive [k v]\ngo to [back v] layer\nhide\nset [動けるか v] to [1]\n\nchange size by (10)\n\n@ネクスと\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ネクスト 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\nbroadcast (次のー v)\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 (終わった v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [変数 v] to [9999]\n\n@現在のレベル表す奴\n\nwhen I receive [ネクスト v]\nhide\n\nwhen I receive [終わった v]\nshow\n\nwhen flag clicked\nshow\nforever\n if <([costume # v] of [地面 v]) = [20]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@レヴェル\n\nwhen flag clicked\nhide variable [タイム v]\ngo to x: (70) y: (90)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (レベル)\n if <([costume # v] of [地面 v]) = [20]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [ネクスト v]\nhide\n\nwhen I receive [終わった v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@しょーがいぶつ\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n go to x: (8) y: (108)\n switch costume to (コスチューム1 v)\n show\n else\n if <([costume # v] of [地面 v]) = [5]> then\n go to x: (1) y: (109)\n switch costume to (コスチューム2 v)\n show\n else\n if <([costume # v] of [地面 v]) = [7]> then\n go to x: (-20) y: (-70)\n switch costume to (コスチューム3 v)\n show\n else\n if <([costume # v] of [地面 v]) = [9]> then\n go to x: (23) y: (-72)\n switch costume to (コスチューム4 v)\n show\n else\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (90) y: (-57)\n switch costume to (コスチューム5 v)\n show\n else\n if <([costume # v] of [地面 v]) = [11]> then\n go to x: (-30) y: (-81)\n switch costume to (コスチューム6 v)\n show\n else\n if <([costume # v] of [地面 v]) = [12]> then\n go to x: (-10) y: (-70)\n switch costume to (コスチューム7 v)\n show\n else\n if <([costume # v] of [地面 v]) = [13]> then\n go to x: (-6) y: (105)\n switch costume to (コスチューム2 v)\n show\n else\n if <([costume # v] of [地面 v]) = [14]> then\n go to x: (139) y: (-73)\n switch costume to (コスチューム8 v)\n show\n else\n if <([costume # v] of [地面 v]) = [15]> then\n go to x: (-12) y: (-69)\n switch costume to (コスチューム9 v)\n show\n else\n if <([costume # v] of [地面 v]) = [16]> then\n go to x: (-22) y: (-35)\n switch costume to (コスチューム10 v)\n show\n else\n if <([costume # v] of [地面 v]) = [17]> then\n go to x: (61) y: (-19)\n switch costume to (コスチューム11 v)\n show\n else\n if <([costume # v] of [地面 v]) = [19]> then\n go to x: (61) y: (-19)\n switch costume to (コスチューム12 v)\n show\n else\n if <([costume # v] of [地面 v]) = [18]> then\n go to x: (61) y: (-19)\n switch costume to (コスチューム13 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@玉なんか綺麗\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-220) to (214)) y: (-167)\nset [ghost v] effect to (50)\nswitch costume to (pick random (1) to (4))\nset size to (pick random (40) to (120)) %\ngo to [back v] layer\nrepeat until <touching (_edge_ v)?>\n change y by (8)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\n@どう見ても地面じゃないよね。\n\nwhen flag clicked\nhide\n\n@サムネ用\n\nwhen flag clicked\nhide\n\n@アプデ中の\n\nwhen flag clicked\nif <(username) = [KOMA7]> then\n hide\nelse\n if <(☁ アプデまたはメンテ中?) = [1]> then\n show\n go to x: (0) y: (0)\n stop [all v]\n else\n if <(username) = [KOMA70]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n stop [all v]\n else\n hide\n end\n end\nend\n\nset [☁ アプデまたはメンテ中? v] to [1]\n\n@KOMA7 \n\nwhen flag clicked\ngo to x: (-216) y: (160)\npoint in direction (45)\nshow\nforever\n go to [back v] layer\nend\n\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <([costume # v] of [地面 v]) = [20]> then\n go to x: (116) y: (-43)\n switch costume to (コスチューム2 v)\n show\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (185) y: (-133)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (03afギュ7frtdyvhgjf8c4-4e36-8f13-af6cdcee81c1 v)\n\nwhen I receive [ネクスト v]\nswitch costume to (03afギュ7frtdyvhgjf8c4-4e36-8f13-af6cdcee81c1 v)\nnext costume\nwait (1) seconds\nswitch costume to (03afギュ7frtdyvhgjf8c4-4e36-8f13-af6cdcee81c1 v)\n\n@スプライト3\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to x: (189) y: (-158)\n show\nend\n\n@Sprite1\n\nwhen flag clicked\nset [描けぇええ v] to [描いてない]\nrepeat until <not <(描けぇええ) = [描いてない]>>\n erase all\nend\n\ndefine None\nerase all\nset [何文字目 v] to [0]\nset [長さ v] to (length of (数字))\nrepeat (長さ)\n change [何文字目 v] by (1)\n if <(letter (何文字目) of (数字)) = [0]> then\n pen down\n change x by (10)\n change y by (-20)\n change x by (-10)\n change y by (20)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [1]> then\n change y by (-20)\n pen down\n change y by (20)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [2]> then\n change y by (-20)\n change x by (10)\n pen down\n change x by (-10)\n change y by (10)\n change x by (10)\n change y by (10)\n change x by (-10)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [3]> then\n change y by (-20)\n pen down\n change x by (10)\n change y by (10)\n change x by (-10)\n change x by (10)\n change y by (10)\n change x by (-10)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [4]> then\n change x by (10)\n pen down\n change y by (-20)\n change y by (10)\n change x by (-10)\n change y by (10)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [5]> then\n change y by (-20)\n pen down\n change x by (10)\n change y by (10)\n change x by (-10)\n change y by (10)\n change x by (10)\n change x by (-10)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [6]> then\n change y by (-10)\n pen down\n change x by (10)\n change y by (-10)\n change x by (-10)\n change y by (20)\n change x by (10)\n change x by (-10)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [7]> then\n change y by (-20)\n change x by (10)\n pen down\n change y by (20)\n change x by (-10)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [8]> then\n pen down\n change x by (10)\n change y by (-10)\n change x by (-10)\n change y by (-10)\n change x by (10)\n change y by (10)\n change x by (-10)\n change y by (10)\n pen up\n else\n if <(letter (何文字目) of (数字)) = [9]> then\n change y by (-20)\n pen down\n change x by (10)\n change y by (20)\n change x by (-10)\n change y by (-10)\n change x by (10)\n change x by (-10)\n change y by (10)\n pen up\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change x by (20)\n if <[190] < (x position)> then\n set x to (-220)\n change y by (-30)\n end\nend\n\nwhen I receive [ぺんぺん v]\nset [描けぇええ v] to [描いた]\nset pen size to (5)\nset pen color to (#000000)\ngo to x: (-220) y: (160)\ngo to x: (-50) y: (0)\n数字「 (タイム) 」を追加\n\nset [☁ アプデまたはメンテ中? v] to [1]\n\n@ターボストップ\n\nwhen flag clicked\nforever\n point in direction (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\n wait () seconds\n if <(direction) > [39]> then\n broadcast (k v)\n end\nend\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide\nend\n\nwhen I receive [k v]\nstop [all v]\n\ngo to [front v] layer\n\nshow\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (27) y: (6)\nforever\n if <touching (ネクスと v)?> then\n go [backward v] (1) layers\n show\n else\n go to [front v] layer\n show\n end\nend\n\ngo to x: (27) y: (6)\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (27) y: ((y position) + (10))\n glide (0.5) secs to x: (27) y: (6)\nend\n\n
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what?
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Powers 2 (A Platformer)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [white1 v]\nclear sound effects\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end v]\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nbroadcast (endend v)\n\nwhen I receive [thumbnail v]\nswitch backdrop to (thumbnail2 v)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\n\nwhen I receive [flip book v]\n\nwhen I receive [zzz v]\nswitch costume to (costume3 v)\n\nwhen I receive [zzzz v]\nswitch costume to (costume4 v)\n\nwhen I receive [zzzzz v]\nswitch costume to (costume5 v)\nwait (0.2) seconds\nswitch costume to (costume2 v)\nbroadcast (zzzzzz v)\n\nwhen I receive [zzzzzzz v]\nwait (0.1) seconds\nswitch costume to (costume6 v)\n\nwhen I receive [zzzzzzzz v]\nwait (0.1) seconds\nswitch costume to (costume7 v)\nwait (0.5) seconds\nswitch costume to (costume8 v)\nwait (0.5) seconds\nswitch costume to (costume6 v)\n\nwhen I receive [zzzzzzzzzz v]\nswitch costume to (costume9 v)\nwait (1) seconds\nswitch costume to (costume6 v)\nbroadcast (zzzzzzzzzzz v)\n\nwhen I receive [zzzzzzzzzzz v]\nwait (2) seconds\nswitch costume to (costume10 v)\nwait (3) seconds\nswitch costume to (costume6 v)\nbroadcast (zzzzzzzzzzzz v)\n\n@Dark\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [start end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nbroadcast (text stuff v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (96) y: (-120)\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (sprite 2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [random message v]\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\nset [xv v] to [-5]\nwait (3) seconds\nbroadcast (zzz v)\nwait (2) seconds\nbroadcast (zzzz v)\nwait (2) seconds\nbroadcast (zzzzz v)\n\nglide (3) secs to x: (40) y: (55)\nbroadcast (flip book v)\ngo to x: (-230) y: (70)\nset [yv v] to [10]\nwait (1) seconds\nglide (1) secs to x: (200) y: (-7)\nwait (1) seconds\nglide (1) secs to x: (240) y: (-7)\nhide\nstop [other scripts in sprite v]\nbroadcast (start end v)\n\nwhen I receive [zzzzzz v]\nset [xv v] to [-30]\n\nwhen I receive [zzzzzzz v]\nwait (0.5) seconds\nset [xv v] to [30]\nset [yv v] to [20]\nwait (0.5) seconds\nswitch costume to (costume2 v)\n\nwhen I receive [zzzzzzzz v]\nwait (1) seconds\nset [xv v] to [-10]\nwait (1) seconds\nbroadcast (zzzzzzzzz v)\n\nwhen I receive [zzzzzzzzzzzz v]\nwait (0.6) seconds\nhide\n\n@Player\n\nwhen flag clicked\nset [1 v] to [0]\nhide\n\nwhen I receive [go v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (sprite 2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite 2 v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n change [deaths v] by (1)\n reset\n end\nend\n\nwhen I receive [start v]\ngo to x: (-212) y: (-81)\nshow\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [go v]\nif then\n go to x: (-212) y: (-81)\n clear graphic effects\n show\nend\nif <(Level) = [3]> then\n go to x: (-212) y: (150)\n clear graphic effects\n show\nend\nif <(Level) = [4]> then\n go to x: (212) y: (-100)\n clear graphic effects\n show\nend\nif <(Level) = [5]> then\n go to x: (-212) y: (-81)\n clear graphic effects\n show\nend\nif <(Level) = [6]> then\n go to x: (-212) y: (100)\n clear graphic effects\n show\nend\nif <(Level) = [7]> then\n go to x: (-212) y: (-80)\n clear graphic effects\n show\nend\nif <(Level) = [8]> then\n go to x: (-212) y: (-80)\n clear graphic effects\n show\nend\nif <(Level) = [9]> then\n go to x: (-212) y: (-80)\n clear graphic effects\n show\nend\nif <(Level) = [10]> then\n go to x: (-100) y: (-30)\n clear graphic effects\n show\nend\nif <(Level) = [11]> then\n go to x: (-212) y: (0)\n clear graphic effects\n show\nend\nif <(Level) = [12]> then\n set [player hp v] to [10]\n set [red 3 hp v] to [200]\n go to x: (-212) y: (-50)\n clear graphic effects\n show\nend\nif <(Level) = [13]> then\n set [player hp v] to [10]\n set [red 3 hp v] to [300]\n go to x: (0) y: (-100)\n clear graphic effects\n show\nend\nif <(Level) = [14]> then\n set [player hp v] to [10]\n set [red 3 hp v] to [400]\n go to x: (122) y: (90)\n clear graphic effects\n show\nend\nif <(Level) = [15]> then\n go to x: (-210) y: (-100)\n clear graphic effects\n show\nend\n\ndefine reset\nbroadcast (player reset v)\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(Level) = [2]> then\n go to x: (-212) y: (-81)\n clear graphic effects\n show\nend\nif <(Level) = [3]> then\n go to x: (-212) y: (150)\n clear graphic effects\n show\nend\nif <(Level) = [4]> then\n go to x: (212) y: (-100)\n clear graphic effects\n show\nend\nif <(Level) = [5]> then\n go to x: (-212) y: (-81)\n clear graphic effects\n show\nend\nif <(Level) = [6]> then\n go to x: (-212) y: (100)\n clear graphic effects\n show\nend\nif <(Level) = [7]> then\n go to x: (-212) y: (-80)\n clear graphic effects\n show\nend\nif <(Level) = [8]> then\n go to x: (-212) y: (-80)\n clear graphic effects\n show\nend\nif <(Level) = [9]> then\n go to x: (-212) y: (-80)\n clear graphic effects\n show\nend\nif <<(Level) = [10]> or <(Level) = [19]>> then\n go to x: (-100) y: (-30)\n clear graphic effects\n show\nend\nif <(Level) = [11]> then\n if <(Red 3 hp) < [1]> then\n set [player hp v] to [10]\n set [red 3 hp v] to [100]\n go to x: (-212) y: (0)\n clear graphic effects\n show\n broadcast (11 v)\n broadcast (red3 go v)\n set [red3 go2 v] to [1]\n else\n set [player hp v] to [10]\n set [red 3 hp v] to [100]\n go to x: (-212) y: (0)\n clear graphic effects\n show\n end\nend\nif <(Level) = [12]> then\n if <(Red 3 hp) < [1]> then\n set [player hp v] to [10]\n set [red 3 hp v] to [200]\n go to x: (-212) y: (-50)\n clear graphic effects\n show\n broadcast (12 v)\n broadcast (red3 go v)\n set [red3 go2 v] to [1]\n else\n set [player hp v] to [10]\n set [red 3 hp v] to [200]\n go to x: (-212) y: (0)\n clear graphic effects\n show\n broadcast (red3 go v)\n set [red3 go2 v] to [1]\n end\nend\nif <(Level) = [13]> then\n if <(Red 3 hp) < [1]> then\n set [player hp v] to [10]\n set [red 3 hp v] to [300]\n go to x: (0) y: (-100)\n clear graphic effects\n show\n broadcast (13 v)\n broadcast (red3 go v)\n set [red3 go2 v] to [1]\n else\n set [player hp v] to [10]\n set [red 3 hp v] to [300]\n go to x: (0) y: (-100)\n clear graphic effects\n show\n broadcast (red3 go v)\n set [red3 go2 v] to [1]\n end\nend\nif <(Level) = [14]> then\n if <(Red 3 hp) < [1]> then\n set [player hp v] to [10]\n set [red 3 hp v] to [400]\n go to x: (122) y: (90)\n clear graphic effects\n show\n broadcast (14 v)\n broadcast (red3 go v)\n set [red3 go2 v] to [1]\n else\n set [player hp v] to [10]\n set [red 3 hp v] to [400]\n go to x: (122) y: (90)\n clear graphic effects\n show\n broadcast (red3 go v)\n set [red3 go2 v] to [1]\n end\nend\nif <(Level) = [15]> then\n go to x: (-210) y: (-100)\n clear graphic effects\n show\nend\n\nwhen I receive [end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [no move v]\nstop [other scripts in sprite v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (sprite 2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [v v]\nset [1 v] to [0]\nset [2 v] to [0]\nset [3 v] to [0]\nset [4 v] to [0]\nstop [other scripts in sprite v]\nclear graphic effects\nset size to (100) %\nshow\nset [stunned? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n if <<key (1 v) pressed?> and <(1) = [0]>> then\n broadcast (protego v)\n set [1 v] to [1]\n end\n if <<key (2 v) pressed?> and <(2) = [0]>> then\n broadcast (attack you v)\n set [2 v] to [1]\n end\n if <<key (3 v) pressed?> and <(3) = [0]>> then\n wait until <not <key (3 v) pressed?>>\n broadcast (control platform v)\n set [3 v] to [1]\n end\n if <<key (4 v) pressed?> and <(4) = [0]>> then\n wait until <not <key (4 v) pressed?>>\n broadcast (stun v)\n set [4 v] to [1]\n end\n if <touching (454354423141324414434224`t1253455q55325415423243254524`31241541 v)?> then\n change [deaths v] by (1)\n reset\n broadcast (No Move v v)\n set [xv v] to [0]\n set [yv v] to [20]\n stop [this script v]\n end\n if <touching (red 2 stun v)?> then\n change [deaths v] by (1)\n broadcast (No Move v v)\n broadcast (you got stunned! v)\n set [xv v] to [0]\n set [yv v] to [0]\n set [stunned? v] to [1]\n stop [this script v]\n end\n change y by (1)\n if <(y position) < [-175]> then\n change [deaths v] by (1)\n reset\n end\nend\n\nwhen I receive [no move v v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nif <(Level) = [15]> then\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n set [deaths v] to [0]\n forever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\n end\nelse\n broadcast (No Move v2 v)\n set [red attack v] to [1]\n set [red 2 attack v] to [1]\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n set [deaths v] to [0]\n forever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\n end\nend\n\nwhen I receive [no move v2 v]\nforever\n if <(stunned?) = [0]> then\n if <<(Yv) = [0]> and <<(y position) < [-50]> or <[140] < (y position)>>> then\n if <(Level) < [15]> then\n broadcast (v v)\n set [red attack v] to [0]\n set [red 2 attack v] to [0]\n stop [this script v]\n end\n end\n else\n wait (3) seconds\n broadcast (v v)\n set [red attack v] to [0]\n set [red 2 attack v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [endend v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [b v]\nset [1 v] to [0]\nset [2 v] to [0]\nset [3 v] to [0]\nset [4 v] to [0]\nset [5 v] to [0]\nstop [other scripts in sprite v]\nbroadcast (7 code v)\nclear graphic effects\nset size to (100) %\nshow\nset [stunned? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n if <<key (1 v) pressed?> and <(1) = [0]>> then\n broadcast (protego v)\n set [1 v] to [1]\n end\n if <<key (2 v) pressed?> and <(2) = [0]>> then\n broadcast (attack you v)\n set [2 v] to [1]\n end\n if <<key (3 v) pressed?> and <(3) = [0]>> then\n wait until <not <key (3 v) pressed?>>\n broadcast (control platform v)\n set [3 v] to [1]\n end\n if <<key (4 v) pressed?> and <(4) = [0]>> then\n wait until <not <key (4 v) pressed?>>\n broadcast (stun v)\n set [4 v] to [1]\n end\n if <<key (5 v) pressed?> and <(5) = [0]>> then\n wait until <not <key (5 v) pressed?>>\n broadcast (shoot v)\n set [5 v] to [1]\n end\n if <touching (454354423141324414434224`t1253455q55325415423243254524`31241541 v)?> then\n change [deaths v] by (1)\n reset\n broadcast (No move b v)\n set [xv v] to [0]\n set [yv v] to [20]\n stop [this script v]\n end\n if <touching (red 2 stun v)?> then\n change [deaths v] by (1)\n broadcast (No move b v)\n broadcast (you got stunned! v)\n set [xv v] to [0]\n set [yv v] to [0]\n set [stunned? v] to [1]\n stop [this script v]\n end\n change y by (1)\n if <(y position) < [-175]> then\n change [deaths v] by (1)\n reset\n end\nend\n\nwhen I receive [no move b v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nif <(Level) = [15]> then\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n set [deaths v] to [0]\n forever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\n end\nelse\n broadcast (no move b2 v)\n set [red attack v] to [1]\n set [red 2 attack v] to [1]\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n set [deaths v] to [0]\n forever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\n end\nend\n\nwhen I receive [no move b2 v]\nforever\n if <(stunned?) = [0]> then\n if <<(Yv) = [0]> and > then\n if <(Level) < [15]> then\n broadcast (b v)\n set [red attack v] to [0]\n set [red 2 attack v] to [0]\n stop [this script v]\n end\n end\n else\n wait (3) seconds\n broadcast (b v)\n set [red attack v] to [0]\n set [red 2 attack v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [7chat3 v]\nset [xv v] to [-10]\n\nwhen I receive [7 hideboth v]\nset [ghost v] effect to (99)\ngo to x: (30) y: (30)\n\nwhen I receive [7 show both v]\nclear graphic effects\n\nwhen I receive [7 hidden passage v]\ngo to x: (-220) y: (-155)\n\nwhen I receive [leave 7 hidden passage v]\nif <(7 fouund) = [1]> then\n go to x: (240) y: (23)\nelse\n go to x: (220) y: (-155)\nend\n\nwhen I receive [7 hidden passage v]\nset [7 fouund v] to [0]\nforever\n if <<(y position) < [-150]> and <[-240] > (x position)>> then\n broadcast (leave 7 hidden passage v)\n stop [this script v]\n end\nend\n\nwhen I receive [7 found chat stuff done v]\nset [7 fouund v] to [1]\nwait (1) seconds\ngo to x: (-143) y: (23)\nforever\n if <[-235] > (x position)> then\n broadcast (leave 7 hidden passage v)\n stop [this script v]\n end\nend\n\nwhen I receive [7 code v]\nforever\n if <<(Level) = [7]> and <(7 hidden passage) = [1]>> then\n if <<(y position) < [-150]> and <(x position) > [240]>> then\n broadcast (7 hidden passage v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [n v]\nset [1 v] to [0]\nset [2 v] to [0]\nset [3 v] to [0]\nset [4 v] to [0]\nset [5 v] to [0]\nset [6 v] to [0]\nstop [other scripts in sprite v]\nbroadcast (n code v)\nclear graphic effects\nset size to (100) %\nshow\nset [stunned? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n if <<key (1 v) pressed?> and <(1) = [0]>> then\n broadcast (protego v)\n set [1 v] to [1]\n end\n if <<key (2 v) pressed?> and <(2) = [0]>> then\n broadcast (attack you v)\n set [2 v] to [1]\n end\n if <<key (3 v) pressed?> and <(3) = [0]>> then\n wait until <not <key (3 v) pressed?>>\n broadcast (control platform v)\n set [3 v] to [1]\n end\n if <<key (4 v) pressed?> and <(4) = [0]>> then\n wait until <not <key (4 v) pressed?>>\n broadcast (stun v)\n set [4 v] to [1]\n end\n if <<key (5 v) pressed?> and <(5) = [0]>> then\n wait until <not <key (5 v) pressed?>>\n broadcast (shoot v)\n set [5 v] to [1]\n end\n if <touching (454354423141324414434224`t1253455q55325415423243254524`31241541 v)?> then\n change [deaths v] by (1)\n reset\n broadcast (No move n v)\n set [xv v] to [0]\n set [yv v] to [20]\n stop [this script v]\n end\n if <touching (red 2 stun v)?> then\n change [deaths v] by (1)\n broadcast (No move n v)\n broadcast (you got stunned! v)\n set [xv v] to [0]\n set [yv v] to [0]\n set [stunned? v] to [1]\n stop [this script v]\n end\n if <(player hp) < [1]> then\n reset\n end\n change y by (1)\n if <(y position) < [-175]> then\n change [deaths v] by (1)\n reset\n end\nend\n\nwhen I receive [n code v]\nforever\n if <<key (6 v) pressed?> and <(6) = [0]>> then\n wait until <not <key (6 v) pressed?>>\n set [6 v] to [1]\n change y by (-1)\n if <<not <touching (sprite 2 v)?>> and <not <touching (sprite? v)?>>> then\n set [yv v] to ((Yv) + (10))\n end\n wait (0.1) seconds\n set [6 v] to [0]\n end\nend\n\nwhen I receive [no move n v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nif <(Level) = [15]> then\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n set [deaths v] to [0]\n forever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\n end\nelse\n broadcast (no move n2 v)\n set [red attack v] to [1]\n set [red 2 attack v] to [1]\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n set [deaths v] to [0]\n forever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\n end\nend\n\nwhen I receive [no move n2 v]\nforever\n if <(stunned?) = [0]> then\n if <<(Yv) = [0]> and > then\n if <(Level) < [15]> then\n broadcast (n v)\n set [red attack v] to [0]\n set [red 2 attack v] to [0]\n stop [this script v]\n end\n end\n else\n wait (3) seconds\n broadcast (n v)\n set [red attack v] to [0]\n set [red 2 attack v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [red 3 player v]\nchange [player hp v] by (-1)\nchange [xv v] by (-1)\nchange [yv v] by (3)\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [10a v]\nset [player hp v] to [1000]\n\nwhen I receive [10f v]\ngo to x: (-210) y: (-121)\n\nwhen I receive [10e v]\nif <(10e first time) = [0]> then\n go to x: (210) y: (-121)\nend\n\nwhen I receive [11 v]\nset [player hp v] to [10]\n\nwhen flag clicked\nset [red3 go2 v] to [0]\n\nwhen I receive [red 3 bye v]\nset [red3 go2 v] to [0]\n\nwhen I receive [14 hidden level v]\ngo to x: (x position) y: (160)\n\nwhen I receive [14 hidden level end v]\ngo to x: (x position) y: (-150)\n\n@Sprite 2\n\nwhen flag clicked\nswitch costume to (a v)\n\nwhen I receive [next v]\nset [next? v] to [1]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nif <(Level) = [20]> then\n switch costume to (costume11 v)\nelse\n next costume\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (Go v)\nset [next? v] to [0]\n\nwhen I receive [end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [flip book v]\nswitch costume to (b v)\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (a v)\nclear graphic effects\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [start end v]\nswitch costume to (costume1 v)\n\nwhen I receive [7 hidden passage v]\nswitch costume to (c v)\n\nwhen I receive [leave 7 hidden passage v]\nswitch costume to (costume7 v)\n\nwhen I receive [7 found v]\nbroadcast (7 found chat stuff v)\n\nwhen I receive [10d v]\nset [10e first time v] to [0]\nset [10d on v] to [0]\nforever\n if <<<([y position v] of [player v]) < [-20]> and <<(Yv) < [-15]> and <key (down arrow v) pressed?>>> and <<([x position v] of [player v]) < [-51]> and <([x position v] of [player v]) > [-131]>>> then\n set [10e first time v] to [1]\n switch costume to (d v)\n set [10d on v] to [1]\n broadcast (10e v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [10d on v] to [0]\n\nwhen I receive [10e v]\nset [10e first time v] to [0]\nswitch costume to (d v)\nforever\n if <<([x position v] of [player v]) > [230]> and <([y position v] of [player v]) < [-116]>> then\n broadcast (10f v)\n stop [this script v]\n end\nend\n\nwhen I receive [10f v]\nswitch costume to (d2 v)\nforever\n if <<[-230] > ([x position v] of [player v])> and <([y position v] of [player v]) < [-116]>> then\n broadcast (10e v)\n stop [this script v]\n end\nend\n\nwhen I receive [11 v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nswitch costume to (costume11 v)\nclear graphic effects\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [7 found chat stuff done v]\nswitch costume to (c2 v)\n\nwhen I receive [14 v]\nwait until <(Portal) = [Open]>\nforever\n if <<<<<[-55] > ([x position v] of [player v])> or <([x position v] of [player v]) > [90]>> and <[-150] > ([y position v] of [player v])>> and <(Level) = [14]>> and <(Portal) = [Open]>> then\n broadcast (14 hidden level v)\n stop [this script v]\n end\nend\n\nwhen I receive [14 hidden level v]\nswitch costume to (e v)\nforever\n if <<<[-55] > ([x position v] of [player v])> or <([x position v] of [player v]) > [90]>> and <[170] < ([y position v] of [player v])>> then\n broadcast (14 hidden level end v)\n stop [this script v]\n end\nend\n\nwhen I receive [14 hidden level end v]\nswitch costume to (costume14 v)\nforever\n if <<<[-55] > ([x position v] of [player v])> or <([x position v] of [player v]) > [90]>> and <[-150] > ([y position v] of [player v])>> then\n broadcast (14 hidden level v)\n stop [this script v]\n end\nend\n\n@Sprite?\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [uncontrol platform v]\nclear graphic effects\nstop [other scripts in sprite v]\nforever\n go to [back v] layer\n switch costume to (Level)\n if <(3) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [you got stunned! v]\nbroadcast (uncontrol platform v)\n\nwhen I receive [ha! v]\nbroadcast (uncontrol platform v)\n\nwhen I receive [go v]\nif <(Level) = [1]> then\n\nwhen I receive [control platform v]\nforever\n if <(Level) < [9]> then\n set [brightness v] effect to (100)\n if <([x position v] of [player v]) < (x position)> then\n set [direction v] to [1]\n else\n set [direction v] to [2]\n end\n if <(direction) = [1]> then\n set y to (mouse y)\n else\n set y to (mouse y)\n end\n if <(Next?) = [1]> then\n clear graphic effects\n stop [this script v]\n end\n else\n if <<<(Level) = [9]> or <(Level) = [11]>> or <(Level) = [12]>> then\n set [brightness v] effect to (100)\n if <([x position v] of [player v]) < (x position)> then\n set [direction v] to [1]\n else\n set [direction v] to [2]\n end\n if <(direction) = [1]> then\n if <<(mouse x) < [150]> and <[-100] < (mouse x)>> then\n set x to (mouse x)\n else\n if <[150] < (mouse x)> then\n set x to (150)\n else\n if <(mouse x) < [-100]> then\n set x to (-100)\n end\n end\n end\n else\n if <<(mouse x) < [150]> and <[-100] < (mouse x)>> then\n set x to (mouse x)\n else\n if <[150] < (mouse x)> then\n set x to (150)\n else\n if <(mouse x) < [-100]> then\n set x to (-100)\n end\n end\n end\n end\n if <(Next?) = [1]> then\n clear graphic effects\n stop [this script v]\n end\n else\n if <(Level) = [14]> then\n set [brightness v] effect to (100)\n if <([x position v] of [player v]) < (x position)> then\n set [direction v] to [1]\n else\n set [direction v] to [2]\n end\n if <(direction) = [1]> then\n if <<(mouse y) < [-7]> and <[-120] < (mouse y)>> then\n set y to (mouse y)\n else\n if <[-6] < (mouse y)> then\n set y to (-7)\n else\n if <(mouse x) < [-119]> then\n set y to (-119)\n end\n end\n end\n else\n if <<(mouse y) < [-7]> and <[-120] < (mouse y)>> then\n set y to (mouse y)\n else\n if <[-6] < (mouse y)> then\n set y to (-7)\n else\n if <(mouse x) < [-119]> then\n set y to (-119)\n end\n end\n end\n end\n if <(Next?) = [1]> then\n clear graphic effects\n stop [this script v]\n end\n end\n end\n if <(Level) = [14]> then\n set [brightness v] effect to (100)\n if <([x position v] of [player v]) < (x position)> then\n set [direction v] to [1]\n else\n set [direction v] to [2]\n end\n if <(direction) = [1]> then\n if <<(mouse y) < [-7]> and <[-120] < (mouse y)>> then\n set y to (mouse y)\n else\n if <[-6] < (mouse y)> then\n set y to (-7)\n else\n if <(mouse x) < [-119]> then\n set y to (-119)\n end\n end\n end\n else\n if <<(mouse y) < [-7]> and <[-120] < (mouse y)>> then\n set y to (mouse y)\n else\n if <[-6] < (mouse y)> then\n set y to (-7)\n else\n if <(mouse x) < [-119]> then\n set y to (-119)\n end\n end\n end\n end\n if <(Next?) = [1]> then\n clear graphic effects\n stop [this script v]\n end\n end\n if <(Level) = [15]> then\n set [brightness v] effect to (100)\n if <([x position v] of [player v]) < (x position)> then\n set [direction v] to [1]\n else\n set [direction v] to [2]\n end\n if <(direction) = [1]> then\n if <<[-4] < (mouse x)> and <(mouse x) < [80]>> then\n set x to (mouse x)\n else\n if <[79] < (mouse x)> then\n set x to (79)\n else\n if <(mouse x) < [-5]> then\n set x to (-5)\n end\n end\n end\n else\n if <<[-4] < (mouse x)> and <(mouse x) < [80]>> then\n set x to (mouse x)\n else\n if <[79] < (mouse x)> then\n set x to (79)\n else\n if <(mouse x) < [-5]> then\n set x to (-5)\n end\n end\n end\n end\n if <(Next?) = [1]> then\n clear graphic effects\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nclear graphic effects\nif <(Level) = [2]> then\n set x to (-50)\n set y to (0)\nend\nif <(Level) = [3]> then\n set x to (204)\n set y to (0)\nend\nif <(Level) = [4]> then\n set x to (-205)\n set y to (-149)\nend\nif <(Level) = [5]> then\n set x to (201)\n set y to (-162)\nend\nif <(Level) = [6]> then\n set x to (201)\n set y to (85)\nend\nif <(Level) = [8]> then\n set x to (-100)\n set y to (96)\nend\nif <(Level) = [9]> then\n set x to (-100)\n set y to (-150)\nend\nif <(Level) = [11]> then\n set x to (0)\n set y to (-160)\nend\nif <(Level) = [12]> then\n set x to (150)\n set y to (-158)\nend\nif <(Level) = [14]> then\n set x to (100)\n set y to (-119)\nend\nif <(Level) = [15]> then\n set x to (79)\n set y to (-47)\nend\n\nwhen I receive [14 hidden level v]\nbroadcast (uncontrol platform v)\nhide\n\nwhen I receive [14 hidden level end v]\nshow\n\n@Portal\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start v]\nset [portal v] to [Open]\nclear graphic effects\ngo to x: (210) y: (-75)\ngo to [back v] layer\nshow\n\nwhen I receive [go v]\nclear graphic effects\nforever\n if <(Portal) = [Open]> then\n switch costume to (costume2 v)\n if <touching (player v)?> then\n if <(Level) = [15]> then\n broadcast (End v)\n stop [this script v]\n else\n broadcast (Next v)\n stop [this script v]\n end\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [open v]\nset [portal v] to [Open]\n\nwhen I receive [close v]\nset [portal v] to [Closed]\n\nwhen I receive [go v]\nif <(Level) = [2]> then\n set [portal v] to [Closed]\n go to x: (205) y: (96)\n broadcast (2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n set [portal v] to [Closed]\n go to x: (204) y: (134)\n broadcast (3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n set [portal v] to [Closed]\n go to x: (192) y: (128)\n broadcast (4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n set [portal v] to [Closed]\n go to x: (200) y: (140)\n broadcast (5 v)\n stop [this script v]\nend\nif <(Level) = [6]> then\n set [portal v] to [Closed]\n go to x: (200) y: (140)\n broadcast (6 v)\n stop [this script v]\nend\nif <(Level) = [7]> then\n set [portal v] to [Closed]\n go to x: (193) y: (42)\n broadcast (7 v)\n stop [this script v]\nend\nif <(Level) = [8]> then\n set [portal v] to [Closed]\n go to x: (10) y: (10)\n broadcast (8 v)\n stop [this script v]\nend\nif <(Level) = [9]> then\n set [portal v] to [Closed]\n go to x: (-15) y: (90)\n broadcast (9 v)\n stop [this script v]\nend\nif <(Level) = [10]> then\n hide\n set [portal v] to [Closed]\n go to x: (98) y: (-16)\n broadcast (10 v)\n stop [this script v]\nend\nif <(Level) = [11]> then\n set [portal v] to [Closed]\n go to x: (198) y: (98)\n broadcast (11 v)\n stop [this script v]\nend\nif <(Level) = [12]> then\n set [portal v] to [Closed]\n go to x: (199) y: (140)\n broadcast (12 v)\n stop [this script v]\nend\nif <(Level) = [13]> then\n set [portal v] to [Closed]\n go to x: (124) y: (-117)\n broadcast (13 v)\n stop [this script v]\nend\nif <(Level) = [14]> then\n set [portal v] to [Closed]\n go to x: (166) y: (125)\n broadcast (14 v)\n stop [this script v]\nend\nif <(Level) = [15]> then\n set [portal v] to [Closed]\n go to x: (152) y: (-47)\n broadcast (15 v)\n stop [this script v]\nend\n\nwhen I receive [next v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide variable [player hp v]\nhide variable [red 3 hp v]\n\nwhen I receive [end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [7 hidden passage v]\nhide\n\nwhen I receive [leave 7 hidden passage v]\nshow\n\nwhen I receive [10f v]\nhide\n\nwhen I receive [10e v]\nif <(portal on 10) = [1]> then\n go to x: (200) y: (-16)\n show\n set [portal v] to [Open]\nelse\n hide\nend\n\nwhen [o v] key pressed\nif <<(Level) > [10]> and <[15] > (Level)>> then\n show variable [player hp v]\n show variable [red 3 hp v]\nend\n\nwhen [p v] key pressed\nif <<(Level) > [10]> and <[15] > (Level)>> then\n hide variable [player hp v]\n hide variable [red 3 hp v]\nend\n\nwhen flag clicked\nhide variable [player hp v]\nhide variable [red 3 hp v]\n\nwhen I receive [11 v]\nset [portal v] to [Closed]\n\nwhen I receive [12 v]\nset [portal v] to [Closed]\n\nwhen I receive [14 v]\nset [portal v] to [Closed]\n\nwhen I receive [13 v]\nset [portal v] to [Closed]\n\nwhen I receive [14 hidden level v]\nhide\n\nwhen I receive [14 hidden level end v]\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nclear graphic effects\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [white1 v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Go v)\nbroadcast (Start v)\nbroadcast (Allow v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [text stuff v]\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\ngo to x: (0) y: (-384)\nset [ghost v] effect to (100)\nshow\nrepeat (400)\n change [ghost v] effect by (-0.25)\n change y by (0.96)\nend\nrepeat (400)\n change [ghost v] effect by (0.25)\n change y by (0.96)\nend\n\nwhen I receive [skip intro v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [text stuff v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (50) %\nshow\nwait (14) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\n change size by (1)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-0.5)\nend\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change size by (0.5)\nend\nwait (3) seconds\nbroadcast (white1 v)\n\nwhen I receive [endend v]\nswitch costume to (4 v)\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (50) %\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\n change size by (1)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-0.5)\nend\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change size by (0.5)\nend\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (1)\n change size by (-1)\nend\nbroadcast (thumbnail v)\n\nwhen I receive [skip intro v]\nstop [other scripts in sprite v]\nhide\nbroadcast (white1 v)\n\n@Voices\n\nwhen I start as a clone\nletter\n\nwhen flag clicked\nhide\nswitch costume to (last v)\n\nwhen I receive [text v]\nwait (0) seconds\nset [# v] to [0]\nrepeat (length of (Text))\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nset [# v] to [0]\n\nwhen I receive [text v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (100) %\n\ndefine letter\ngo to x: (-230) y: (160)\nswitch costume to (letter (#) of (Text))\nrepeat (#)\n change x by (12)\n if <(x position) > [230]> then\n change y by (-20)\n set x to (-219)\n end\nend\nshow\n\nwhen I receive [3 v]\nwait (0.2) seconds\nbroadcast (v v)\nset [red 2 bye v] to [0]\nstop [this script v]\n\nwhen I receive [text 2 v]\nwait (0) seconds\nset [# v] to [0]\nrepeat (length of (Text))\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nset [# v] to [0]\n\nwhen I receive [text 2 v]\ndelete this clone\n\nwhen flag clicked\nset [person v] to [me]\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [key open v]\nbroadcast (Open v)\nif <(Level) < [12]> then\n broadcast (Allow v)\n stop [this script v]\nelse\n broadcast (z v)\n stop [this script v]\nend\n\nwhen I receive [4 v]\nwait (0.2) seconds\nbroadcast (v v)\nset [red 2 bye v] to [0]\nstop [this script v]\n\nwhen I receive [6 v]\nwait (0.1) seconds\nbroadcast (b v)\nset [red 2 bye v] to [0]\nhide\nswitch costume to (last v)\nset [brightness v] effect to (-100)\nset [text v] to [as you might have already noticed, pressing 5 can damage the enemies as well.]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to []\nbroadcast (Text v)\nstop [this script v]\n\nwhen I receive [yellow chat v]\nhide\nswitch costume to (last v)\nset [color v] effect to (35)\nwait (2) seconds\nset [text v] to [and who are you?]\nbroadcast (Text v)\nwait (2) seconds\nset [brightness v] effect to (100)\nwait (2) seconds\nset [text v] to [i'm uh...]\nbroadcast (Text v)\nwait (2) seconds\nset [brightness v] effect to (0)\nset [text v] to [at least you don't seem like one of them.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [if you're after them as well,]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [remember that i'm on your side.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [i'll always be around.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (yellow dissipate v)\n\nwhen I receive [7 v]\nwait (0.2) seconds\nbroadcast (b v)\nset [red 2 bye v] to [0]\nstop [this script v]\n\nwhen I receive [9 v]\nbroadcast (n v)\nwait (0.2) seconds\nset [red 2 bye v] to [-1]\nhide\nswitch costume to (last v)\nset [brightness v] effect to (-100)\nset [text v] to [good]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [seems like you've found out how to use 6.]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to []\nbroadcast (Text v)\nstop [this script v]\n\nwhen I receive [10 v]\nbroadcast (No move n v)\nwait (2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [text v] to [you are getting closer to us.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [but remember, the closer you get, the stronger we get.]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to []\nset [text v] to [don't feel too good about yourself beating the weaker of us.]\nbroadcast (Text v)\nwait (4) seconds\nbroadcast (10a v)\nset [text v] to []\nbroadcast (Text v)\nstop [this script v]\n\nwhen I receive [11 v]\nbroadcast (n v)\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [press "o" to show hp, and "p" to hide]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (0.2) seconds\nstop [this script v]\n\nwhen I receive [12 v]\nbroadcast (n v)\nwait (0.2) seconds\nstop [this script v]\n\nwhen I receive [red 2 talk 1 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [text v] to [i knew you were coming.]\nbroadcast (Text v)\nwait (3) seconds\nset [brightness v] effect to (100)\nset [text v] to [i can't move...]\nbroadcast (Text v)\nwait (3) seconds\nclear graphic effects\nset [text v] to [it's over.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (red 2 talk 2 v)\n\nwhen I receive [red 2 talk 3 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [text v] to [aarrgghh!!!]\nbroadcast (Text v)\nwait (1) seconds\nbroadcast (retreat v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [red 2 talk 4 v]\nhide\nswitch costume to (last v)\nset [color v] effect to (35)\nset [text v] to [close call, huh?]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (yellow dissipate v)\n\nwhen I receive [power 12 v]\nwait (1) seconds\nhide\nswitch costume to (last v)\nset [brightness v] effect to (-100)\nset [text v] to [you got hit by a stunning attack there.]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [press "4" to throw stunning attacks at enemies.]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [stunning attacks block stunning attacks.]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [good luck.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (v v)\nset [portal v] to [Open]\n\nwhen I receive [white1 v]\nwait (5) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [get to the portal to use your powers again.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [2 v]\nwait (0.2) seconds\nbroadcast (v v)\nset [red 2 bye v] to [0]\nstop [this script v]\n\nwhen I receive [5 v]\nwait (0.2) seconds\nbroadcast (v v)\nset [red 2 bye v] to [0]\nwait (5) seconds\nhide\nswitch costume to (last v)\nset [brightness v] effect to (-100)\nset [text v] to [i believe you are having some trouble.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [you can press 5 to destroy those defenses.]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [it will take some time though.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (b v)\nstop [this script v]\n\nwhen I receive [7chat2 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nwait (1) seconds\nset [text v] to [well, well, well...]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [who do we have here.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (7chat3 v)\n\nwhen I receive [7chat4 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nwait (1) seconds\nset [text v] to [thought you could catch me easily?]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (7 chat5 v)\n\nwhen I receive [7chat6 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nwait (1) seconds\nset [text v] to [you were wrong]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (b v)\n\nwhen I receive [7chat7 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [color v] effect to (35)\nset [text v] to [i assume you need some help?]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (7chat8 v)\n\nwhen I receive [7chat10 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [color v] effect to (35)\nset [text v] to [open the portal up,]\nbroadcast (Text v)\nwait (1) seconds\nset [text v] to [or else]\nbroadcast (Text v)\nwait (1) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (7chat11 v)\n\nwhen I receive [7chat12 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [text v] to [or else what?]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (7chat13 v)\n\nwhen I receive [7chat14 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [color v] effect to (35)\nset [text v] to [bet you can't do that]\nbroadcast (Text v)\nwait (2) seconds\nclear graphic effects\nset [text v] to [can too]\nbroadcast (Text v)\nwait (1) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (7 chat 15 v)\n\nwhen I receive [7 chat 15 v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [color v] effect to (35)\nset [text v] to [quick!]\nbroadcast (Text v)\nwait (1) seconds\nset [text v] to [attack him!]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [7chat end v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [color v] effect to (35)\nset [text v] to [well, it's time for me to leave now.]\nbroadcast (Text v)\nwait (2) seconds\nset [brightness v] effect to (100)\nset [text v] to [but i can't get up there.]\nbroadcast (Text v)\nwait (2) seconds\nclear graphic effects\nset [color v] effect to (35)\nset [text v] to [oh yeah, i'll help you.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [come closer.]\nbroadcast (Text v)\nbroadcast (come closer v)\n\nwhen I receive [7yellow dissapear v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [color v] effect to (35)\nset [text v] to [as i've already said before,]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [i'll always be around when you're in trouble]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (7yellowhide v)\n\nwhen I receive [7dissipatetogether v]\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [8 v]\nwait (0.2) seconds\nbroadcast (b v)\nwait until <(red 2 bye) > [0]>\nif <(red 2 bye) > [0]> then\n wait (3) seconds\n hide\n switch costume to (last v)\n set [brightness v] effect to (-100)\n set [text v] to [in a bit of a pickle are we?]\n broadcast (Text v)\n wait (2) seconds\n set [text v] to [what are you going to do now?]\n broadcast (Text v)\n wait (2) seconds\n set [text v] to []\n broadcast (Text v)\n broadcast (n v)\n stop [this script v]\nend\n\nwhen I receive [10b v]\nwait (2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [text v] to [dodging our attacks will become harder]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [you need to be fast and smart to get past]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nset [text v] to [enjoy being stuck here]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [there is no portal]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (10c v)\nbroadcast (Text v)\nstop [this script v]\n\nwhen I receive [10d v]\nwait (2) seconds\nbroadcast (n v)\n\nwhen I receive [7 found chat stuff v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [you've found something important.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [you'll need this information later.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [you better not forget it.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [you must also not tell it to anyone]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [i will now say the info you need. remember it. when you are ready, press space]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to [in level 10, when it seems like you are stuck,]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [fall from as high as you can onto the platform you start on, while pressing the down arrow key at the right timing.]\nbroadcast (Text v)\nwait until <key (space v) pressed?>\nif <key (space v) pressed?> then\n set [text v] to []\n broadcast (Text v)\n broadcast (7 found chat stuff done v)\nend\n\nwhen I receive [13 v]\nbroadcast (n v)\nwait (0.2) seconds\nstop [this script v]\n\nwhen I receive [14 v]\nbroadcast (n v)\nwait (0.2) seconds\nstop [this script v]\n\nwhen I receive [14 found v]\nbroadcast (No move n v)\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [you have found the key!]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [but it's not a normal key]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [it's like a password.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [you will need it in the next part.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [i will say the password now. you'll need to keep it in mind until the next part is shared.]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to [press space when you are sure you have memorized it.]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [the password is: 104729]\nbroadcast (Text v)\nwait until <key (space v) pressed?>\nset [text v] to [don't tell it to other people]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (n v)\n\nwhen I receive [15 v]\nbroadcast (No move n v)\nwait (0.2) seconds\nstop [this script v]\n\nwhen I receive [15 chat v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [text v] to [seems like you have missed something back there.]\nbroadcast (Text v)\nwait (3) seconds\nset [brightness v] effect to (100)\nset [text v] to [no i haven't]\nbroadcast (Text v)\nwait (2) seconds\nclear graphic effects\nset [text v] to [oh yes you have.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [you'll understand what i mean later]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (15 chat done v)\n\n@454354423141324414434224`t1253455q55325415423243254524`31241541\n\nwhen flag clicked\nset [next? v] to [0]\nhide\n\nwhen I receive [first attack v]\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (99) y: (-127)\ngo to [front v] layer\nglide (0.4) secs to x: (-190) y: (-126)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nbroadcast (first attack reply v)\n\nwhen I receive [second attack v]\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (99) y: (-127)\ngo to [front v] layer\nglide (0.8) secs to x: (0) y: (-126)\nswitch costume to (costume2 v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [attack v]\nforever\n if <(red attack) = [0]> then\n if <(red byebye) < [0]> then\n wait (0.1) seconds\n go to [back v] layer\n create clone of (_myself_ v)\n else\n if <(red byebye) = [0]> then\n wait (1) seconds\n go to [back v] layer\n if <(red attack) = [0]> then\n create clone of (_myself_ v)\n end\n end\n end\n end\n if <(red byebye) > [0]> then\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <<(stunned?) = [1]> or <<<<<touching (protego v)?> or <touching (sprite 2 v)?>> or <(Next?) = [1]>> or <touching (attack you v)?>> or <touching (sprite? v)?>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to (red 2 v)\npoint towards (player v)\nturn right (180) degrees\nglide (0.3) secs to (player v)\ndelete this clone\n\nwhen I receive [next v]\nwait (0.1) seconds\nset [red attack v] to [0]\nset [red byebye v] to [0]\nset [red 2 attack v] to [0]\nset [red 2 bye v] to [0]\nstop [other scripts in sprite v]\n\nwhen I receive [third attack v]\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to (sprite5 v)\ngo to [front v] layer\nglide (0.2) secs to x: (0) y: (-81)\nhide\n\nwhen I receive [red bye bye v]\nchange [red byebye v] by (1)\nif <(red byebye) > [0]> then\n broadcast (red bye bye bye v)\nend\n\nwhen I receive [stop attacks v]\nwait (1) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [red 2 byebye v]\nbroadcast (stop attacks v)\n\nwhen I start as a clone\nforever\n if <(stunned?) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (3) seconds\ndelete this clone\n\nset [red attack left v] to [0]\n\n@guy guard\n\nwhen flag clicked\nhide\n\nwhen I receive [second attack v]\nshow\ngo to x: (-240) y: (180)\nclear graphic effects\nset size to (67) %\nrepeat (20)\n change x by (8)\n change size by (5)\nend\nrepeat (20)\n change x by (8)\n change y by (-8)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [zzzzzzz v]\ngo to [front v] layer\nshow\ngo to (dark2 v)\nclear graphic effects\nset size to (67) %\nrepeat (20)\n change x by (8)\n change y by (1)\n change size by (5)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@protego\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [protego v]\nclear graphic effects\nset size to (100) %\nshow\nwait (2) seconds\nhide\nwait (0.5) seconds\nset [1 v] to [0]\n\n@patronus\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [patronus v]\nclear graphic effects\nset size to (10) %\nshow\nrepeat (18)\n change size by (5)\nend\nwait (0.5) seconds\nrepeat (18)\n change size by (-5)\nend\nhide\nset [? v] to [0]\n\n@Yellow\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [yellow dissipate v]\nrepeat (15)\n change [ghost v] effect by (6.6)\nend\nhide\nclear graphic effects\n\nwhen I receive [7chat6 v]\ngo to x: (-189) y: (-127)\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nwait until <(distance to [player v]) < [50]>\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nclear graphic effects\nbroadcast (7chat7 v)\nstop [this script v]\n\nwhen I receive [7chat8 v]\nwait (0.3) seconds\nhide\nwait (0.2) seconds\ngo to x: (30) y: (24)\nshow\n\nwhen I receive [7chat13 v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xxxxxxxxxxxxx v] to [0]\nset [yyyyyyyyyyyyyy v] to [0]\nforever\n set [xxxxxxxxxxxxx v] to ((xxxxxxxxxxxxx) * (0.9))\n change x by (xxxxxxxxxxxxx)\nend\n\nwhen I receive [7chat13 v]\nset [xxxxxxxxxxxxx v] to [-25]\nbroadcast (7chat14 v)\n\nwhen I receive [7chat end v]\nstop [other scripts in sprite v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xxxxxxxxxxxxx v] to [0]\nset [yyyyyyyyyyyyyy v] to [0]\nforever\n set [xxxxxxxxxxxxx v] to ((xxxxxxxxxxxxx) * (0.9))\n change x by (xxxxxxxxxxxxx)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((xxxxxxxxxxxxx) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n if <touching (sprite 2 v)?> then\n change y by ((yyyyyyyyyyyyyy) * (-1))\n set [yyyyyyyyyyyyyy v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [come closer v]\nwait until <(distance to [player v]) < [15]>\nbroadcast (No Move v)\nbroadcast (7dissipatetogether v)\n\nwhen I receive [7 hideboth v]\nset [ghost v] effect to (99)\ngo to x: (30) y: (30)\nset [xxxxxxxxxxxxx v] to [2]\n\nwhen I receive [7 show both v]\nshow\nclear graphic effects\nbroadcast (7yellow dissapear v)\nstop [other scripts in sprite v]\n\nwhen I receive [7yellowhide v]\nwait (0.4) seconds\nhide\nstop [other scripts in sprite v]\nset [7 hidden passage v] to [1]\n\nwhen I receive [7 v]\nset [7 hidden passage v] to [0]\n\n@yellow patronus\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [third attack v]\n\ngo to (yellow v)\nclear graphic effects\nset size to (50) %\nshow\nrepeat (13)\n change size by (10)\nend\nrepeat (5)\n change size by (-26)\nend\nhide\nbroadcast (yellow attack v)\n\nwhen I receive [yellow dissipate v]\n\nset [ghost v] effect to (100)\ngo to (yellow v)\nclear graphic effects\nset size to (50) %\nshow\nrepeat (20)\n change size by (6)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nhide\nif <(Level) = [6]> then\n broadcast (z v)\n set [portal v] to [Open]\nend\nif <(Level) = [12]> then\n broadcast (power 12 v)\nend\n\nwhen I receive [yellow to the rescue v]\n\nclear graphic effects\ngo to x: (95) y: (83)\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change size by (29)\n change [ghost v] effect by (-20)\nend\nbroadcast (yellow show! v)\nrepeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [zzzzzzz v]\nclear graphic effects\nset size to (50) %\ngo to [front v] layer\nshow\nforever\n go to (dark v)\nend\n\nwhen I receive [zzzzzzz v]\nrepeat (5)\n change size by (26)\nend\nrepeat (10)\n change size by (-13)\nend\nhide\nstop [other scripts in sprite v]\nbroadcast (zzzzzzzz v)\n\nwhen I receive [zzzzzzzzzzzz v]\nclear graphic effects\nset size to (50) %\ngo to [front v] layer\nshow\ngo to (dark v)\nrepeat (20)\n change size by (6)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (start end v)\n\nwhen I receive [7chat8 v]\nclear graphic effects\nset [ghost v] effect to (100)\ngo to (yellow v)\nset size to (50) %\nshow\nrepeat (5)\n change size by (26)\n change [ghost v] effect by (-20)\nend\nrepeat (5)\n change size by (-26)\n change [ghost v] effect by (5)\nend\nhide\nwait (0.3) seconds\nclear graphic effects\nset [ghost v] effect to (100)\ngo to (yellow v)\nset size to (50) %\nshow\nrepeat (5)\n change size by (26)\n change [ghost v] effect by (-20)\nend\nrepeat (5)\n change size by (-26)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (7chat9 v)\n\nwhen I receive [7dissipatetogether v]\ngo to (yellow v)\nclear graphic effects\nset size to (50) %\nshow\nrepeat (13)\n change size by (10)\nend\nbroadcast (7 hideboth v)\nrepeat (5)\n change size by (-26)\nend\nhide\nwait (0.1) seconds\ngo to (yellow v)\nclear graphic effects\nset size to (50) %\nshow\nrepeat (13)\n change size by (10)\nend\nbroadcast (7 show both v)\nrepeat (5)\n change size by (-26)\nend\nhide\n\nwhen I receive [7yellowhide v]\nclear graphic effects\nset [ghost v] effect to (100)\ngo to (yellow v)\nset size to (50) %\nshow\nrepeat (5)\n change size by (26)\n change [ghost v] effect by (-20)\nend\nrepeat (5)\n change size by (-26)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (b v)\n\n@yellow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [yellow attack v]\nwait (0.5) seconds\nclear graphic effects\nset size to (100) %\nshow\nwait (0.2) seconds\nhide\n\nwhen I receive [zzzzzz v]\nbroadcast (zzzzzzz v)\n\nwhen I receive [zzzzzzzzz v]\ngo to [front v] layer\nshow\nclear graphic effects\nset size to (100) %\ngo to x: (75) y: (-95)\n\nwhen I receive [zzzzzzzzzz v]\nwait (0.5) seconds\nhide\n\n@yellow2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [yellow attack v]\ngo to x: (0) y: (0)\nwait (0.5) seconds\nclear graphic effects\nset size to (100) %\nshow\nglide (0.2) secs to x: (137) y: (0)\nhide\nbroadcast (yellow attack end v)\n\nwhen I receive [yellow show! v]\ngo to x: (140) y: (162)\nclear graphic effects\nset size to (100) %\nshow\nglide (0.1) secs to x: (84) y: (162)\nwait (0.5) seconds\nglide (2) secs to x: (80) y: (162)\nwait (0.5) seconds\nglide (2) secs to x: (100) y: (162)\nwait (0.2) seconds\nglide (1) secs to x: (77) y: (162)\n\nwhen I receive [retreat v]\nwait (1) seconds\nglide (5) secs to x: (-103) y: (162)\n\nwhen I receive [red 2 dissipate v]\nglide (0.1) secs to x: (-240) y: (162)\nhide\n\nwhen I receive [zzzzzz v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to (dark v)\nshow\nglide (0.5) secs to x: (-139) y: (-21)\nhide\n\n@Attack You\n\nwhen flag clicked\nhide\n\nwhen I receive [attack you v]\ngo to [back v] layer\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [2 v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (red 3 b v)?> or <<touching (protego red2 v)?> or <<<touching (protego red v)?> or <<<<touching (454354423141324414434224`t1253455q55325415423243254524`31241541 v)?> or <touching (sprite5 v)?>> or <(Next?) = [1]>> or <touching (sprite 2 v)?>>> or <touching (sprite? v)?>>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Level) < [10]> then\n switch costume to (costume1 v)\n show\n clear graphic effects\n go to (player v)\n point towards (red 2 v)\n turn right (180) degrees\n glide (0.3) secs to (red 2 v)\n wait (0.01) seconds\n delete this clone\nelse\n switch costume to (costume1 v)\n show\n clear graphic effects\n go to (player v)\n point towards (red 3 v)\n turn right (180) degrees\n glide (0.3) secs to (red 3 v)\n wait (0.01) seconds\n delete this clone\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <(Level) = [7]> then\n if <touching (red 2 v)?> then\n broadcast (red 2 bye v)\n broadcast (7chat end v)\n set [red 2 bye v] to [1]\n delete this clone\n end\n else\n if <touching (red 2 v)?> then\n broadcast (red 2 bye v)\n set [red 2 bye v] to [1]\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (red 3 v)?> then\n broadcast (red 3 hp -100 v)\n delete this clone\n end\nend\n\n@protego red\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (red 2 v)\nend\n\nwhen I receive [attack you v]\nif <[10] > (Level)> then\n if <[5] > (Level)> then\n if <(red 2 bye) < [1]> then\n clear graphic effects\n set size to (100) %\n show\n set [red 2 attack v] to [1]\n wait (0.5) seconds\n set [red 2 attack v] to [0]\n hide\n end\n end\n if <(Level) > [4]> then\n if <(red protego2 hp) < [1]> then\n if <(red 2 bye) < [1]> then\n clear graphic effects\n set size to (100) %\n show\n set [red 2 attack v] to [1]\n wait (0.5) seconds\n set [red 2 attack v] to [0]\n hide\n end\n end\n end\nend\n\n@Control Zap\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [control platform v]\nshow\n\nwhen I receive [control platform v]\nforever\n if <(direction) = [1]> then\n point towards (mouse-pointer v)\n if <<[-180] < (direction)> and <(direction) < [0]>> then\n point in direction ((direction) * (-1))\n else\n point towards (mouse-pointer v)\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n broadcast (uncontrol platform v)\n set [3 v] to [0]\n hide\n stop [this script v]\n end\n else\n point towards (mouse-pointer v)\n if <<[0] < (direction)> and <(direction) < [180]>> then\n point in direction ((direction) * (-1))\n else\n point towards (mouse-pointer v)\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n broadcast (uncontrol platform v)\n set [3 v] to [0]\n hide\n stop [this script v]\n end\n end\n if <(Next?) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [uncontrol platform v]\nhide\n\n@Red 2\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset [red 2 stunned v] to [0]\nset [xv2 v] to [0]\nset [yv2 v] to [0]\nstop [other scripts in sprite v]\nif <(Level) < [10]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n set [xv2 v] to [0]\n set [yv2 v] to [0]\n wait until <(Next?) = [0]>\n forever\n set [xv2 v] to ((xv2) * (0.9))\n change x by (xv2)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((xv2) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv2 v] by (-1)\n change y by (yv2)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((yv2) * (-1))\n set [yv2 v] to [0]\n end\n change y by (-1)\n if <<(red 2 stunned) = [0]> and <<(stunned?) = [0]> and <<key (4 v) pressed?> and <<touching (sprite 2 v)?> or <touching (sprite? v)?>>>>> then\n if <(Level) = [13]> then\n set [yv2 v] to [13]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n restart\n end\n end\nelse\n stop [other scripts in sprite v]\nend\n\nwhen I receive [red 2 bye v]\nset [yv2 v] to [20]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nwait (0.1) seconds\nstop [other scripts in sprite v]\nset [portal v] to [Open]\ngo to (portal v)\n\ndefine restart\ngo to x: (start position x) y: (start position y)\nset [xv2 v] to [0]\nset [yv2 v] to [0]\n\nwhen I receive [red 2 talk 2 v]\nglide (2) secs to x: (-20) y: (81)\nbroadcast (yellow to the rescue v)\n\nwhen I receive [yellow show! v]\nwait (1) seconds\nglide (0.2) secs to x: (-10) y: (81)\nglide (1) secs to x: (-20) y: (81)\n\nwhen I receive [retreat v]\nwait (1) seconds\nglide (5) secs to x: (-200) y: (81)\n\nwhen I receive [red 2 dissipate v]\nset [yv2 v] to [15]\nwait (0.7) seconds\nhide\nstop [other scripts in sprite v]\ngo to (portal v)\n\nwhen I receive [red 2 stunned v]\nbroadcast (stop attacks v)\nset [red 2 stunned v] to [1]\nwait (2) seconds\nset [red 2 stunned v] to [0]\nif <(red 2 bye) = [0]> then\n broadcast (start attacks v)\nend\n\nwhen I receive [start attacks v]\nif <(Level) = [2]> then\n broadcast (ATTACK v)\n wait (0.5) seconds\nend\nif <(Level) = [3]> then\n broadcast (ATTACK v)\n wait (0.5) seconds\nend\nif <(Level) = [4]> then\n broadcast (ATTACK v)\n wait (0.5) seconds\nend\nif <(Level) = [6]> then\n broadcast (ATTACK v)\n wait (0.5) seconds\n broadcast (STUN! v)\nend\nif <(Level) = [8]> then\n broadcast (ATTACK v)\n wait (0.5) seconds\n broadcast (STUN! v)\nend\nif <(Level) = [9]> then\n broadcast (ATTACK v)\n wait (0.5) seconds\n broadcast (STUN! v)\nend\n\nbroadcast (STUN! v)\n\nbroadcast (STUN! v)\n\nbroadcast (STUN! v)\n\nwhen I receive [2 v]\nset [red 2 bye v] to [0]\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (200) y: (-100)\nbroadcast (ATTACK v)\nwait (0.5) seconds\n\nbroadcast (STUN! v)\n\nwhen I receive [3 v]\nset [red 2 bye v] to [0]\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (43) y: (-100)\nbroadcast (ATTACK v)\nwait (0.5) seconds\n\nbroadcast (STUN! v)\n\nwhen I receive [4 v]\nset [red 2 bye v] to [0]\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (-70) y: (0)\nbroadcast (ATTACK v)\nwait (0.5) seconds\nset [xv2 v] to [0]\nset [yv2 v] to [0]\nset [start position x v] to [-70]\nset [start position y v] to [0]\nforever\n wait (1.5) seconds\n if <(x position) > ([x position v] of [player v])> then\n if <(distance to [player v]) < [50]> then\n set [xv2 v] to [10]\n set [yv2 v] to [10]\n else\n set [xv2 v] to [-10]\n set [yv2 v] to [15]\n end\n end\n if <([x position v] of [player v]) > (x position)> then\n if <(distance to [player v]) < [50]> then\n set [xv2 v] to [-10]\n set [yv2 v] to [10]\n else\n set [xv2 v] to [10]\n set [yv2 v] to [15]\n end\n end\nend\n\nbroadcast (STUN! v)\n\nwhen I receive [5 v]\nset [red 2 bye v] to [0]\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (2) y: (-130)\n\nwhen I receive [5 v]\nset [red2 hp v] to [100]\nforever\n if <(red2 hp) < [1]> then\n broadcast (red 2 bye v)\n set [red 2 bye v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [red2 hp v]\nchange [red2 hp v] by (-1)\n\nwhen I receive [6 v]\nset [red2 hp v] to [30]\nforever\n if <(red2 hp) < [1]> then\n broadcast (red 2 bye v)\n set [red 2 bye v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [6 v]\nset [red 2 bye v] to [0]\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (0) y: (-100)\nbroadcast (ATTACK v)\nwait (0.5) seconds\nbroadcast (STUN! v)\n\nwhen I receive [7 v]\nset [no move 7 v] to [0]\nset [red 2 bye v] to [0]\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (179) y: (-40)\n\nwhen I receive [7 v]\nset [start position x v] to [24]\nset [start position y v] to [-66]\nset [red2 hp v] to [20]\nforever\n if <(red2 hp) < [1]> then\n broadcast (red 2 bye v)\n set [red 2 bye v] to [1]\n broadcast (7chat end v)\n stop [this script v]\n end\nend\n\nwhen I receive [7 chat v]\nforever\n if <(distance to [player v]) < [65]> then\n broadcast (No Move v)\n set [no move 7 v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [no move v]\nif <(Level) = [7]> then\n if <(no move 7) = [1]> then\n set [no move 7 v] to [0]\n set [xv2 v] to [6]\n wait (2) seconds\n set [xv2 v] to [-1]\n broadcast (7chat2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [7chat3 v]\nset [xv2 v] to [-10]\nwait (2) seconds\nbroadcast (7chat4 v)\nstop [this script v]\n\nwhen I receive [7 chat5 v]\nwait (0.2) seconds\nset [ghost v] effect to (99)\ngo to x: (x position) y: (30)\nbroadcast (7chat6 v)\nwait (0.2) seconds\nclear graphic effects\n\nwhen I receive [7chat9 v]\nbroadcast (7chat10 v)\n\nwhen I receive [7chat11 v]\nset [xv2 v] to [-5]\nwait (1) seconds\nbroadcast (7chat12 v)\n\nwhen I receive [7 chat 15 v]\nset [xv2 v] to [-15]\nwait (1) seconds\nbroadcast (7 chat16 v)\n\nwhen I receive [8 v]\nset [red 2 bye v] to [-1]\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (0) y: (135)\nbroadcast (ATTACK v)\nwait (0.5) seconds\nbroadcast (STUN! v)\n\nwhen I receive [9 v]\nset [red 2 bye v] to [-1]\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (60) y: (-20)\nbroadcast (ATTACK v)\nwait (0.5) seconds\nbroadcast (STUN! v)\n\nwhen I receive [9 v]\nset [red2 hp v] to [100]\nforever\n if <(red2 hp) < [1]> then\n broadcast (red 2 bye v)\n set [red 2 bye v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [10 v]\nhide\nset [xv2 v] to [0]\nset [yv2 v] to [0]\nstop [other scripts in sprite v]\n\n@red 2 stun\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I start as a clone\nforever\n if <<(red 2 stunned) = [1]> or <<(stunned?) = [1]> or <<<touching (player v)?> or <<(Next?) = [1]> or <<touching (sprite 2 v)?> or <touching (sprite? v)?>>>> or <touching (stun you v)?>>>> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to (red 2 v)\npoint towards (player v)\nturn right (180) degrees\nglide (0.3) secs to (player v)\ndelete this clone\n\nwhen I receive [stun! v]\nforever\n if <(red 2 attack) = [0]> then\n if <(red 2 bye) < [0]> then\n go to [back v] layer\n wait (0.1) seconds\n create clone of (_myself_ v)\n else\n if <(red 2 bye) = [0]> then\n go to [back v] layer\n wait (0.5) seconds\n if <(red 2 attack) = [0]> then\n create clone of (_myself_ v)\n end\n end\n end\n end\n if <(red byebye) > [0]> then\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [red 2 bye v]\nchange [red 2 bye v] by (1)\nif <(red 2 bye) > [0]> then\n broadcast (red 2 byebye v)\nend\n\nwhen I receive [stop attacks v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [stop attacks v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@red 2 thing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [yellow show! v]\nswitch costume to (costume1 v)\ngo to x: (41) y: (-48)\nclear graphic effects\nset size to (100) %\nshow\nrepeat (5)\n next costume\nend\nwait (0.1) seconds\nswitch costume to (costume5 v)\nwait (0.5) seconds\nglide (2) secs to x: (34) y: (-48)\nwait (0.5) seconds\nswitch costume to (costume7 v)\nglide (2) secs to x: (44) y: (-48)\nwait (0.2) seconds\nswitch costume to (costume5 v)\nglide (1) secs to x: (32) y: (-48)\nbroadcast (red 2 talk 3 v)\n\nwhen I receive [retreat v]\nwait (1) seconds\nglide (5) secs to x: (-148) y: (-48)\n\nwhen I receive [red 2 dissipate v]\nhide\n\n@yellow thing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [yellow show! v]\npoint in direction (-90)\nswitch costume to (costume1 v)\ngo to x: (23) y: (-48)\nclear graphic effects\nset size to (100) %\nshow\nrepeat (5)\n next costume\nend\nwait (0.1) seconds\nswitch costume to (costume7 v)\nwait (0.5) seconds\nglide (2) secs to x: (17) y: (-48)\nwait (0.5) seconds\nswitch costume to (costume5 v)\nglide (2) secs to x: (27) y: (-48)\nwait (0.2) seconds\nswitch costume to (costume7 v)\nglide (1) secs to x: (15) y: (-48)\n\nwhen I receive [retreat v]\nwait (1) seconds\nrepeat (12)\n next costume\n wait ((1) / (4)) seconds\nend\nrepeat (6)\n next costume\n wait ((1) / (6)) seconds\nend\nbroadcast (red 2 dissipate v)\n\nwhen I receive [red 2 dissipate v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@red stufff\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [yellow show! v]\ngo to x: (35) y: (162)\nclear graphic effects\nset size to (100) %\nshow\nglide (0.1) secs to x: (84) y: (162)\nwait (0.5) seconds\nglide (2) secs to x: (80) y: (162)\nwait (0.5) seconds\nglide (2) secs to x: (100) y: (162)\nwait (0.2) seconds\nglide (1) secs to x: (77) y: (162)\n\nwhen I receive [retreat v]\nwait (1) seconds\nglide (5) secs to x: (-103) y: (162)\n\nwhen I receive [red 2 dissipate v]\nhide\n\n@red 2 patronus\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [7 chat5 v]\nset [ghost v] effect to (100)\ngo to (red 2 v)\nclear graphic effects\nset size to (50) %\nshow\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [7 chat5 v]\nforever\n go to (red 2 v)\nend\n\nwhen I receive [7chat6 v]\nset [ghost v] effect to (100)\ngo to (red 2 v)\nclear graphic effects\nset size to (50) %\nshow\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Stun You\n\nwhen flag clicked\nhide\n\nwhen I receive [stun v]\ngo to [back v] layer\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [4 v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (protego red2 v)?> or <<<touching (red 2 v)?> or <<(Next?) = [1]> or <<touching (sprite 2 v)?> or <touching (sprite? v)?>>>> or <touching (red 2 stun v)?>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Level) < [10]> then\n switch costume to (costume1 v)\n show\n clear graphic effects\n go to (player v)\n point towards (red 2 v)\n turn right (180) degrees\n glide (0.3) secs to (red 2 v)\n delete this clone\nelse\n switch costume to (costume1 v)\n show\n clear graphic effects\n go to (player v)\n point towards (red 3 v)\n turn right (180) degrees\n glide (0.3) secs to (red 3 v)\n delete this clone\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <touching (red 2 v)?> then\n broadcast (red 2 stunned v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <<(Level) > [10]> and <touching color (#ff0000)?>> then\n delete this clone\n end\nend\n\n@You got stunned!\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [you got stunned! v]\nshow\nwait (3) seconds\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\nclear graphic effects\nshow\nforever\n next costume\n wait (0.2) seconds\nend\n\n@Dark2\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [start end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-199) y: (-73)\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xx v] to [0]\nset [yy v] to [0]\nforever\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((xx) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yy v] by (-1)\n change y by (yy)\n if <touching (sprite 2 v)?> then\n change y by ((yy) * (-1))\n set [yy v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [random message v]\ngo to [front v] layer\n\nglide (3) secs to x: (40) y: (55)\nbroadcast (flip book v)\ngo to x: (-230) y: (70)\nset [yv v] to [10]\nwait (1) seconds\nglide (1) secs to x: (200) y: (-7)\nwait (1) seconds\nglide (1) secs to x: (240) y: (-7)\nhide\nstop [other scripts in sprite v]\nbroadcast (start end v)\n\nwhen I receive [zzzzzz v]\nset [yy v] to [15]\n\nwhen I receive [zzzzzzzz v]\nset [xx v] to [15]\nset [yy v] to [5]\n\nwhen I receive [zzzzzzzzzzz v]\nwait (0.4) seconds\nhide\nstop [other scripts in sprite v]\n\n@dot\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nhide\n\nwhen I receive [zzzzzzzzz v]\nrepeat (10)\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\nbroadcast (zzzzzzzzzz v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (dark2 v)\nshow\nglide (0.5) secs to (yellow v)\ndelete this clone\n\n@black hide\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [zzzzzzzzzzz v]\ngo to (dark2 v)\nclear graphic effects\nset size to (50) %\nshow\nrepeat (13)\n change size by (10)\nend\nrepeat (5)\n change size by (-26)\nend\nhide\n\n@protego red2\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [5 v]\nshow\nforever\n if <touching (player v)?> then\n clear graphic effects\n set [xv v] to ((Xv) * (-2))\n set [yv v] to ((Yv) * (-1.5))\n else\n set [ghost v] effect to (99)\n end\nend\n\nwhen I receive [5 v]\nset [red protego2 hp v] to [20]\nforever\n if <(red protego2 hp) < [1]> then\n clear graphic effects\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen I receive [protego red2 hp v]\nchange [red protego2 hp v] by (-1)\n\nwhen I receive [6 v]\nset [red protego2 hp v] to [30]\nforever\n if <(red protego2 hp) < [1]> then\n clear graphic effects\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen I receive [6 v]\nshow\nforever\n if <touching (player v)?> then\n clear graphic effects\n set [xv v] to ((Xv) * (-2))\n set [yv v] to ((Yv) * (-1.5))\n else\n set [ghost v] effect to (99)\n end\nend\n\nwhen I receive [go v]\nforever\n go to (red 2 v)\nend\n\nwhen I receive [7 v]\nset [red protego2 hp v] to [30]\nforever\n if <(red protego2 hp) < [1]> then\n broadcast (7 chat v)\n clear graphic effects\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen I receive [7 v]\nshow\nforever\n if <touching (player v)?> then\n clear graphic effects\n set [xv v] to ((Xv) * (-2))\n set [yv v] to ((Yv) * (-1.5))\n else\n set [ghost v] effect to (99)\n end\nend\n\nwhen I receive [8 v]\nshow\nforever\n if <touching (player v)?> then\n clear graphic effects\n set [xv v] to ((Xv) * (-2))\n set [yv v] to ((Yv) * (-1.5))\n else\n set [ghost v] effect to (99)\n end\nend\n\nwhen I receive [8 v]\nset [red protego2 hp v] to [30]\nforever\n if <(red protego2 hp) < [1]> then\n clear graphic effects\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen I receive [9 v]\nshow\nforever\n if <touching (player v)?> then\n clear graphic effects\n set [xv v] to ((Xv) * (-2))\n set [yv v] to ((Yv) * (-1.5))\n else\n set [ghost v] effect to (99)\n end\nend\n\nwhen I receive [9 v]\nset [red protego2 hp v] to [30]\nforever\n if <(red protego2 hp) < [1]> then\n clear graphic effects\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\n@Dot you\n\nwhen flag clicked\nhide\n\nwhen I receive [shoot v]\ngo to [back v] layer\nrepeat (10)\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\nset [5 v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (red 3 b v)?> or <<<touching (protego red v)?> or <<<<touching (454354423141324414434224`t1253455q55325415423243254524`31241541 v)?> or <touching (sprite5 v)?>> or <(Next?) = [1]>> or <touching (sprite 2 v)?>>> or <touching (sprite? v)?>>> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <touching (protego red2 v)?> then\n broadcast (protego red2 hp v)\n delete this clone\n end\n if <touching (red 2 v)?> then\n broadcast (red2 hp v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Level) < [10]> then\n clear graphic effects\n go to [front v] layer\n go to (player v)\n show\n glide (0.5) secs to (red 2 v)\n wait (0.01) seconds\n delete this clone\nelse\n clear graphic effects\n go to [front v] layer\n go to (player v)\n show\n glide (0.5) secs to (red 3 v)\n wait (0.01) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<(Level) > [10]> and <touching color (#ff0000)?>> then\n wait (0.01) seconds\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (red 3 v)?> then\n broadcast (red 3 hp -1 v)\n delete this clone\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [7 hidden passage v]\nshow\nset size to (100) %\ngo to x: (-149) y: (-40)\nforever\n turn right (5) degrees\nend\n\nwhen I receive [7 hidden passage v]\nforever\n if <touching (player v)?> then\n hide\n broadcast (7 found v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [leave 7 hidden passage v]\nhide\nstop [other scripts in sprite v]\n\n@Red 3\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nif <(Level) > [8]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n set [xv2 v] to [0]\n set [yv2 v] to [0]\n wait until <(Next?) = [0]>\n broadcast (red3 go v)\nelse\n if <(Level) = [9]> then\n set [red 3 hp v] to [10]\n set size to (100) %\n go to x: (99) y: (-30)\n switch costume to (costume1 v)\n show\n point in direction (90)\n clear graphic effects\n end\n stop [this script v]\nend\n\ndefine restart\ngo to x: (start position x) y: (start position y)\nset [xv2 v] to [0]\nset [yv2 v] to [0]\n\nwhen I receive [start attacks v]\n\nwhen I receive [7 v]\nset [start position x v] to [24]\nset [start position y v] to [-66]\nset [red2 hp v] to [20]\nforever\n if <(red2 hp) < [1]> then\n broadcast (red 2 bye v)\n set [red 2 bye v] to [1]\n broadcast (7chat end v)\n stop [this script v]\n end\nend\n\nwhen I receive [7chat3 v]\nset [xv2 v] to [-10]\nwait (2) seconds\nbroadcast (7chat4 v)\nstop [this script v]\n\nwhen I receive [7 chat5 v]\nwait (0.2) seconds\nset [ghost v] effect to (99)\ngo to x: (x position) y: (30)\nbroadcast (7chat6 v)\nwait (0.2) seconds\nclear graphic effects\n\nwhen I receive [7chat9 v]\nbroadcast (7chat10 v)\n\nwhen I receive [7chat11 v]\nset [xv2 v] to [-5]\nwait (1) seconds\nbroadcast (7chat12 v)\n\nwhen I receive [7 chat 15 v]\nset [xv2 v] to [-15]\nwait (1) seconds\nbroadcast (7 chat16 v)\n\nwhen I receive [10 v]\nset [red 3 hp v] to [10]\nset size to (100) %\ngo to x: (99) y: (-30)\nswitch costume to (costume1 v)\nshow\npoint in direction (90)\nclear graphic effects\nwait (0.1) seconds\ngo to x: (99) y: (-30)\n\nwhen I receive [9 v]\nset [red2 hp v] to [100]\nforever\n if <(red2 hp) < [1]> then\n broadcast (red 2 bye v)\n set [red 2 bye v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [10c v]\nstop [other scripts in sprite v]\nwait (2) seconds\nclear graphic effects\nrepeat (50)\n turn right (30) degrees\n change [ghost v] effect by (2)\n change size by (-1)\nend\nhide\nbroadcast (10d v)\n\nwhen I receive [11 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\n\nwhen I receive [11 v]\nset [red 3 hp v] to [100]\n\nwhen I receive [red 3 hp -1 v]\nchange [red 3 hp v] by (-1)\nif <(Red 3 hp) < [1]> then\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n clear graphic effects\n repeat (25)\n turn right (60) degrees\n change [ghost v] effect by (4)\n change size by (-2)\n end\n hide\n broadcast (red 3 bye v)\n go to (portal v)\n set [portal v] to [Open]\nend\n\nwhen I receive [red 3 hp -100 v]\nchange [red 3 hp v] by (-100)\nif <(Red 3 hp) < [1]> then\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n clear graphic effects\n repeat (25)\n turn right (60) degrees\n change [ghost v] effect by (4)\n change size by (-2)\n end\n hide\n broadcast (red 3 bye v)\n go to (portal v)\n set [portal v] to [Open]\nend\n\nwhen I receive [12 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\n\nwhen I receive [12 v]\nforever\n if <([abs v] of (([x position v] of [player v]) - (x position)) ) < [20]> then\n set [yv2 v] to [15]\n wait (1) seconds\n end\nend\n\nwhen I receive [red3 go v]\nset [xv2 v] to [0]\nset [yv2 v] to [0]\nforever\n set [xv2 v] to ((xv2) * (0.9))\n change x by (xv2)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((xv2) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv2 v] by (-1)\n change y by (yv2)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((yv2) * (-1))\n set [yv2 v] to [0]\n end\n change y by (-1)\n if <<(red 2 stunned) = [0]> and <<(stunned?) = [0]> and <<key (4 v) pressed?> and <<touching (sprite 2 v)?> or <touching (sprite? v)?>>>>> then\n if <(Level) = [13]> then\n set [yv2 v] to [13]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n restart\n end\nend\n\nwhen I receive [red3 go v]\nswitch costume to (costume1 v)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nif <(Level) = [2]> then\n broadcast (ATTACK v)\n wait (0.5) seconds\n broadcast (STUN! v)\nend\n\nset [start position x v] to [99]\nset [start position y v] to [-30]\n\nwhen I receive [13 v]\nswitch costume to (costume1 v)\ngo to x: (-100) y: (100)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\n\nwhen I receive [13 v]\nforever\n if <<[-138] > (y position)> and <(x position) > [103]>> then\n set [xv2 v] to [15]\n set [yv2 v] to [5]\n wait (1) seconds\n set [xv2 v] to [-10]\n set [yv2 v] to [25]\n else\n if <<[-124] > (y position)> and <[40] > (x position)>> then\n set [xv2 v] to [-15]\n set [yv2 v] to [25]\n else\n if <([x position v] of [player v]) > (x position)> then\n set [xv2 v] to [22]\n set [yv2 v] to [4]\n end\n if <(x position) > ([x position v] of [player v])> then\n set [xv2 v] to [-20]\n set [yv2 v] to [5]\n end\n end\n end\n wait (2) seconds\nend\n\nwhen I receive [13 v]\nset [start position x v] to [-100]\nset [start position y v] to [100]\n\nwhen I receive [14 v]\nset [start position x v] to [-210]\nset [start position y v] to [-100]\n\nwhen I receive [14 v]\nswitch costume to (costume1 v)\ngo to x: (-210) y: (-100)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\n\nwhen I receive [14 v]\nwait until <(Red 3 hp) < [201]>\nset [xv2 v] to [25]\nset [yv2 v] to [10]\nwait until <(Red 3 hp) < [101]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (122) y: (90)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [player reset v]\nrestart\n\nwhen I receive [player reset v]\nif <(Level) = [14]> then\n wait until <(Red 3 hp) < [201]>\n set [xv2 v] to [25]\n set [yv2 v] to [10]\n wait until <(Red 3 hp) < [101]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (122) y: (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\nend\n\nwhen I receive [12 v]\nset [start position x v] to [0]\nset [start position y v] to [0]\n\nwhen I receive [11 v]\nset [start position x v] to [0]\nset [start position y v] to [0]\n\nwhen I receive [15 chat done v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nclear graphic effects\nrepeat (25)\n turn right (60) degrees\n change [ghost v] effect by (4)\n change size by (-2)\nend\nhide\ngo to (portal v)\nset [portal v] to [Open]\nbroadcast (n v)\n\nwhen I receive [15 v]\nif <(14 found) = [0]> then\n switch costume to (costume1 v)\n go to x: (150) y: (120)\n point in direction (90)\n clear graphic effects\n set size to (100) %\n show\n broadcast (15 chat v)\nelse\n hide\n stop [other scripts in sprite v]\n set [portal v] to [Open]\n broadcast (n v)\nend\n\n@Red 3 A\n\nwhen flag clicked\nhide\n\nwhen I receive [10a v]\nset [red 3 x v] to [-240]\nset [red 3 y v] to [-180]\nset [dir v] to [73]\nrepeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (20)\n change [dir v] by (2.8)\n wait (0.03) seconds\nend\nrepeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (-20)\n change [dir v] by (-2.8)\n wait (0.03) seconds\nend\nbroadcast (10b v)\n\nwhen I start as a clone\nforever\n if <<touching (sprite 2 v)?> or <<touching (sprite? v)?> or <<touching (_edge_ v)?> or >>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <<(Level) = [10]> or <<<(Level) = [11]> or <(Level) = [12]>> or <(Level) = [13]>>> then\n clear graphic effects\n go to [front v] layer\n go to (red 3 v)\n show\n point in direction (dir)\n glide (0.5) secs to x: (red 3 x) y: (red 3 y)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (red 3 player v)\n delete this clone\n end\nend\n\nwhen I receive [11 v]\nwait (1) seconds\nbroadcast (red3 go2 v)\n\nwhen I receive [red 3 bye v]\nwait until <(red 3 a last clone left) = [1]>\nwait (0.6) seconds\nstop [other scripts in sprite v]\nwait until <(red3 go2) = [1]>\nbroadcast (red3 go2 v)\nstop [this script v]\n\nwhen I receive [12 v]\nwait (1) seconds\nbroadcast (red3 go2 v)\n\nwhen I receive [red3 go2 v]\nif <(Level) = [12]> then\n forever\n if <<([x position v] of [red 3 v]) > ([x position v] of [player v])> and <([x position v] of [player v]) < [-100]>> then\n set [red 3 x v] to [-240]\n set [red 3 y v] to [-180]\n set [dir v] to [55]\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (20)\n change [dir v] by (4)\n wait (0.03) seconds\n end\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (-20)\n change [dir v] by (-4)\n wait (0.03) seconds\n end\n else\n if <<([x position v] of [player v]) > ([x position v] of [red 3 v])> and <[100] < ([x position v] of [player v])>> then\n set [red 3 x v] to [240]\n set [red 3 y v] to [-180]\n set [dir v] to [-55]\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (20)\n change [dir v] by (-4)\n wait (0.03) seconds\n end\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (-20)\n change [dir v] by (4)\n wait (0.03) seconds\n end\n else\n set [red 3 x v] to [-240]\n set [red 3 y v] to [180]\n set [dir v] to [126]\n repeat (24)\n create clone of (_myself_ v)\n change [red 3 x v] by (20)\n change [dir v] by ((108) / (24))\n wait (0.03) seconds\n end\n repeat (24)\n create clone of (_myself_ v)\n change [red 3 x v] by (-20)\n change [dir v] by ((-1) * ((108) / (24)))\n wait (0.03) seconds\n end\n end\n end\n set [red 3 a last clone left v] to [1]\n wait (1) seconds\n set [red 3 a last clone left v] to [0]\n end\nend\n\nwhen I receive [next v]\nif <(Level) > [10]> then\n wait until <(red 3 a last clone left) = [1]>\n wait (0.6) seconds\n stop [other scripts in sprite v]\nend\n\nwhen I receive [red3 go2 v]\nif <(Level) = [11]> then\n forever\n if <<([x position v] of [red 3 v]) > ([x position v] of [player v])> and <([x position v] of [player v]) < [-50]>> then\n set [red 3 x v] to [-240]\n set [red 3 y v] to [-180]\n set [dir v] to [55]\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (20)\n change [dir v] by (4)\n wait (0.03) seconds\n end\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (-20)\n change [dir v] by (-4)\n wait (0.03) seconds\n end\n else\n if <<([x position v] of [player v]) > ([x position v] of [red 3 v])> and <[50] < ([x position v] of [player v])>> then\n set [red 3 x v] to [240]\n set [red 3 y v] to [-180]\n set [dir v] to [-55]\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (20)\n change [dir v] by (-4)\n wait (0.03) seconds\n end\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (-20)\n change [dir v] by (4)\n wait (0.03) seconds\n end\n else\n set [red 3 x v] to [-240]\n set [red 3 y v] to [180]\n set [dir v] to [126]\n repeat (24)\n create clone of (_myself_ v)\n change [red 3 x v] by (20)\n change [dir v] by ((108) / (24))\n wait (0.03) seconds\n end\n repeat (24)\n create clone of (_myself_ v)\n change [red 3 x v] by (-20)\n change [dir v] by ((-1) * ((108) / (24)))\n wait (0.03) seconds\n end\n end\n end\n set [red 3 a last clone left v] to [1]\n wait (2) seconds\n set [red 3 a last clone left v] to [0]\n end\nend\n\nwhen I receive [13 v]\nwait (1) seconds\nbroadcast (red3 go2 v)\n\nwhen I receive [red3 go2 v]\nif <(Level) = [13]> then\n forever\n if <<([x position v] of [red 3 v]) > ([x position v] of [player v])> and <([x position v] of [player v]) < [-100]>> then\n set [red 3 x v] to [-240]\n set [red 3 y v] to [-180]\n set [dir v] to [55]\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (20)\n change [dir v] by (4)\n wait (0.03) seconds\n end\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (-20)\n change [dir v] by (-4)\n wait (0.03) seconds\n end\n else\n if <<([x position v] of [player v]) > ([x position v] of [red 3 v])> and <[100] < ([x position v] of [player v])>> then\n set [red 3 x v] to [240]\n set [red 3 y v] to [-180]\n set [dir v] to [-55]\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (20)\n change [dir v] by (-4)\n wait (0.03) seconds\n end\n repeat (18)\n create clone of (_myself_ v)\n change [red 3 y v] by (-20)\n change [dir v] by (4)\n wait (0.03) seconds\n end\n else\n set [red 3 x v] to [-240]\n set [red 3 y v] to [-180]\n set [dir v] to [54]\n repeat (24)\n create clone of (_myself_ v)\n change [red 3 x v] by (20)\n change [dir v] by ((-1) * ((108) / (24)))\n wait (0.03) seconds\n end\n repeat (24)\n create clone of (_myself_ v)\n change [red 3 x v] by (-20)\n change [dir v] by ((108) / (24))\n wait (0.03) seconds\n end\n end\n end\n set [red 3 a last clone left v] to [1]\n wait (1) seconds\n set [red 3 a last clone left v] to [0]\n end\nend\n\nwhen I receive [14 v]\nwait (1) seconds\nbroadcast (red3 go2 v)\n\nwhen I receive [red3 go2 v]\nif <(Level) = [14]> then\n broadcast (red3 go3 v)\n forever\n repeat (18)\n create clone of (_myself_ v)\n wait (0.03) seconds\n end\n repeat (18)\n create clone of (_myself_ v)\n wait (0.03) seconds\n end\n set [red 3 a last clone left v] to [1]\n wait (1) seconds\n set [red 3 a last clone left v] to [0]\n end\nelse\nend\n\nwhen I start as a clone\nif <(Level) = [14]> then\n clear graphic effects\n go to [front v] layer\n go to (red 3 v)\n show\n point towards (red 3 a controller v)\n turn right (180) degrees\n glide (0.5) secs to x: (red 3 x) y: (red 3 y)\n delete this clone\nend\n\n@Portal on\n\nwhen flag clicked\nset [portal on 10 v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [10f v]\ngo to [back v] layer\ngo to x: (-192) y: (-39)\nshow\nif <(portal on 10) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen I receive [10e v]\nhide\n\nwhen I receive [10 v]\nset [portal on 10 v] to [0]\n\nwhen I receive [10f v]\nforever\n if <(portal on 10) = [0]> then\n if <<touching (player v)?> and <key (space v) pressed?>> then\n set [portal on 10 v] to [1]\n switch costume to (costume2 v)\n broadcast (portal on 10 true v)\n stop [this script v]\n end\n end\nend\n\n@Sprite7\n\n@Red 3 B\n\nwhen flag clicked\nhide\n\nwhen I receive [11 v]\nforever\n if <<<(distance to [player v]) < [30]> or <(2) = [1]>> or <(5) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [11 v]\nforever\n go to (red 3 v)\nend\n\nwhen I receive [11 v]\nforever\n if <touching (player v)?> then\n set [xv v] to ((Xv) * (-10))\n set [yv v] to ((Yv) * (-1))\n wait (1) seconds\n end\nend\n\nwhen I receive [red 3 bye v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [12 v]\nforever\n if <touching (player v)?> then\n set [xv v] to ((Xv) * (-10))\n set [yv v] to ((Yv) * (-1))\n wait (1) seconds\n end\nend\n\nwhen I receive [12 v]\nforever\n go to (red 3 v)\nend\n\nwhen I receive [12 v]\nforever\n if <<<(distance to [player v]) < [30]> or <(2) = [1]>> or <(5) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [13 v]\nforever\n go to (red 3 v)\nend\n\nwhen I receive [13 v]\nforever\n if <<<(distance to [player v]) < [30]> or <(2) = [1]>> or <(5) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [13 v]\nforever\n if <touching (player v)?> then\n set [xv v] to ((Xv) * (-10))\n set [yv v] to ((Yv) * (-1))\n wait (1) seconds\n end\nend\n\nwhen I receive [14 v]\nforever\n if <<<(distance to [player v]) < [30]> or <(2) = [1]>> or <(5) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [14 v]\nforever\n if <touching (player v)?> then\n set [xv v] to ((Xv) * (-10))\n set [yv v] to ((Yv) * (-1))\n wait (1) seconds\n end\nend\n\nwhen I receive [14 v]\nforever\n go to (red 3 v)\nend\n\n@Red 3 A controller\n\nwhen flag clicked\nhide\n\nwhen I receive [red3 go3 v]\nif <(Level) = [14]> then\n forever\n if <<([x position v] of [red 3 v]) > ([x position v] of [player v])> and <[100] < (distance to [player v])>> then\n go to x: (-240) y: (-180)\n set [red 3 x v] to [-240]\n set [red 3 y v] to [-180]\n repeat (18)\n change y by (20)\n change [red 3 y v] by (20)\n wait (0.03) seconds\n end\n repeat (18)\n change y by (-20)\n change [red 3 y v] by (-20)\n wait (0.03) seconds\n end\n else\n if <<([x position v] of [player v]) > ([x position v] of [red 3 v])> and <[100] < (distance to [player v])>> then\n go to x: (240) y: (-180)\n set [red 3 x v] to [240]\n set [red 3 y v] to [-180]\n repeat (18)\n change y by (20)\n change [red 3 y v] by (20)\n wait (0.03) seconds\n end\n repeat (18)\n change y by (-20)\n change [red 3 y v] by (-20)\n wait (0.03) seconds\n end\n else\n if <(distance to [player v]) < [100]> then\n go to x: (-240) y: (180)\n set [red 3 x v] to [-240]\n set [red 3 y v] to [180]\n repeat (24)\n change x by (20)\n change [red 3 x v] by (20)\n wait (0.03) seconds\n end\n repeat (24)\n change x by (-20)\n change [red 3 x v] by (-20)\n wait (0.03) seconds\n end\n end\n end\n end\n set [red 3 a last clone left v] to [1]\n wait (1) seconds\n set [red 3 a last clone left v] to [0]\n end\nend\n\nwhen I receive [red 3 bye v]\nstop [other scripts in sprite v]\n\nwhen I receive [red3 go2 v]\nstop [other scripts in sprite v]\n\n@Key\n\nwhen flag clicked\nset [14 found v] to [0]\nhide\n\nwhen I receive [14 hidden level v]\nif <(14 found) = [0]> then\n show\n set size to (50) %\n point in direction (90)\n go to x: (168) y: (-138)\nend\n\nwhen I receive [14 hidden level v]\nforever\n if <touching (player v)?> then\n hide\n set [14 found v] to [1]\n broadcast (14 found v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [14 hidden level end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [text stuff v]\nshow\ngo to x: (-210) y: (-160)\nclear graphic effects\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [white1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (skip intro v)\nhide\n\n
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TIP: If you ever have trouble in the game, scroll down in "Instructions" to see how to solve the problem. You can also always check the comments to see if there are any hints :)\n**********************************************************\nWARNING: This platformer is very hard if you are not used to playing my weird games. If you haven't played part one yet, you should definitely try that first.\n***********************************************************\nTell me in the comments if there were any problems.\n***********************************************************\nLove fave follow for part 3.\n***********************************************************\nCheck out my other projects here:\nhttps://scratch.mit.edu/studios/4685976/\n***********************************************************\nHOW TO DEFEAT THE ENEMIES:\nThe code in this project makes it so that when you attack, the enemy puts up their shield (or else it would be too easy, wouldn't it?). The thing you shoot gets stopped when it's touching that shield. To defeat the enemy, you need to get inside their shield when they're not shooting, and then attack. Then the thing you shoot hits the enemy before it gets stopped (however, you have to time it just right).\n**************************************************************\nTIPS:\nLevel 7: If you fall off after Yellow helps you, try going to the right edge. There's a hidden level. Once you get there, you'll know what to do.\n\nLevel 8: Press 6 when you are in the air. You can jump higher. Pressing it a bunch of times in a row lets you float.\n\nLevel 10: Jump as high as you can by pressing up and 6, and when you start falling, hold down the down arrow key. A new path will appear, and then go to the right edge using it.\n\nLevels after 10: Try going right above the enemy, and when you come close enough to the enemy when falling, press 2. Press "o" to show your and the enemy's hp, press "p" to hide.\n\nLevel 15: If the red dude appears in this level, it means you have missed something important (unless you've already played the game before and know what you "missed"). Play again to find the hidden path in level 14.
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Halloween platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backgourd 1 v)\n\nwhen I receive [play 1 v]\nswitch backdrop to (arrière-plan1 v)\n\nwhen flag clicked\nforever\n play sound [Lost In The Woods - PaulRHJT v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nswitch backdrop to (background v)\ngo to [back v] layer\nclear graphic effects\nswitch costume to (1 v)\n\ndefine Reset || New Level\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (30)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [x v] to [0]\nset [y 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 || New Level\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen I receive [play 1 v]\nshow\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play 1 v]\nshow\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset || New Level\n end\nend\n\nwhen I receive [play 1 v]\nshow\nhide variable [x v]\nhide variable [dead v]\nhide variable [level v]\nhide variable [y v]\nset [dead v] to [0]\nset [level v] to [1]\ngo to [front v] layer\nset size to (20) %\nReset || New Level\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(Dead) = [0]>> then\n switch costume to (1 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) < (x position)>>> and <(Dead) = [0]>> then\n switch costume to (2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\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 ((X) * (-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 <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or > then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\n if <touching (bouncy v)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n if <key (space v) pressed?> then\n broadcast (Shoot v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Light\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (259) y: (174)\nshow\nset size to (100) %\ngo to [back v] layer\nforever\n repeat (50)\n change size by (((200) - (size)) / (15))\n end\n repeat (50)\n change size by (((size) - (150)) / (-15))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play 1 v]\nshow\nswitch costume to (costume1 v)\nset size to (200) %\nshow\nforever\n go [backward v] (1) layers\n go to (player v)\nend\n\n@ground\n\nwhen I receive [play 1 v]\nforever\n show\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nhide\n\n@Lutin\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to x: (pick random (230) to (-230)) y: (-180)\npoint in direction (0)\nrepeat (pick random (10) to (5))\n move (1) steps\n repeat (pick random (1) to (10))\n move (1) steps\n turn right (2) degrees\n end\n repeat (pick random (1) to (10))\n move (1) steps\n turn right (-2) degrees\n end\nend\nrepeat (10)\n move (1) steps\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\ngo to x: (-300) y: (-300)\nforever\n create clone of (_myself_ v)\n wait ((pick random (5) to (10)) / (10)) seconds\nend\n\n@ecriture\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nwait (4) seconds\nrepeat (11)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [ghost v] effect by (-5)\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nwait (5) seconds\nrepeat (11)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [ghost v] effect by (-5)\nset [ghost v] effect to (0)\nswitch costume to (costume3 v)\nwait (3) seconds\nrepeat (11)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (play 1 v)\n\n@fog\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (400) y: (0)\nrepeat until <(x position) = [0]>\n change x by (-1)\nend\ncreate clone of (_myself_ v)\nrepeat until <(x position) = [-460]>\n change x by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nset [brightness v] effect to (-100)\n\nwhen I receive [play 1 v]\nhide\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nrepeat until <(x position) = [-460]>\n change x by (-1)\nend\nhide\n\nwhen flag clicked\nshow\n\n@Clouds\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (5) to (15))\nswitch costume to (pick random (1) to (2))\nset size to (pick random (60) to (80)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (100) to (20))\nrepeat until <[290] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen I receive [play 1 v]\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@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play 1 v]\nshow\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [play 1 v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\nforever\n hide\nend\n\n
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~ HAPPY HALLOWEEN ! ~\n\n----------------------------------------------------------------------------\n - INSTRUTIONS -\n\n- This new game is for PC and MOBILE !\n- Arrows keys to move.\n- Avoid peaks, holes, finish all levels to win !\n\n - NOTES -\nDon’t forget to ❤️ and ⭐️ this project !
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♤ Black and White 2 ♤ A mobile friendly platformer v3
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@Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch backdrop to (red v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch backdrop to (black v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch backdrop to (blue v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n switch backdrop to (black v)\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (white 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 (boost v)?> then\n set [y velocity v] to [20]\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 (lava 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 <touching (dimension and orb 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\n if <touching (portal v)?> then\n broadcast (End v)\n stop [this script v]\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 (50) %\n\nReset\n\nwhen flag clicked\nrepeat (10000000000000)\n play sound [Mega_Man_3_-_PasswordGameover v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (red v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (blue v)\n end\nend\n\nswitch costume to (blue v)\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (white v)\n end\nend\n\nReset\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n switch costume to (white v)\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\nswitch costume to (2 v)\nforever\n if <(Level) = [2]> then\n go to x: (207) y: (-122)\n end\nend\n\ngo to x: (200) y: (-117)\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 hide\n end\nend\n\ngo to x: (195) y: (-79)\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\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n go to x: (184) y: (-82)\n show\n switch costume to (2 v)\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (3 v)\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) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (213) y: (-82)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [8]> then\n switch costume to (2 v)\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 show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (4 v)\n go to x: (191) y: (83)\n end\nend\n\nshow\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (4 v)\n end\nend\n\ngo to x: (191) y: (83)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\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\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\nhide\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\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\ngo to x: (11) y: (26)\n\nrepeat (10)\n\nrepeat (10)\n\ngo to x: (0) y: (0)\n\n@text\n\nwhen flag clicked\nset volume to (50) %\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\n@dimension and orb\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (2 v)\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (3 v)\n show\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) = [9]> then\n show\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nnext costume\n\n@jump\n\n@Sprite2\n\n@boost\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n go to x: (-218) y: (87)\n end\nend\n\nswitch costume to (blue v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\ngo to x: (36) y: (28)\n\n@Sprite3\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\nif <<<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)\nend\nif <<<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)\nend\n\n
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this is part 1 \nhttps://scratch.mit.edu/projects/567060050/\nik this is not that good but i tried i was out of ideas :C\nInstruction\n-----------------\n♤ All lvl is possible ♤\nget the orb\nthis was not mean to be on trending but ok sure\nlatest project https://scratch.mit.edu/projects/574388229/
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Splash A Platformer || #games #all
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@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nbroadcast (Setup v)\nReset and begin Level\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 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 (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) ))\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to [12]\n end\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls - Left and Right\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\n point in direction (90)\nend\nset [speed x v] to ((speed x) * (0.8))\n\ndefine Reset and begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\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 - 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 (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nbroadcast (Game Loop v)\nif <(x) > []> then\n Fix Collision in Direction []\nelse\n Fix Collision in Direction [90]\nend\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\ndefine Collide X - Slope or Wall?\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\nwhen I receive [lose life v]\nstop [other scripts in sprite 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\nCheck touching solid\nif <(touching) > [0]> then\n Fix Collision in Direction [0]\nend\n\n@Level\n\nwhen flag clicked\nreset timer\ngo to x: (2) y: (6)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\nif <(Scene #) = [14]> then\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Love, Fav and Follow\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (10) to (15)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (0)\n end\n repeat (5)\n change y by (5)\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\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\n@Danger\n\nwhen flag clicked\ngo to x: (2) y: (6)\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 #) = [6]> or <(Scene #) = [7]>>> or <(Scene #) = [9]>> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(Scene #) = [7]> then\n show\n Animate Platform\nend\n\ndefine Animate Platform\ngo to x: (-105) y: (-65)\nforever\n glide (2) secs to x: (128) y: (-63)\n wait (1) seconds\n glide (2) secs to x: (-105) y: (-65)\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))\nelse\nend\ngo to x: (new x) y: (new y)\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\nwait until <touching (player v)?>\nset [my scene v] to []\nstart sound [Connect v]\nhide\n\nwhen I receive [setup v]\nset [my scene v] to [1]\nshow\nswitch costume to (crystal v)\ngo to x: (44) y: (18)\ncreate clone of (_myself_ v)\ngo to x: (-201) y: (149)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nset [my scene v] to [2]\nshow\nswitch costume to (crystal v)\ngo to x: (43) y: (37)\ncreate clone of (_myself_ v)\n\n
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Here is PT 2 of my platformer game! = https://scratch.mit.edu/projects/645266047\nThe tutorial might not be finished, but I feel like I want to work on my other projects more! Anyway, here are the rules:\n\nUse the arrow keys to control the player, sadly this is not mobile and that you can’t use ‘WASD’. If you die, you have to start all over again:( And, um… I think that’s it ;)
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donut platformer ૮₍˶• . • ⑅ ₎ა
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@Stage\n\nwhen flag clicked\nforever\n play sound [lion's theme - steven universe ost v] until done\nend\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@donutt\n\nwhen flag clicked\nshow\nset size to (18) %\ngo to x: (-199) y: (41)\nforever\n if <key (right arrow v) pressed?> then\n turn right (6) degrees\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n turn left (6) degrees\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#fff9aa)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#fff9aa)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#a0c9ff)?> then\n go to x: (-209) y: (31)\n end\n if <touching color (#eeff77)?> then\n broadcast (message1 v) and wait\n go to x: (-209) y: (31)\n end\nend\n\nwhen [space v] key pressed\ngo to x: (-209) y: (31)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
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˗ˏˋ a p l a t f o r m e r ´ˎ˗\n↳ heyo & wlcm to my first platformer!\n‿‿‿‿\n✎ᝰ info:\n u are separated from your family after your enemies attacked your kitchen—The Kindness Kitchen. u must find a way home! use arrow keys to navigate the donut to its parents. have fun!\n‿‿‿‿\ncredits: thank u to @Berricake for the og project!\n‿‿‿‿\n /\ __/\ /\ /\ \n ( ,,´∀ `,,)W< ) — byebye♡︎ \n / づ ⠀⠀⊂__\
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Climb the Tower v2.0 FINISHED
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@Stage\n\nwhen flag clicked\nforever\n play sound [18 Protoman v] until done\nend\n\n@Explorer\n\ndefine Position Player\ngo to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n\ndefine None\nchange [player x v] by (sx)\nchange [player y v] by (sy)\nPosition Player\nif <not <touching (sky islands collision v)?>> then\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [player y v] by (1)\n Position Player\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [player x v] by ((0) - (sx))\nchange [player y v] by ((-6) - (sy))\n\ndefine Game Loop\nforever\n Do Player Tick\n broadcast (tick v) and wait\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [spawn x v] to [0]\nset [spawn y v] to [30]\nRe Spawn Player\nPosition Player\ngo to [front v] layer\nGame Loop\n\ndefine Re Spawn Player\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [next scr x v] to [0]\nset [next scr y v] to [0]\nset [player x v] to (Spawn X)\nset [player y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nset [frame v] to [0]\nset [outside/inside v] to [outside]\n\nwhen I receive [dead v]\nchange [deaths v] by (1)\nRe Spawn Player\n\ndefine Do Player Tick\nset [ghost v] effect to (100)\nif <key (left arrow v) pressed?> then\n if <(direction) > [0]> then\n point in direction (-90)\n end\n set [speed x v] to [-8]\n change [frame v] by (0.5)\nelse\n if <key (right arrow v) pressed?> then\n if <(direction) < [0]> then\n point in direction (90)\n end\n set [speed x v] to [8]\n change [frame v] by (0.5)\n else\n set [speed x v] to [0]\n set [frame v] to [0]\n end\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <key (up arrow v) pressed?> then\n set [speed y v] to [9]\n end\nend\nswitch costume to (megaman_standing v)\nMove Player (Speed X) (0)\nchange [speed y v] by (-1)\nMove Player (0) (Speed Y)\nset [next scr x v] to ((((Scroll X) * (6)) + (Player X)) / (7))\nif <(Next Scr X) < [0]> then\n set [next scr x v] to [0]\nend\nset [next scr y v] to (round ((((Scroll Y) * (6)) + (Player Y)) / (7)))\nif <(Next Scr Y) < [0]> then\n set [next scr y v] to [0]\nend\nif <(Player Y) < [-180]> then\n Re Spawn Player\n change [deaths v] by (1)\nend\nPosition Player\n\n@sky islands collision\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nDo Cloning\n\ndefine Do Cloning\nswitch costume to ((0) + (0))\nforever\n go [backward v] (1000) layers\n set size to (1600) %\n set [ghost v] effect to (100)\n set [costume name v] to ([costume name v] of (join [sky islands collision] []))\n set [offset x v] to ((478) * (letter (1) of (Costume Name)))\n set [offset y v] to ((360) * (letter (2) of (Costume Name)))\n if <(costume [number v]) = [1]> then\n stop [this script v]\n end\n create clone of (_myself_ v)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [tick v]\nset [scroll x v] to (Next Scr X)\nset [scroll y v] to (Next Scr Y)\nPosition and Show ([floor v] of ((Offset X) - (Scroll X)) ) ([floor v] of ((Offset Y) - (Scroll Y)) )\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@sky islands ghost\n\nwhen I receive [tick v]\nset [scroll x v] to (Next Scr X)\nset [scroll y v] to (Next Scr Y)\nPosition and Show ([floor v] of ((Offset X) - (Scroll X)) ) ([floor v] of ((Offset Y) - (Scroll Y)) )\n\ndefine None\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\ngo to x: (0) y: (0)\nhide\nDo Cloning\n\nwhen flag clicked\nforever\nend\n\ndefine Do Cloning\nswitch costume to ((0) + (0))\nforever\n go [backward v] (1000) layers\n set size to (1600) %\n set [costume name v] to ([costume name v] of (join [sky islands ghost] []))\n set [offset x v] to ((478) * (letter (1) of (Costume Name)))\n set [offset y v] to ((360) * (letter (2) of (Costume Name)))\n if <(costume [number v]) = [1]> then\n stop [this script v]\n end\n create clone of (_myself_ v)\n switch costume to ((costume [number v]) - (1))\nend\n\n@Enemy\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [5]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [5]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [spawn x v] to [920]\nset [spawn y v] to [90]\nRe-Spawn\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-7]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [7]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [5]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\n@Explorer3\n\nwhen I receive [flame sword v]\nswitch costume to (megaman_forwards v)\nwait (0.1) seconds\nswitch costume to (megaman_forwards2 v)\nwait (0.1) seconds\nswitch costume to (megaman_forwards3 v)\nwait (0.1) seconds\nswitch costume to (megaman_forwards4 v)\nwait (0.1) seconds\nswitch costume to (megaman_forwards5 v)\nwait (0.1) seconds\nswitch costume to (megaman_forwards6 v)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [animation? v] to [true]\nset [touchingground v] to [true]\nforever\n set size to (100) %\n go to (explorer v)\n if <(Animation?) = [true]> then\n if <[7] = ([can jump? v] of [explorer v])> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n next costume\n if <[4] < (costume [number v])> then\n switch costume to (megaman_run v)\n end\n wait (0.0001) seconds\n else\n switch costume to (megaman_standing v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n else\n switch costume to (megaman_jump v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (enemy v)?> or <<touching (enemy2 v)?> or <<touching (enemy3 v)?> or <<touching (enemy4 v)?> or <<touching (enemy5 v)?> or <<touching (enemy6 v)?> or <<touching (enemy7 v)?> or <<touching (enemy8 v)?> or <<touching (enemy9 v)?> or <<touching (enemy10 v)?> or <<touching (enemy11 v)?> or <<touching (enemy12 v)?> or <touching (enemy13 v)?>>>>>>>>>>>>> then\n broadcast (DEAD v)\n wait (0.3) seconds\n end\nend\n\n@Enemy2\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [spawn x v] to [1500]\nset [spawn y v] to [90]\nRe-Spawn\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-7]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [7]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\nset [speed y v] to [9]\n\nset [speed y v] to [9]\n\nset [speed y v] to [9]\n\n@Enemy3\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [9]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [9]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [spawn x v] to [1363]\nset [spawn y v] to [370]\nRe-Spawn\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-3]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [3]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [9]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\n@Enemy4\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [9]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [9]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [spawn x v] to [1500]\nset [spawn y v] to [690]\nRe-Spawn\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-5]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [5]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [9]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\n@Enemy5\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [9]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [9]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [spawn x v] to [1677]\nset [spawn y v] to [810]\nRe-Spawn\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-3]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [3]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [9]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\n@Enemy6\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [9]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [9]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [spawn x v] to [2125]\nset [spawn y v] to [810]\nRe-Spawn\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-9]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [9]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [9]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\n@Enemy7\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [11]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [11]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [spawn x v] to [2565]\nset [spawn y v] to [840]\nRe-Spawn\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-9]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [9]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [11]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\n@Enemy8\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [9]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [9]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-3]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [3]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [9]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\nwhen flag clicked\nhide\nset [spawn x v] to [2267]\nset [spawn y v] to [1224]\nRe-Spawn\n\n@Enemy9\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [3]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [3]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-7]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [7]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [3]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\nwhen flag clicked\nhide\nset [spawn x v] to [1883]\nset [spawn y v] to [1214]\nRe-Spawn\n\n@Enemy10\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [3]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [3]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-7]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [7]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [3]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\nwhen flag clicked\nhide\nset [spawn x v] to [1725]\nset [spawn y v] to [1214]\nRe-Spawn\n\n@Enemy11\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [3]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [3]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-7]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [7]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [3]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\nwhen flag clicked\nhide\nset [spawn x v] to [1627]\nset [spawn y v] to [1214]\nRe-Spawn\n\n@Enemy12\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [3]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [3]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-7]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [7]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [3]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\nwhen flag clicked\nhide\nset [spawn x v] to [1469]\nset [spawn y v] to [1214]\nRe-Spawn\n\n@Enemy13\n\ndefine Re-Spawn\nset [enemy x v] to (Spawn X)\nset [enemy y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nhide\n\nwhen I receive [tick v]\nTick\n\ndefine None\nchange [enemy x v] by (sx)\nchange [enemy y v] by (sy)\nPosition Enemy (Scroll X) (Scroll Y)\nif <not <touching (sky islands collision v)?>> then\n if <<(sx) = [0]> and <(Player Y) > ((Enemy Y) + (16))>> then\n if <<(Can Jump?) > [0]> and <(Can Jump?) < [6]>> then\n set [speed y v] to [11]\n end\n end\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (6)\n change [enemy y v] by (1)\n Position Enemy (Scroll X) (Scroll Y)\n if <not <touching (sky islands collision v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [enemy x v] by ((0) - (sx))\nchange [enemy y v] by ((-6) - (sy))\nif <(sy) = [0]> then\n if <<(Can Jump?) > [0]> and <(pick random (1) to (10)) < [10]>> then\n set [speed y v] to [11]\n else\n set [target x v] to ((Enemy X) + ((sx) * (pick random (-8) to (-25))))\n end\nend\n\ndefine None\nif <(On Screen?) = [1]> then\n go to x: ((Enemy X) - (scroll x)) y: ((Enemy Y) - (scroll y))\n show\nelse\n hide\nend\n\ndefine Tick\ngo to [front v] layer\nif <<(On Screen?) = [0]> or <(pick random (1) to (30)) = [1]>> then\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\nend\nset [on screen? v] to [0]\nif <([abs v] of ((Enemy X) - (Next Scr X)) ) < [220]> then\n if <([abs v] of ((Enemy Y) - (Next Scr Y)) ) < [160]> then\n set [on screen? v] to [1]\n set [speed x v] to [0]\n if <((Target X) + (5)) < (Enemy X)> then\n set [speed x v] to [-14]\n else\n if <((Target X) - (5)) > (Enemy X)> then\n set [speed x v] to [14]\n else\n set [target x v] to ((Player X) + (pick random (-100) to (100)))\n end\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <(pick random (1) to (47)) = [1]> then\n set [speed y v] to [11]\n end\n end\n Move Enemy (Speed X) (0)\n change [speed y v] by (-1)\n Move Enemy (0) (Speed Y)\n if <(Enemy Y) < [-180]> then\n Re-Spawn\n end\n end\nend\nPosition Enemy (Next Scr X) (Next Scr Y)\n\nwhen flag clicked\nhide\nset [spawn x v] to [899]\nset [spawn y v] to [1086]\nRe-Spawn\n\n
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Climb up the tower to show your bravery.\nUse your arrow keys to move\nAvoid the guards\nGET TO THE WIN ZONE\nCompare your deaths with others and become the best tower climber.\nRemember this IS possible\nTip: lure guards into holes or pits to get rid of them.\n\nWhen remixing to make it easier take out the TICK block from the enemies, this will stop them from spawning
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Platformer with time jumps engine
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@Stage\n\n@Player\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <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 [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [new level v]\nset [clone? v] to [0]\ndelete all of [framex v]\ndelete all of [framey v]\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (0) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (space v) pressed?> then\n if <(teleporttimer) < [0]> then\n start sound [Boom Cloud v]\n set x to (item (30) of [framex v])\n set y to (item (30) of [framey v])\n end\n set [teleporttimer v] to [30]\n else\n change [teleporttimer v] by (-1)\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [jump key v] to [1]\n set [speed y v] to [14]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (0) y: (100)\n set [speed y v] to [0]\n end\n Set Costume\n create clone of (_myself_ v)\n insert (round (x position)) at (1) of [framex v] \n insert (round (y position)) at (1) of [framey v] \n delete (31) of [framex v]\n delete (31) of [framey v]\nend\n\nwhen flag clicked\nbroadcast (new level v)\n\nwhen [r v] key pressed\nbroadcast (new level v)\n\nwhen I start as a clone\nset [clone? v] to [1]\nrepeat (30)\n set [ghost v] effect to (100)\nend\nset [ghost v] effect to (70)\nwait (0.2) seconds\ndelete this clone\n\nwhen I receive [noclones v]\nif <(clone?) = [1]> then\n hide\nend\n\nwhen flag clicked\nforever\n if <(teleporttimer) > [0]> then\n broadcast (noclones v)\n end\nend\n\n@Ground\n\nwhen I receive [flick v]\nnext costume\n\nwhen I receive [next v]\nchange [level v] by (1)\n\nwhen I receive [new level v]\nif <(level) < [3]> then\n switch costume to ((level) * (2))\nelse\n switch costume to (lvl3 v)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@lever\n\nwhen I receive [new level v]\nif <(level) < [3]> then\n switch costume to (((level) * (2)) - (1))\nelse\n switch costume to (lvl3 v)\nend\nif <(level) = [2]> then\n wait until <touching (player v)?>\n broadcast (flick v)\n next costume\n play sound [Crank v] until done\n repeat until <<([y position v] of [player v]) < [-50]> and <touching color (#e5971b)?>>\n wait until <touching (player v)?>\n end\n broadcast (flick v)\n next costume\n play sound [Crank v] until done\nelse\n wait until <touching (player v)?>\n broadcast (flick v)\n next costume\n play sound [Crank v] until done\nend\n\n@exit\n\nwhen flag clicked\ngo to x: (200) y: (-130)\nwait until <touching (player v)?>\nbroadcast (next v) and wait\nnext costume\nbroadcast (new level v)\ngo to x: (-210) y: (145)\nwait until <touching (player v)?>\nbroadcast (next v) and wait\nnext costume\nbroadcast (new level v)\ngo to x: (-210) y: (-150)\nwait until <touching (player v)?>\nbroadcast (next v) and wait\nnext costume\nbroadcast (new level v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
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Bright (The Platformer)
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@Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Into The Night prt1_2 v] until done\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <key (space v) pressed?> then\n switch costume to (costume2 v)\n wait (2) seconds\n switch costume to (costume1 v)\n wait (8) seconds\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\ngo to x: (-2) y: (3)\nshow\nshow\ngo to [front v] layer\n\nwhen [space v] key pressed\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\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)\n\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\nwhen flag clicked\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)\n\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\nwhen flag clicked\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 (sprite4 v)?>> or <touching (tb v)?>> then\n repeat until <<not <<<touching (level v)?> or <touching (sprite4 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 (sprite4 v)?>> or <touching (tb v)?>> then\n change y by (Slpoe)\n repeat until <not <<<touching (level v)?> or <touching (sprite4 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 (sprite4 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 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 end\nend\n\nif <(Level) = [11]> then\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<key (r v) pressed?> or <<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 if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\n if <[-179] > (y position)> then\n go to x: (-215) y: (-30)\n if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\n if <touching (level v)?> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <(Level) = <<touching (level v)?> or <touching (sprite4 v)?>>> then\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<touching (mouse-pointer v)?> and <<(Level) = [3]> or <(Level) = [13]>>> then\n change x by ((([x position v] of [sprite4 v]) - (x position)) / (4))\n end\nend\n\nwhen flag clicked\n\n
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A simple platformer where you play as a ball of light and navigate through the dark obstacle course. You can press space to produce stronger beams and must use your bright light to see.
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The Random Platformer
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@Stage\n\nwhen I receive [play game v]\nset [timer v] to [0]\nhide variable [☁ world record v]\nset [skips v] to [0]\nforever\n if <(level skipped) = [0]> then\n if <(Level) = [30]> then\n if <(round (Timer)) < (☁ best time)> then\n repeat (10)\n set [☁ best time v] to (round (Timer))\n end\n stop [this script v]\n end\n end\n end\nend\n\nif <key (9 v) pressed?> then\nend\n\nset [skips v] to [1]\nforever\n\nwhen I receive [stop v]\n\nwhen flag clicked\n\nrepeat until <(backdrop [number v]) = [32]>\nend\n\nif <key (9 v) pressed?> then\n next backdrop\n change [skips v] by (1)\nend\nwait (5) seconds\n\nwhen backdrop switches to [the end v]\nif <(Timer) < (☁ Highscore)> then\n set [☁ highscore v] to (Timer)\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [the end v]\nbroadcast (Stop v)\n\nset [☁ highscore v] to [0]\n\nwhen backdrop switches to [the end v]\n\n\n\nstop [all v]\n\nwhen backdrop switches to [the end v]\nstop [this script v]\n\nforever\n\nwhen flag clicked\n\nforever\n\nwhen backdrop switches to [the end v]\nbroadcast (The end v) and wait\n\nwhen flag clicked\nwait (2.9) seconds\nswitch backdrop to (first 2 v) and wait\n\nwhen I receive [death v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\nwhen I receive [skip v]\nswitch backdrop to (first 3 v)\n\nwhen I receive [no skip v]\nswitch backdrop to (first 3 v)\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\n@Player \n\nwhen flag clicked\nset [deaths v] to [0]\n\nset [pitch v] effect to (100)\n\n\nchange volume by (0)\n\nwhen [space v] key pressed\n\n\n\nwhen [4 v] key pressed\n\nforever\n\nwhen [2 v] key pressed\n\nwhen [right arrow v] key pressed\n\nwhen flag clicked\n\nwhen [1 v] key pressed\nset volume to (0) %\n\nwhen [2 v] key pressed\nset volume to (50) %\nplay sound [bensound-moose v] until done\n\nwhen flag clicked\nhide\n\nif <not <key (4 v) pressed?>> then\n hide\nend\n\nwhen I receive [message1 v]\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Reset v)\n set [yv v] to [0]\n go to x: (-153) y: (-183)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\n\nshow\n\nwait (4) seconds\n\nset [level v] to [1]\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\nshow\n\nshow\n\nwhen backdrop switches to [backdrop1 v]\n\n\n\nwhen flag clicked\nbroadcast (plz work v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (volume) %\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [done v]\nforever\n create clone of (_myself_ v)\n wait (0.004) seconds\nend\n\nswitch costume to (player1 v)\nswitch costume to (player2 v)\n\nwhen I receive [orange v]\nswitch costume to (player4 v)\n\nwhen I receive [green v]\nswitch costume to (player5 v)\n\nwhen I receive [red v]\nswitch costume to (player3 v)\n\nwhen flag clicked\nswitch costume to (player1 v)\n\nwhen flag clicked\nset volume to (100) %\n\nwhen backdrop switches to [the end v]\n\nwhen flag clicked\nforever\n if <touching color (#79ffe5)?> then\n change [xv v] by (1)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [play game v]\nrepeat until <(backdrop [number v]) = [32]>\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nstop [all v]\n\nwhen flag clicked\nforever\n if <(☁ best time) > (Timer)> then\n change [☁ best time v] by (Timer)\n end\nend\n\nset [☁ best time v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen backdrop switches to [first 2 v]\nstart sound [bensound-moose v]\n\nforever\nend\n\nset volume to (50) %\n\nplay sound [bensound-moose v] until done\n\nwhen backdrop switches to [backdrop1 v]\nshow\nset [ghost v] effect to (0)\ngo to x: (-143) y: (-204)\nwait (0) seconds\nset [level v] to [1]\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n go to [front v] layer\n change [yv v] by (-0.5)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <touching (right v)?>>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (1)\n change y by (-5)\n change x by (-1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n start sound [Basketball Bounce v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#eeff00)?> then\n set [yv v] to [0]\n go to x: (-143) y: (-171)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#1d00ff)?> then\n set [yv v] to [15]\n end\n if <touching color (#00fff3)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-5]\n end\n end\n if <touching color (#ff0000)?> then\n broadcast (death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n start sound [Pew v]\n go to x: (-143) y: (-200)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(Level) = [22]> then\n set [sho v] to [The end!]\n end\n if <(Level) = [22]> then\n set [sho v] to (join [Level] (join (Level) [/22]))\n end\n if <touching (portal a v)?> then\n go to (portal b v)\n end\n if <touching (portal b v)?> then\nend\n\nwhen flag clicked\n\nplay sound [bensound-moose v] until done\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I receive [blue v]\nswitch costume to (player2 v)\n\nwhen I receive [pink v]\nswitch costume to (player6 v)\n\nwhen I receive [yellow v]\nswitch costume to (player7 v)\n\n@Portal A \n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (-144) y: (92)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\ngo to x: (-53) y: (-188)\n\nwhen backdrop switches to [backdrop29 v]\nshow\ngo to x: (294) y: (-179)\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\n@Portal B \n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (-18) y: (145)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\ngo to x: (265) y: (121)\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop29 v]\nshow\ngo to x: (-159) y: (60)\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\n@Sprite1\n\nwhen backdrop switches to [backdrop7 v]\nshow\nswitch costume to (costume1 v)\nwait until <touching (player v)?>\nswitch costume to (told ya v)\n\nswitch backdrop to (backdrop7 v)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail \n\nwhen backdrop switches to [backdrop1 v]\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n\n\nwhen backdrop switches to [backdrop1 v]\nchange [pixelate v] effect by (0)\nchange [ghost v] effect by (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [first 1 v]\nhide\n\nwhen I receive [no skip v]\nshow\nswitch backdrop to (first 2 v)\n\nwhen I receive [skip v]\nshow\nswitch backdrop to (first 2 v)\n\nwhen I receive [no skip v]\nshow\n\n@Sprite6\n\nwhen this sprite clicked\nbroadcast (Play game v)\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen backdrop switches to [first 2 v]\n\nwhen I receive [skip v]\nshow\nswitch costume to (start 1 v)\nwait (2.9) seconds\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (start 2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (start 1 v)\n end\nend\n\nwhen I receive [no skip v]\nshow\nswitch costume to (start 1 v)\nwait (2.9) seconds\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (start 2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (start 1 v)\n end\nend\n\nset size to (110) %\n\nset size to (100) %\n\nwhen flag clicked\nhide\n\nset size to (110) %\n\nset size to (100) %\n\n@338-3382215_shop-button-shop-button-pixel-art\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (shop v)\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [menu op v]\nshow\ngo to [front v] layer\nset size to (100) %\n\nwhen I receive [menu closed v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [leaderboard v]\nhide\n\nwhen backdrop switches to [first 2 v]\nhide\n\nswitch costume to (shop v)\n\nswitch costume to (shop v)\n\nchange size by (-2)\n\nchange size by (2)\n\nwhen I receive [songs v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112.5) %\n else\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nshow\nwait (5) seconds\nnext backdrop\nhide\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (30) seconds\n go to x: (152) y: (49)\n show\n go to [front v] layer\n repeat (9)\n change y by (-2)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (26) y: (8)\nhide\n\nwhen backdrop switches to [backdrop26 v]\nshow\ngo to [front v] layer\nrepeat until <(backdrop [number v]) = [27]>\n wait (0.8) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\nhide variable [deaths v]\nhide variable [timer v]\nhide variable [level v]\nhide variable [volume v]\nhide variable [skips v]\n\nwhen I receive [menu op v]\ngo to x: (16) y: (-19)\nshow\nshow variable [deaths v]\nshow variable [timer v]\nshow variable [level v]\nshow variable [volume v]\nshow variable [skips v]\n\nwhen this sprite clicked\nbroadcast (Menu closed v)\nhide\nhide variable [deaths v]\nhide variable [timer v]\nhide variable [level v]\nhide variable [volume v]\nhide variable [skips v]\n\nwhen flag clicked\n\nwhen I receive [shop v]\ngo to x: (16) y: (-19)\nhide\nhide variable [deaths v]\nhide variable [timer v]\nhide variable [level v]\nhide variable [volume v]\nhide variable [skips v]\n\nwhen I receive [leaderboard v]\ngo to x: (16) y: (-19)\nhide\nhide variable [deaths v]\nhide variable [timer v]\nhide variable [level v]\nhide variable [volume v]\nhide variable [skips v]\n\nwhen I receive [songs v]\ngo to x: (16) y: (-19)\nhide\nhide variable [deaths v]\nhide variable [timer v]\nhide variable [level v]\nhide variable [volume v]\nhide variable [skips v]\n\n@Sprite12\n\nwhen I receive [plz work v]\n\nwhen flag clicked\ngo to x: (-122) y: (166)\nshow\n\nrepeat (100000000)\n\n\n\nwhen this sprite clicked\n\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n end\nend\n\nwhen this sprite clicked\nbroadcast (Menu OP v)\n\n@Sprite13\n\nwhen I start as a clone\n\n\n\nwhen I receive [shop v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Orange v)\nswitch costume to (2 v)\nstart sound [pop v]\n\nwhen I receive [blue v]\nswitch costume to (3 v)\n\nwhen I receive [red v]\nswitch costume to (3 v)\n\nwhen I receive [exit v]\nhide\n\nwhen flag clicked\nswitch costume to (3 v)\n\nwhen I receive [green v]\nswitch costume to (3 v)\n\nwhen I receive [yellow v]\nswitch costume to (3 v)\n\nwhen I receive [pink v]\nswitch costume to (3 v)\n\nwhen I receive [new shop v]\nhide\n\n@Sprite14\n\nwhen I start as a clone\n\n\n\nwhen I receive [shop v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Blue v)\nswitch costume to (2 v)\nstart sound [pop v]\n\nwhen I receive [orange v]\nswitch costume to (3 v)\n\nwhen I receive [red v]\nswitch costume to (3 v)\n\n\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (3 v)\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [green v]\nswitch costume to (3 v)\n\nwhen I receive [new shop v]\nhide\n\nwhen I receive [yellow v]\nswitch costume to (3 v)\n\nwhen I receive [pink v]\nswitch costume to (3 v)\n\n@Sprite15\n\nwhen I start as a clone\n\n\n\nwhen I receive [shop v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Red v)\nswitch costume to (1 v)\nstart sound [pop v]\n\nwhen I receive [blue v]\nswitch costume to (2 v)\n\nwhen I receive [orange v]\nswitch costume to (2 v)\n\nswitch costume to (3 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [exit v]\nhide\n\nwhen flag clicked\nswitch costume to (2 v)\n\nwhen I receive [yellow v]\nswitch costume to (2 v)\n\nwhen I receive [green v]\nswitch costume to (2 v)\n\nwhen I receive [pink v]\nswitch costume to (2 v)\n\nwhen I receive [new shop v]\nhide\n\n@Sprite16\n\nwhen this sprite clicked\nbroadcast (exit v)\nhide\n\nwhen I receive [shop v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop28 v]\nhide\n\nwhen backdrop switches to [backdrop27 v]\nshow\ngo to [front v] layer\nrepeat until <(backdrop [number v]) = [27]>\n wait (0.9) seconds\n next costume\nend\n\n@338-3382215_shop-button-shop-button-pixel-art2\n\nwhen I start as a clone\n\nwhen this sprite clicked\nbroadcast (shop v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [first 2 v]\n\nwhen flag clicked\n\nwhen I receive [no skip v]\n\nswitch costume to (shop2 v)\nswitch costume to (shop3 v)\n\nwhen I receive [skip v]\nshow\nswitch costume to (shop2 v)\nwait (4) seconds\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen I receive [no skip v]\nshow\nswitch costume to (shop2 v)\nwait (4) seconds\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (shop3 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (shop2 v)\n end\nend\n\n@338-3382215_shop-button-shop-button-pixel-art3\n\nwhen I start as a clone\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Leaderboard v)\n\nwhen flag clicked\n\nwait (4) seconds\n\nswitch costume to (shop3 v)\n\nswitch costume to (shop2 v)\n\nwait (4) seconds\n\nwhen I receive [menu op v]\nshow\ngo to [front v] layer\n\nwhen I receive [menu op v]\nshow\nswitch costume to (shop2 v)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen I receive [menu closed v]\nhide\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [songs v]\nhide\n\n@leaderboard\n\nwhen flag clicked\nhide\nhide variable [☁ world record v]\n\nwhen I receive [menu op v]\ngo to x: (16) y: (-19)\n\nwhen this sprite clicked\nhide\nhide variable [☁ world record v]\nhide variable [☁ best time v]\n\nbroadcast (Leaderboard Closed v)\n\nwhen flag clicked\nforever\n if <(Deaths) > (☁ World record)> then\n set [☁ world record v] to (Deaths)\n end\nend\n\nwhen I receive [shop v]\ngo to x: (16) y: (-19)\nhide\n\nwhen I receive [leaderboard v]\ngo to x: (16) y: (-19)\nshow\nshow variable [☁ world record v]\n\nshow\n\nhide variable [☁ best time v]\n\nhide\n\nwhen backdrop switches to [the end v]\n\nset [☁ world record v] to [0]\n\nwhen flag clicked\nset [deaths v] to [0]\n\nshow variable [☁ best time v]\n\nset [☁ best time v] to [100]\n\n@right\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen flag clicked\nhide\n\nhide\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [deaths v] to [8]\n end\n set [yv v] to [10]\nelse\n set [xv v] to [0]\nend\n\nwhen this sprite clicked\nbroadcast (right v) and wait\n\nshow\n\nif <touching color (#eeff00)?> then\n set [yv v] to [0]\n go to x: (-143) y: (-171)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\nend\nif <touching color (#1d00ff)?> then\n set [yv v] to [15]\nend\nif <touching color (#00fff3)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-5]\n end\nend\nif <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n start sound [Pew v]\n go to x: (-143) y: (-200)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\nend\nif <(Level) = [22]> then\n set [sho v] to [The end!]\nend\nif <(Level) = [22]> then\n set [sho v] to (join [Level] (join (Level) [/22]))\nend\nif <touching (portal a v)?> then\n go to (portal b v)\nend\nif <touching (portal b v)?> then\n\nwhen flag clicked\n\n\n change [xv v] by (-0.7)\n point in direction (90)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Basketball Bounce v]\n set [yv v] to [10]\n end\nend\nchange y by (1)\n\n@Sprite5\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen flag clicked\nhide\n\n@Sprite17\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen flag clicked\nhide\n\n@Sprite18\n\nwhen I receive [the end v]\n\nswitch costume to (costume5 v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [the end v]\nshow\nrepeat (5)\n turn right (-0.5) degrees\nend\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (2)\n change size by (5)\n end\n repeat (2)\n change size by (-5)\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (2)\n change size by (5)\n end\n repeat (2)\n change size by (-5)\n end\nend\n\n@Stars \n\nwhen I receive [play v]\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [the end v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop30 v]\ngo to [front v] layer\nhide\nwait (0.1) seconds\nrepeat until <(backdrop [number v]) = [35]>\n if <(Lag) = [0]> then\n wait (pick random (0) to (0.1)) seconds\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset size to (pick random (80) to (200)) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (pick random (-240) to (240)) y: (pick random (180) to (-100))\nrepeat (20)\n go to [back v] layer\n if <(Lag) = [0]> then\n change [ghost v] effect by (-5)\n end\nend\nrepeat (20)\n go to [back v] layer\n if <(Lag) = [0]> then\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\n@To be continued \n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [the end v]\nshow\nchange [pixelate v] effect by (0)\nchange [ghost v] effect by (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (4) seconds\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\n\nhide\n\n@sun \n\nwhen backdrop switches to [backdrop30 v]\nshow\ngo [backward v] (1) layers\nrepeat until <(backdrop [name v]) = [the end ]>\n switch costume to (costume1 v)\n show\n set size to (100) %\n go to x: (280) y: (219)\n change [effects v] by (5)\n set size to ((9000) / ((50) + (([cos v] of (Effects) ) * (1.5)))) %\n point in direction ((100) + (([cos v] of (Effects) ) * (10)))\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [the end v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nset size to (110) %\nwait (.6) seconds\nrepeat (40)\n change size by (-2)\nend\nhide\n\nwhen flag clicked\nplay sound [recording1 v] until done\n\n@Sprite3\n\nwhen flag clicked\nhide\nset size to (5) %\nwait (1.) seconds\nshow\nrepeat (9)\n change size by (50)\nend\nbroadcast (shake v)\nwait (1.5) seconds\nhide\n\ngo to [front v] layer\n\ndefine shake (direction)\npoint in direction (direction)\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\npoint in direction ((direction) + (180))\nmove (5) steps\npoint in direction (90)\nwait (0.0001) seconds\n\nwhen I receive [shake v]\nshake [45]\nshake [-45]\nshake [135]\nshake [-150]\n\n@Sprite19\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (.5) seconds\nhide\n\n@Sprite21\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [menu op v]\nshow\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [menu closed v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen this sprite clicked\nnext backdrop\nchange [level v] by (1)\nchange [skips v] by (1)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [no skip v]\nforever\n hide\nend\n\nwhen I receive [songs v]\nhide\n\n@Sprite22\n\nwhen flag clicked\nhide\nwait (2.7) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Skip v)\nhide\n\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume1 v)\n\nwhen I receive [skip v]\nchange [pixelate v] effect by (0)\nchange [ghost v] effect by (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [no skip v]\nchange [pixelate v] effect by (0)\nchange [ghost v] effect by (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\nwait (2.7) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (No skip v)\nhide\n\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume1 v)\n\nchange [color v] effect by (25)\n\nchange size by (10)\n\nchange size by (10)\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen I receive [no skip v]\nchange [pixelate v] effect by (0)\nchange [ghost v] effect by (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [skip v]\nchange [pixelate v] effect by (0)\nchange [ghost v] effect by (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\n\n@Effect\n\nwhen flag clicked\nhide\nwait (2.7) seconds\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nhide\ngo to [back v] layer\nrepeat until <(backdrop [name v]) = [first 3]>\n show\n go to [back v] layer\n go [forward v] (1) layers\n erase all\n change [x v] by (-2)\n change [y v] by (1.5)\n set x to (x)\n set y to (y)\n if <(x) = [-40]> then\n set [x v] to [0]\n set [y v] to [0]\n end\nend\nhide\n\nwhen flag clicked\n\nshow\n\nwhen I receive [no skip v]\nforever\n hide\nend\n\nwhen I receive [skip v]\nforever\n hide\nend\n\n@Backdrop\n\nwhen flag clicked\nhide\nwait (2.7) seconds\nshow\ngo to [back v] layer\nrepeat until <(backdrop [name v]) = [first 3]>\n go to [back v] layer\nend\nhide\n\nwhen flag clicked\n\nrepeat until <(backdrop [name v]) = [first 2]>\n\nwhen I receive [skip v]\nhide\n\nwhen I receive [no skip v]\nhide\n\n@Sprite24\n\nwhen I start as a clone\n\n\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Pink v)\nswitch costume to (2 v)\nstart sound [pop v]\n\nwhen I receive [blue v]\nswitch costume to (3 v)\n\nwhen I receive [red v]\nswitch costume to (3 v)\n\nwhen I receive [exit v]\nhide\n\nwhen flag clicked\nswitch costume to (3 v)\n\nwhen I receive [green v]\nswitch costume to (3 v)\n\nwhen I receive [new shop v]\nshow\ngo to [front v] layer\n\nwhen I receive [yellow v]\nswitch costume to (3 v)\n\n@Sprite25\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen this sprite clicked\nbroadcast (New shop v)\n\nwhen this sprite clicked\n\nbroadcast (Blue v)\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [new shop v]\nhide\n\n@Sprite26\n\nwhen I start as a clone\n\n\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Green v)\nswitch costume to (2 v)\nstart sound [pop v]\n\nwhen I receive [blue v]\nswitch costume to (3 v)\n\nwhen I receive [red v]\nswitch costume to (3 v)\n\nwhen I receive [exit v]\nhide\n\nwhen flag clicked\nswitch costume to (3 v)\n\nwhen I receive [pink v]\nswitch costume to (3 v)\n\nwhen I receive [new shop v]\nshow\ngo to [front v] layer\n\nwhen I receive [yellow v]\nswitch costume to (3 v)\n\n@Sprite27\n\nwhen I start as a clone\n\n\n\nwhen I receive [shop v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Yellow v)\nswitch costume to (2 v)\nstart sound [pop v]\n\nwhen I receive [blue v]\nswitch costume to (3 v)\n\nwhen I receive [red v]\nswitch costume to (3 v)\n\nwhen I receive [exit v]\nhide\n\nwhen flag clicked\nswitch costume to (3 v)\n\nhide\n\nwhen I receive [green v]\nswitch costume to (3 v)\n\nwhen I receive [pink v]\nswitch costume to (3 v)\n\nwhen I receive [new shop v]\nshow\ngo to [front v] layer\n\n@Sprite28\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (shop v)\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [new shop v]\nshow\n\nbroadcast (shop v)\n\nwhen I receive [exit v]\nhide\n\n@Sprite29\n\nwhen flag clicked\nhide\n\nwhen I receive [menu op v]\nshow\n\nwhen I receive [shop v]\n\nshow\n\nwhen this sprite clicked\nbroadcast (Songs v)\n\nwhen I receive [songs v]\nhide\n\nwhen I receive [menu closed v]\nhide\n\n@leaderboard2\n\nwhen flag clicked\nhide\n\nwhen I receive [menu op v]\ngo to x: (16) y: (-19)\n\nbroadcast (Leaderboard Closed v)\n\nwhen I receive [shop v]\ngo to x: (16) y: (-19)\nhide\n\nwhen I receive [leaderboard v]\ngo to x: (16) y: (-19)\n\nshow\n\nwhen backdrop switches to [the end v]\n\nset [☁ world record v] to [0]\n\nset [☁ best time v] to [100]\n\nwhen I receive [songs v]\nshow\n\nwhen this sprite clicked\nbroadcast (Exit songs v)\nhide\n\nwhen I receive [exit songs v]\nhide\n\nwhen I receive [exit songs v]\nhide\n\n@Sprite30\n\nwhen flag clicked\nhide\n\nwhen I receive [songs v]\nshow\n\nwhen this sprite clicked\nstart sound [DEAF KEV - Invincible \[NCS Release\] v]\n\n\nend\n\nplay sound [DEAF KEV - Invincible \[NCS Release\] v] until done\nstart sound [DEAF KEV - Invincible \[NCS Release\] v]\n\nwhen I receive [alan walker v]\n\nchange volume by (-100)\nstop all sounds\n\nclear sound effects\n\nset volume to (volume) %\n\nbroadcast (DEAF KEV v)\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [songs v]\nshow\n\nwhen I receive [exit songs v]\nhide\n\n@Sprite31\n\nwhen flag clicked\nhide\n\nwhen I receive [blue v]\nshow\n\nwhen this sprite clicked\nstart sound [Alan Walker - Spectre \[Privated NCS Release\] \(1\) v]\n\nbroadcast (Alan walker v)\n\n\n play sound [Alan Walker - Spectre \[Privated NCS Release\] \(1\) v] until done\nend\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [songs v]\nshow\n\nwhen I receive [exit songs v]\nhide\n\n@Stop\n\nwhen flag clicked\nhide\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [songs v]\nshow\n\nwhen this sprite clicked\nstop all sounds\n\nwhen I receive [exit songs v]\nhide\n\n@Sprite32\n\nwhen flag clicked\nhide\n\nwhen I receive [blue v]\nshow\n\nwhen this sprite clicked\nstart sound [TheFatRat, Slaydit & Anjulie - Stronger \[Monstercat Release\] v]\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [songs v]\nshow\n\nwhen I receive [exit songs v]\nhide\n\n\n play sound [TheFatRat, Slaydit & Anjulie - Stronger \[Monstercat Release\] v] until done\n broadcast (Alan walker v)\nend\n\n
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--------------------------------Controls---------------------------------\nUse arrow keys to move left and right and to jump, or you could just use WASD. Press r to reset. blue is bouncy, red is bad and light blue is water. press 1 to reset the music. It is not finished but there are 32 levels\n---------------------------------RULES--------------------------------- \n- no hate comments \n- NO ADVERTISEMENTS!!!!\n\nIf you remix mention me in the notes and credits \n\nHave fun and try not to rage
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The Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\nset [jump duration v] to [6]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [acceleration v] to [1.6]\nset [resistance v] to [0.8]\nReset and Begin level\nText [Ahh where I am?] Timing []\nwait (0.6) seconds\nText [I must go to my house.Please Help me!] Timing []\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 - celling or floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (moveable part v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player 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 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 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 [scene # v] to [1]\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]\ngo to x: (-150) y: (55)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First 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]\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\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix Collision in Direction [0]\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]\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 (6)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (6))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [tick - player v]\nforever\n if <<touching color (#0061bd)?> or <<touching color (#ff0000)?> or <<touching color (#55bd00)?> or <touching (the lava layer v)?>>>> then\n Reset\n switch costume to (ouch v)\n end\nend\n\ndefine Reset\nchange [hearts v] by (-1)\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [acceleration v] to [1.6]\nset [resistance v] to [0.8]\ngo to x: (-150) y: (55)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\nswitch backdrop to (false v)\n\nwhen flag clicked\nshow\n\nwhen I receive [tick - first v]\nforever\n if <(y position) = [-183]> then\n Reset\n end\nend\n\ndefine Text (text) Timing (time)\nset [sayı v] to [0]\nset [söylenen v] to []\nset [söylenecek v] to (text)\nrepeat ((length of (söylenecek)) + (1))\n change [sayı v] by (1)\n set [söylenen v] to (join (söylenen) (letter (sayı) of (text)))\n say (söylenen)\n start sound [pop v]\n wait (time) seconds\nend\nwait (2) seconds\nsay []\n\nText [OUCH!] Timing []\n\nset [scene # v] to [20]\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))\nSllip\n\ndefine Collide Y - celling 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 Sllip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Sllip\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\nshow variable [part v]\n\n\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\n@Level\n\nwhen flag clicked\nset [hearts v] to [-1]\nhide variable [hearts v]\nask [Do you want the health bar in the game? \(Y/N\)] and wait\nif < (answer) contains [Y]?> then\n set [hearts v] to [3]\n show variable [hearts v]\n wait until <(Hearts) = [0]>\n broadcast (die animate v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch backdrop to (dekor 2 v)\nwait until <(costume [number v]) = [3]>\nswitch backdrop to (dekor 1 v)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nwait until <(costume [number v]) = [5]>\nbroadcast (moveable part - 5 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [6]>\nwait (0.05) seconds\nbroadcast (moveable part - 6 v)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nwait until <(costume [number v]) = [8]>\nswitch backdrop to (dekor 2 v)\n\nwhen flag clicked\nforever\n set [part v] to (SCENE #)\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [10]>\nswitch backdrop to (dekor 3 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [14]>\nswitch backdrop to (dekor 4 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [18]>\nswitch backdrop to (dekor 5 v)\n\nset [scene # v] to [30]\n\n@moveable part\n\nwhen flag clicked\nset [move ending scene v] to [0]\nhide\ngo to x: (-64) y: (-117)\n\nwhen I receive [moveable part - 5 v]\nset [move ending scene v] to [6]\nshow\nrepeat until <(SCENE #) = [6]>\n show\n glide (1) secs to x: (-64) y: (-117)\n glide (1) secs to x: (75) y: (-117)\nend\nbroadcast (move end v)\ngo to x: (-64) y: (-117)\nhide\n\nwhen I receive [moveable part - 6 v]\nset [move ending scene v] to [7]\nshow\nrepeat until <(SCENE #) = [7]>\n glide (2) secs to x: (-64) y: (-117)\n glide (2) secs to x: (195) y: (-116)\nend\nbroadcast (move end v)\ngo to x: (-64) y: (-117)\nhide\n\nwhen flag clicked\nforever\n if <<<(move ending scene) = (SCENE #)> or <(SCENE #) > (move ending scene)>> or <(move ending scene) = [0]>> then\n hide\n else\n show\n end\nend\n\n\n\n@not touching p. back\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (join [Scene] (SCENE #))\n\n@not touching front\n\nwhen I receive [change scene v]\ngo to [front v] layer\nswitch costume to (join [Scene] (SCENE #))\n\n@animation\n\nwhen flag clicked\nhide\nswitch costume to (kostüm 1 v)\nwait until <(SCENE #) = [35]>\ngo to [front v] layer\nhide variable [hearts v]\nhide variable [part v]\nshow\nrepeat (8)\n next costume\n wait (0.4) seconds\nend\nstart sound [Tada v]\n\n@animation2\n\nwhen flag clicked\nhide\nswitch costume to (kostüm 2 v)\n\nwhen I receive [die animate v]\ngo to [front v] layer\nhide variable [hearts v]\nhide variable [part v]\nshow\nrepeat (10)\n next costume\n wait (0.4) seconds\nend\nforever\n play sound [bad-ending-theme-extended-five-nights-at-freddys-3 v] until done\nend\n\nstop [other scripts in sprite v]\n\n@Kukla 1\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\ngo to [front v] layer\nshow\nforever\n switch costume to (3 v)\n wait (0.1) seconds\n repeat until <(costume [name v]) = [7]>\n next costume\n wait (0.1) seconds\n end\n repeat until <(costume [name v]) = [3]>\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\nend\n\nforever\nend\n\n@The Lava Layer\n\nwhen flag clicked\ngo to x: (-10) y: (-32)\ngo to [back v] layer\nforever\n glide (2) secs to x: (-8) y: (-70)\n glide (2) secs to x: (-10) y: (-90)\nend\n\n
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Many codes @GriffPatch\n\nGame in griffpatch Video!
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Neon Land: A Platformer
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@Stage\n\nwhen I receive [bob v]\nset [pixelate v] effect to (50)\n\nwhen flag clicked\nclear graphic effects\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nglide (0) secs to x: (-211) y: (-7)\ngo to [front v] layer\nforever\n switch costume to (idle v)\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (left v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (right v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground 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 (ground v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [9]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (2) to (3))\nset size to (80) %\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [238]> then\n broadcast (Next Level v)\n go to x: (-211) y: (-7)\n end\n if <<key (p v) pressed?> and <key (q v) pressed?>> then\n broadcast (bob v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-211) y: (-7)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n set [y v] to [15]\n end\nend\n\nwhen I receive [bob v]\nset [pixelate v] effect to (50)\n\nwhen flag clicked\nclear graphic effects\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [bob v]\nset [pixelate v] effect to (50)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\ngo to x: (0) y: (0)\nwait until <(costume [number v]) = [9]>\nrepeat until <not <(costume [number v]) = [9]>>\n glide (1) secs to x: (0) y: (194)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nclear graphic effects\n\nwhen I receive [bob v]\nset [pixelate v] effect to (50)\n\n@Bounce\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [bob v]\nset [pixelate v] effect to (50)\n\nwhen I receive [bob v]\nset [pixelate v] effect to (50)\n\n@Text\n\nwhen flag clicked\nswitch costume to (1 v)\nclear graphic effects\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [bob v]\nset [pixelate v] effect to (50)\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (252) y: (pick random (180) to (-180))\nset size to (pick random (70) to (120)) %\nshow\nset [ghost v] effect to (50)\nrepeat until <(x position) < [-230]>\n change x by (-1)\nend\ndelete this clone\n\nwhen I receive [bob v]\nset [pixelate v] effect to (50)\n\n@Thumb\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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-Welcome To My Newest Platformer: Neon Land!-\n\n -Story-\nThe Neon Land is a place full of bright neon colors. Our protagonist, Mr. Block, is trying to get home but the vicious Neon Master is trying to stop him. Mr. Block is trying to get back home while finding hidden secrets in the process. \n\n -Controls-\nArrow Keys - Moving\n\n -Tags-\n#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games\n\n\n\n\n\n\n\n\nComment "Not all walls are solid"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThat was a hint by the way ( ͡° ͜ʖ ͡°)
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Reverse a platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nswitch backdrop to (costume1 v)\nforever\n play sound [Lost Sky - Lost \[NCS Release\]\[Mpgun v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (-193) y: (-161)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n if <touching (level v)?> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [-10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-12)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (-161)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [skip v]\ngo to x: (-193) y: (-161)\n\nwhen I receive [reset v]\ngo to x: (-193) y: (-161)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n wait until <<(x position) = [-193]> and <(y position) = [161]>>\n broadcast (Death v)\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@spikes\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@Skip\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (158) y: (152)\nshow\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\n@Reset\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (-158) y: (152)\nshow\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Thumbnail \n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@ \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 Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [num v] to [0]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n switch costume to (logo v)\n set size to (0) %\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-10)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n if <(Num) = [0]> then\n change [num v] by (1)\n broadcast (Intro done v)\n end\n repeat until <(size) < [20]>\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n wait (.2) seconds\n delete this clone\nend\n\n
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Hello guys !\nToday I share my new project :\nReverse a platformer !\nThis platformer is reverse \nBut not the keys is inversed \nSay : I try to reverse my pc :)\n
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カービィのプラットフォーマー Kirby's Platformer
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@Stage\n\nwhen flag clicked\nset [キャラ v] to [1]\nswitch backdrop to (背景 v)\nforever\n reset timer\n change [ターボ対策 v] by (1)\nend\n\nwhen [timer v] > (0)\nbroadcast (停止ボタン v)\n\nwhen flag clicked\nforever\n set [ターボ対策 v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ対策)> then\n stop [all v]\n end\nend\n\nif <[0] < (クリア回数)> then\n if <key (m v) pressed?> then\n set [キャラ v] to [2]\n end\n if <key (w v) pressed?> then\n set [キャラ v] to [3]\n end\n if <key (d v) pressed?> then\n set [キャラ v] to [4]\n end\nend\nif <[1] < (クリア回数)> then\n if <key (s v) pressed?> then\n set [キャラ v] to [5]\n end\nend\n\n@プレイヤー\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-5)\nend\ndelete this clone\n\ndefine リセット\nif <(キャラ) = [1]> then\n switch costume to (カービィ v)\nend\nif <(キャラ) = [2]> then\n switch costume to (メタナイト v)\nend\nif <(キャラ) = [3]> then\n switch costume to (デデデ v)\nend\nif <(キャラ) = [4]> then\n switch costume to (ワドルディ v)\nend\nif <(キャラ) = [5]> then\n switch costume to (マホロア v)\nend\nset [x v] to [0]\nset [y v] to [0]\nif <(ステージ) = [10]> then\n go to x: (-210) y: (-108)\nelse\n if <(ステージ) = [11]> then\n go to x: (0) y: (-80)\n else\n go to x: (-180) y: (-80)\n end\nend\n\nwhen I receive [次へ v]\nwait (1) seconds\nforever\n if <(感知) = [1]> then\n リセット\n end\nend\n\nwhen I receive [停止ボタン v]\nhide\n\ndefine 死んだんじゃないの\nリセット\nset [声 v] to [0]\nif <(キャラ) = [1]> then\n set [声 v] to (pick random (1) to (7))\nend\nif <<(キャラ) = [2]> or <(キャラ) = [3]>> then\n set [声 v] to (pick random (1) to (3))\nend\nstart sound [激突 v]\nif <(キャラ) = [1]> then\n if <(声) = [1]> then\n start sound [カービィ v]\n end\n if <(声) = [2]> then\n start sound [カービィ2 v]\n end\n if <(声) = [3]> then\n start sound [カービィ3 v]\n end\n if <(声) = [4]> then\n start sound [カービィ4 v]\n end\n if <(声) = [5]> then\n start sound [カービィ5 v]\n end\n if <(声) = [6]> then\n start sound [カービィ6 v]\n end\n if <(声) = [7]> then\n start sound [カービィ7 v]\n end\nend\nif <(キャラ) = [2]> then\n if <(声) = [1]> then\n start sound [メタナイト v]\n end\n if <(声) = [2]> then\n start sound [メタナイト2 v]\n end\n if <(声) = [3]> then\n start sound [メタナイト3 v]\n end\nend\nif <(キャラ) = [3]> then\n if <(声) = [1]> then\n start sound [デデ v]\n end\n if <(声) = [2]> then\n start sound [デデデ v]\n end\n if <(声) = [3]> then\n start sound [デデデ2 v]\n end\nend\nif <(キャラ) = [5]> then\n start sound [マホロア v]\nend\nリセット\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [10]> then\n if <<[-179] > (y position)> or <touching (ゴルドー v)?>> then\n 死んだんじゃないの\n end\n else\n if <<(y position) = [-184]> or <touching (ゴルドー v)?>> then\n 死んだんじゃないの\n end\n end\n if <key (z v) pressed?> then\n リセット\n end\n if <(ステージ) = [10]> then\n if <[239] < (x position)> then\n broadcast (次へ v)\n wait (1) seconds\n リセット\n end\n else\n if <(ステージ) = [11]> then\n stop [this script v]\n else\n if <[243] < (x position)> then\n broadcast (次へ v)\n wait (1) seconds\n リセット\n end\n end\n end\nend\n\nwhen I receive [開始 v]\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-180) y: (-80)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n if <(ステージ) = [10]> then\n set size to (50) %\n change y by (0.5)\n change [y v] by (-0.5)\n else\n set size to (100) %\n change y by (1)\n change [y v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n if <(しゃがみ) = [0]> then\n if <(ステージ) = [10]> then\n change [x v] by (0.5)\n else\n change [x v] by (1)\n end\n end\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n if <(しゃがみ) = [0]> then\n if <(ステージ) = [10]> then\n change [x v] by (-0.5)\n else\n change [x v] by (-1)\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <(ステージ) = [10]> then\n if <touching (ステージ v)?> then\n change y by (0.5)\n if <touching (ステージ v)?> then\n change y by (0.5)\n if <touching (ステージ v)?> then\n change y by (0.5)\n if <touching (ステージ v)?> then\n change y by (0.5)\n if <touching (ステージ v)?> then\n change y by (0.5)\n if <touching (ステージ v)?> then\n change y by (0.5)\n if <touching (ステージ v)?> then\n change y by (0.5)\n if <touching (ステージ v)?> then\n change y by (0.5)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (ステージ v)?> then\n if <(ステージ) = [10]> then\n change y by (-4)\n else\n change y by (-8)\n end\n change x by ((x) * (-1))\n if <(しゃがみ) = [0]> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ v]\n if <(ステージ) = [10]> then\n set [y v] to [6]\n if <(x) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [y v] to [12]\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (ステージ v)?> then\n change y by (() - (y))\n set [y v] to [0]\n end\n if <(ステージ) = [10]> then\n change y by (-0.5)\n else\n change y by (-1)\n end\n if <(感知) = [0]> then\n if <not <key (z v) pressed?>> then\n if <(しゃがみ) = [0]> then\n if <<<key (up arrow v) pressed?> and <touching (ステージ v)?>> or <<<(y position) < (mouse y)> and <mouse down?>> and <touching (ステージ v)?>>> then\n start sound [ジャンプ v]\n if <(ステージ) = [10]> then\n set [y v] to [7]\n else\n set [y v] to [14]\n end\n end\n end\n if <<key (down arrow v) pressed?> and <touching (ステージ v)?>> then\n set [しゃがみ v] to [1]\n if <(キャラ) = [1]> then\n switch costume to (カービィ2 v)\n end\n if <(キャラ) = [2]> then\n switch costume to (メタナイト2 v)\n end\n if <(キャラ) = [3]> then\n switch costume to (デデデ2 v)\n end\n if <(キャラ) = [4]> then\n switch costume to (ワドルディ2 v)\n end\n if <(キャラ) = [5]> then\n switch costume to (マホロア2 v)\n end\n else\n set [しゃがみ v] to [0]\n if <(キャラ) = [1]> then\n switch costume to (カービィ v)\n end\n if <(キャラ) = [2]> then\n switch costume to (メタナイト v)\n end\n if <(キャラ) = [3]> then\n switch costume to (デデデ v)\n end\n if <(キャラ) = [4]> then\n switch costume to (ワドルディ v)\n end\n if <(キャラ) = [5]> then\n switch costume to (マホロア v)\n end\n end\n end\n end\nend\n\nwhen I receive [開始 v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@ゴルドー\n\nwhen I start as a clone\nforever\n if <<(ステージ) = [8]> or <(ステージ) = [10]>> then\n show\n else\n delete this clone\n end\nend\n\nwhen I receive [ステージ変更 v]\nif <(ステージ) = [8]> then\n go to x: (-90) y: (0)\n create clone of (_myself_ v)\n go to x: (100) y: (0)\n create clone of (_myself_ v)\nend\nif <(ステージ) = [10]> then\n set size to (25) %\n go to x: (-85) y: (60)\n create clone of (_myself_ v)\nend\nstop [this script v]\n\nwhen I start as a clone\nforever\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n wait (0.45) seconds\n switch costume to (コスチューム4 v)\n wait (0.05) seconds\n switch costume to (コスチューム3 v)\n wait (0.05) seconds\n switch costume to (コスチューム1 v)\n wait (0.55) seconds\nend\n\nwhen I start as a clone\nforever\n if <(ステージ) = [8]> then\n repeat (50)\n change y by (-3)\n end\n repeat (50)\n change y by (3)\n end\n end\n if <(ステージ) = [10]> then\n repeat (40)\n change y by (-1.5)\n end\n repeat (40)\n change y by (1.5)\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nswitch costume to (コスチューム1 v)\ndelete this clone\n\nwhen I receive [停止ボタン v]\nhide\n\n@演出\n\nwhen I receive [次へ v]\nset [感知 v] to [1]\nshow\nset [ghost v] effect to (0)\nswitch costume to (コスチューム1 v)\nrepeat (8)\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [感知 v] to [0]\nhide\nbroadcast (初期化 v)\n\nwhen flag clicked\nset [感知 v] to [0]\nhide\n\nwhen I receive [停止ボタン v]\nhide\n\n@ゴール後\n\nwhen I receive [ステージ変更 v]\nif <(ステージ) = [11]> then\n show\n if <(クリア回数) = [1]> then\n switch costume to (クリア v)\n else\n if <(クリア回数) = [2]> then\n switch costume to (クリア2 v)\n else\n switch costume to (クリア3 v)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [停止ボタン v]\nhide\n\n@変更完了\n\nwhen flag clicked\nhide\nif <[0] < (クリア回数)> then\n show\n forever\n if <(しゃがみ) = [0]> then\n set [brightness v] effect to (0)\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (キャラ変更終了 v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (-50)\n end\n end\nelse\n broadcast (開始 v)\nend\n\nwhen I receive [キャラ変更終了 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (開始 v)\n\nwhen I receive [停止ボタン v]\nhide\n\n@キャラ変更時\n\nwhen flag clicked\nset [キャラ v] to [1]\nswitch costume to (カービィ v)\nset [しゃがみ v] to [0]\nhide\ngo to x: (0) y: (30)\nif <[0] < (クリア回数)> then\n show\n forever\n if <(しゃがみ) = [0]> then\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n broadcast (キャラ次へ v)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n broadcast (キャラ前へ v)\n end\n wait until <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>\n end\n end\nend\n\nwhen I receive [キャラ次へ v]\nset [しゃがみ v] to [1]\ngo to x: (0) y: (30)\nset [x v] to [0]\nrepeat (12)\n change [x v] by (4.2)\n change x by (x)\nend\nif <(クリア回数) = [1]> then\n if <(キャラ) = [4]> then\n set [キャラ v] to [1]\n else\n change [キャラ v] by (1)\n end\nelse\n if <(キャラ) = [5]> then\n set [キャラ v] to [1]\n else\n change [キャラ v] by (1)\n end\nend\nswitch costume to (キャラ)\ngo to x: (-300) y: (30)\nrepeat (23)\n change x by (((0) - (x position)) / (4))\nend\nset [しゃがみ v] to [0]\n\nrepeat (12)\n change [x v] by (-4)\n change x by (x)\nend\n\nwhen I receive [キャラ前へ v]\nset [しゃがみ v] to [1]\ngo to x: (0) y: (30)\nset [x v] to [0]\nrepeat (12)\n change [x v] by (-4.2)\n change x by (x)\nend\nif <(クリア回数) = [1]> then\n if <(キャラ) = [1]> then\n set [キャラ v] to [4]\n else\n change [キャラ v] by (-1)\n end\nelse\n if <(キャラ) = [1]> then\n set [キャラ v] to [5]\n else\n change [キャラ v] by (-1)\n end\nend\nswitch costume to (キャラ)\ngo to x: (300) y: (30)\nrepeat (23)\n change x by (((0) - (x position)) / (4))\nend\nset [しゃがみ v] to [0]\n\nrepeat (12)\n change [x v] by (4)\n change x by (x)\nend\n\nwhen I receive [キャラ変更終了 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [停止ボタン v]\nhide\n\n@スプライト1\n\nwhen I receive [停止ボタン v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n play sound [ナッツヌーン v] until done\nend\n\nwhen flag clicked\nhide\n\nset [pixelate v] effect to (50)\n\nwhen I receive [キャラ変更終了 v]\n\n@ステージ\n\nwhen I receive [次へ v]\nstart sound [とびら v]\nwait (1) seconds\nchange [ステージ v] by (1)\nif <(ステージ) = [11]> then\n change [クリア回数 v] by (1)\nend\nbroadcast (ステージ変更 v)\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n play sound [雲の夢 v] until done\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [6]> then\n stop [other scripts in sprite v]\n broadcast (スカイタワー v)\n stop [this script v]\n end\nend\n\nwhen I receive [スカイタワー v]\nforever\n play sound [スカイタワー v] until done\nend\n\nwhen I receive [停止ボタン v]\nhide\n\nwhen I receive [ステージ変更 v]\nif <(ステージ) = [11]> then\n if <(クリア回数) = [1]> then\n switch costume to (終1 v)\n else\n if <(クリア回数) = [2]> then\n switch costume to (終2 v)\n else\n switch costume to (終3 v)\n end\n end\nelse\n switch costume to (ステージ)\nend\n\n
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https://scratch.mit.edu/projects/585018304\n新作です!!\n \n[日本語]\n↑ ↓ → ←を使って操作します。画面をタッチしても動かすことができます。\nZキーを押すとリセットします。\n穴に落ちたり、ゴルドーというトゲトゲしたキャラクターに触れてはいけません。\n右端に行くと次のステージに進めます。\n全部で10ステージです。\n一回目のクリアでメタナイト、デデデ大王、ワドルディが使えるようになります。二回目のクリアでは...\n\n[English]\nUse ↑ ↓ → ← to move. You can also move it by touching \nthe screen.\nReset with Z key.\nDon't fall into a hole or touch a spiky character called Gordo.\nIf you go to the right end, you will advance to the next stage.\nThere are 10 stages in total.\nThe first clear will allow you to use Meta Knight, King Dedede, and Waddle Dee. In the second clear ...
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Platformer...but you have a radar
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@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\nwait (1) seconds\nforever\n if <([costume # v] of [level v]) = [8]> then\n switch backdrop to (pozadí2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vicetone_-_United_We_Dance v] until done\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\n\n@Obstacles\n\nwhen flag clicked\nshow\nswitch costume to (kostým1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\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@thumb\n\nwhen flag clicked\nhide\n\n@Sonar waves\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n wait (0.3) seconds\n if <key (space v) pressed?> then\n go to (player v)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\nrepeat (50)\n change size by (30)\n change [ghost v] effect by (2)\n go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\n@Player\n\nwhen flag clicked\nshow\nStart Position\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n Heyy\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\ndefine Heyy\ngo to [front v] layer\nswitch costume to (costume1 v)\nif <(x position) = [240]> then\n broadcast (next level v)\n Start Position\nend\nchange [y_vel v] by (-1)\nif <<key (right arrow v) pressed?> and <not <key (space v) pressed?>>> then\n point in direction (90)\n change [x_vel v] by (1)\nend\nif <<key (left arrow v) pressed?> and <not <key (space v) pressed?>>> then\n point in direction (-90)\n change [x_vel v] by (-1)\nend\nset [x_vel v] to ((x_vel) * (0.9))\nchange x by (x_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (move v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> and <not <key (space 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\nend\nchange y by (y_vel)\nif <<touching (level v)?> or <touching (move v)?>> then\n change y by ((y_vel) * (-1))\n set [y_vel v] to [0]\nend\nchange y by (-1)\nif <<<touching (level v)?> or <touching (move v)?>> and <<key (up arrow v) pressed?> and <not <key (space v) pressed?>>>> then\n set [y_vel v] to [12]\nend\nif <<key (up arrow v) pressed?> and <not <key (space 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\nelse\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <not <key (space v) pressed?>>> then\n switch costume to (right v)\n else\n switch costume to (no v)\n end\nend\nif <<touching (obstacles v)?> or <(y position) < [-175]>> then\n Start Position\nend\nif <touching (trampoline v)?> then\n set [y_vel v] to [20]\nend\nchange y by (1)\n\n@Sprite1\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n
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-------------------------------About----------------------------------\n Hello scratchers! \nThis is a third platformer in the Platformer BUT series. This time you have a radar (HOLD SPACEBAR). And believe me, you will find it really useful ;)\nEnjoy playing :)
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Industrial [endless Platformer]
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@Stage\n\nwhen flag clicked\nforever\n play sound [music_pioxonaq_agressive_lightning v] until done\nend\n\n@^°\n\ndefine new platform\nset [jump/run/fall v] to (pick random (1) to (6))\nif <<[6] > (jump/run/fall)> and <(jump/run/fall) > [1]>> then\n set [parabel-x v] to (pick random (1.00) to (5.00))\n set [parabel-y v] to (round ((((parabel-x) - (3)) * (0.7)) * (((parabel-x) - (3)) * (0.7))))\n if <[3] > (parabel-x)> then\n set [parabel-y v] to ((parabel-y) * (-1))\n end\n change [clone-x-pos v] by ((parabel-x) * (48))\n change [clone-y-pos v] by ((parabel-y) * (-48))\n spawn tile (pick random (1) to (9)) [block] [48] [0]\n wait (0) seconds\n sicherungsplatform (pick random (0) to (7))\nend\nif <(jump/run/fall) = [5]> then\n set [parabel-x v] to (pick random (1.00) to (3.00))\n set [parabel-y v] to (round (((parabel-x) * (0.7)) * ((parabel-x) * (0.7))))\n change [clone-x-pos v] by ((parabel-x) * (48))\n change [clone-y-pos v] by ((parabel-y) * (-48))\n spawn tile (pick random (1) to (9)) [block] [48] [0]\n wait (0) seconds\n sicherungsplatform (pick random (0) to (8))\nend\nif <(jump/run/fall) = [6]> then\n if <(pick random (1) to (3)) = [1]> then\n set [parabel-x v] to (pick random (1.00) to (5.00))\n set [parabel-y v] to (round ((((parabel-x) - (3)) * (0.7)) * (((parabel-x) - (3)) * (0.7))))\n if <[3] > (parabel-x)> then\n set [parabel-y v] to ((parabel-y) * (-1))\n end\n change [clone-x-pos v] by ((parabel-x) * (48))\n change [clone-y-pos v] by ((parabel-y) * (-48))\n repeat (pick random (3) to (10))\n spawn tile [] [leiter] [0] [48]\n end\n else\n repeat (pick random (3) to (10))\n spawn tile [] [leiter] [0] [48]\n end\n end\n change [clone-x-pos v] by ((pick random (0) to (2)) * (48))\n change [clone-y-pos v] by ((pick random (2) to (4)) * (-48))\n spawn tile (pick random (1) to (9)) [block] [48] [0]\n wait (0) seconds\n sicherungsplatform (pick random (0) to (8))\nend\n\ndefine sicherungsplatform (länge)\nset [spikes v] to [0]\nrepeat ((länge) - (1))\n spawn tile [] [block] [48] [0]\n if <<(pick random (1) to (5)) = [2]> and <(spikes) < [3]>> then\n spawn tile [] [spikes] [0] [0]\n change [spikes v] by (1)\n else\n junk (pick random (-20) to (20))\n set [spikes v] to [0]\n end\nend\nspawn tile [] [block] [48] [0]\n\ndefine spikes and saws (repeat)\nchange [clone-x-pos v] by ((repeat) * (-48))\nchange [clone-y-pos v] by (48)\nset [count v] to (repeat)\nrepeat until <(count) < [2]>\n if <(pick random (1) to (3)) = [1]> then\n if <(pick random (1) to (2)) = [2]> then\n spawn tile [saw] [spike] [48] [-22]\n change [clone-y-pos v] by (22)\n change [count v] by (-1)\n change [clone-x-pos v] by (48)\n change [count v] by (-1)\n if <not <(count) = [1]>> then\n change [clone-x-pos v] by (48)\n change [count v] by (-1)\n end\n else\n spawn tile [spike] [spike] [48] [0]\n change [count v] by (-1)\n if <<(pick random (1) to (4)) = [1]> and <not <(count) = [1]>>> then\n spawn tile [spike] [spike] [48] [0]\n change [count v] by (-1)\n end\n change [clone-x-pos v] by (48)\n change [count v] by (-1)\n end\n else\n change [clone-x-pos v] by (apperence)\n change [count v] by (-1)\n end\nend\nchange [clone-y-pos v] by (-48)\nchange [clone-x-pos v] by (48)\n\ndefine junk (offset)\nif <(pick random (1) to (5)) = [2]> then\n spawn tile [] [junk] (offset) [0]\n change [clone-x-pos v] by ((offset) * (-1))\nend\n\ndefine spawn tile (apperence) (tile) (x) (y)\nchange [clone-x-pos v] by (x)\nchange [clone-y-pos v] by (y)\nif <not <(apperence) = []>> then\n set [appearence v] to (apperence)\nend\ncreate clone of (tile)\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [start v]\nwait (0) seconds\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (300) y: (0)\nhide\nset [scroll-x v] to [0]\nset [scroll-y v] to [0]\nset [clone-x-pos v] to ((scroll-x) - (200))\nset [clone-y-pos v] to ((scroll-y) - (20))\nrepeat (3)\n spawn tile [1] [block] [48] [0]\nend\nforever\n if <[250] > (((Clone-x-pos) / (zoom)) - ((scroll-x) / (zoom)))> then\n new platform\n end\nend\n\n@schieber\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nswitch costume to (pointer v)\nshow\ngo to x: (100) y: (146)\nforever\n set y to (146)\n schieber [15] [195]\n set [zoom v] to ((((x position) - (15)) / ((195) - (15))) + (1))\nend\n\nwhen I start as a clone\ngo to x: (105) y: (153)\nshow\ngo to [back v] layer\nswitch costume to (scale v)\n\ndefine schieber (ende1) (ende2)\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n set x to (mouse x)\n if <(ende1) > (mouse x)> then\n set x to (ende1)\n end\n if <(mouse x) > (ende2)> then\n set x to (ende2)\n end\n set [zoom v] to ((((x position) - (15)) / ((195) - (15))) + (1))\n end\nend\n\n@player\n\ndefine x-y ausgleich\nchange [scroll-x v] by (((x position) + (130)) / (10))\nchange [scroll-y v] by ((y position) / (5))\n\nwhen flag clicked\nset volume to (80) %\nbroadcast (start v)\n\ndefine go (x) (y)\nchange [robot-x-pos v] by (x)\nchange [robot-y-pos v] by (y)\ngo to x: (((robot-x-pos) / (zoom)) - ((scroll-x) / (zoom))) y: (((robot-y-pos) / (zoom)) - ((scroll-y) / (zoom)))\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n point in direction (speed x)\n kostume\n wait (0.1) seconds\nend\n\ndefine kostume\nchange y by (-5)\nif <touching (block v)?> then\n if <<(speed x) > [1]> or <[-1] > (speed x)>> then\n next costume\n if <(costume [number v]) < [33]> then\n switch costume to (run1 v)\n end\n else\n next costume\n if <<(costume [number v]) < [19]> or <[22] < (costume [number v])>> then\n switch costume to (idle1 v)\n end\n end\nelse\n if <touching (leiter v)?> then\n if <<<(speed x) > [1]> or <[-1] > (speed x)>> or <<(speed y) > [1]> or <[-1] > (speed y)>>> then\n next costume\n if <<(costume [number v]) < [7]> or <[13] < (costume [number v])>> then\n switch costume to (climb1 v)\n end\n else\n if <<(costume [number v]) < [7]> or <[13] < (costume [number v])>> then\n switch costume to (climb1 v)\n end\n end\n else\n if <(speed y) > [1]> then\n switch costume to (jump1 v)\n else\n switch costume to (jump4 v)\n end\n end\nend\nchange y by (5)\n\ndefine speed\nset [apperance v] to (costume [number v])\nswitch costume to (hitbox v)\nset size to (((50) / (zoom)) * (4)) %\nif <<touching (leiter v)?> and <not <touching (block v)?>>> then\n if <key (right arrow v) pressed?> then\n change [speed x v] by (0.4)\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-0.4)\n end\n set [speed x v] to ((speed x) * (0.9))\n if <key (up arrow v) pressed?> then\n change [speed y v] by (1.2)\n end\n if <key (down arrow v) pressed?> then\n change [speed y v] by (-1.2)\n end\n set [speed y v] to ((speed y) * (0.9))\n go (speed x) (speed y)\n if <touching (block v)?> then\n go ((speed x) * (-1)) ((speed y) * (-1))\n end\nelse\n if <key (right arrow v) pressed?> then\n change [speed x v] by (0.9)\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-0.9)\n end\n set [speed x v] to ((speed x) * (0.9))\n go (speed x) [0]\n if <touching (block v)?> then\n go [0] [1]\n if <touching (block v)?> then\n go [0] [1]\n if <touching (block v)?> then\n go [0] [1]\n if <touching (block v)?> then\n go [0] [1]\n if <touching (block v)?> then\n go [0] [1]\n if <touching (block v)?> then\n go [0] [1]\n if <touching (block v)?> then\n go [0] [1]\n if <touching (block v)?> then\n go [0] [1]\n if <touching (block v)?> then\n go ((speed x) * (-1)) [-8]\n set [speed x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [speed y v] by (-1)\n go [0] (speed y)\n if <touching (block v)?> then\n go [0] ((speed y) * (-1))\n set [speed y v] to [0]\n end\n if <key (up arrow v) pressed?> then\n reset timer\n end\n go [0] [-5]\n if <<touching (block v)?> and <[0.1] > (timer)>> then\n set [speed y v] to [10]\n set [up arrow v] to [1]\n start sound [jump v]\n end\n if <<(up arrow) > [0]> and <key (up arrow v) pressed?>> then\n change [speed y v] by (up arrow)\n change [up arrow v] by (-0.07)\n else\n set [up arrow v] to [0]\n end\n go [0] [5]\n if <<touching (spikes v)?> or <key (r v) pressed?>> then\n broadcast (delete all clones v) and wait\n broadcast (start v)\n start sound [deth v]\n end\nend\nx-y ausgleich\nswitch costume to (apperance)\n\nwhen I receive [start v]\nshow\nset [robot-x-pos v] to [-150]\nset [robot-y-pos v] to [50]\nset [speed x v] to [0]\nset [speed y v] to [0]\ngo to x: (((robot-x-pos) / (zoom)) - ((scroll-x) / (zoom))) y: (((robot-y-pos) / (zoom)) - ((scroll-y) / (zoom)))\nforever\n speed\nend\n\n@block\n\nwhen I start as a clone\nset [clone-x v] to (Clone-x-pos)\nset [clone-y v] to (Clone-y-pos)\nset [appearence v] to (APPEARENCE)\npoint in direction (90)\nshow\nforever\n switch costume to (big v)\n go to x: (((clone-x) / (zoom)) - ((scroll-x) / (zoom))) y: (((clone-y) / (zoom)) - ((scroll-y) / (zoom)))\n set size to (((50) / (zoom)) * (2)) %\n set [tile check v] to []\n switch costume to (links check v)\n set [tile check v] to <touching (block v)?>\n switch costume to (rchts check v)\n set [tile check v] to (join (tile check) <touching (block v)?>)\n switch costume to (join (appearence) (item # of (tile check) in [tile appearence v]))\n if <((clone-x) - (scroll-x)) < [-500]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n@spikes\n\nwhen I start as a clone\nset [appearence v] to (pick random (1) to (2))\nset [clone-x v] to (Clone-x-pos)\nif <(appearence) = [1]> then\n set [clone-y v] to ((Clone-y-pos) + (48))\nelse\n set [clone-y v] to ((Clone-y-pos) + (50))\nend\npoint in direction (90)\nshow\nforever\n switch costume to (big v)\n go to x: (((clone-x) / (zoom)) - ((scroll-x) / (zoom))) y: (((clone-y) / (zoom)) - ((scroll-y) / (zoom)))\n set size to (((50) / (zoom)) * (2)) %\n if <(appearence) = [1]> then\n switch costume to (spike v)\n else\n switch costume to (saw v)\n go to [front v] layer\n go [forward v] (2) layers\n turn right (5) degrees\n end\n if <((clone-x) - (scroll-x)) < [-500]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n@leiter\n\nwhen I start as a clone\nset [clone-x v] to (Clone-x-pos)\nset [clone-y v] to (Clone-y-pos)\npoint in direction (90)\nshow\nforever\n switch costume to (big v)\n go to x: (((clone-x) / (zoom)) - ((scroll-x) / (zoom))) y: (((clone-y) / (zoom)) - ((scroll-y) / (zoom)))\n set size to (((50) / (zoom)) * (2)) %\n set [tile check v] to []\n switch costume to (oben2 v)\n set [tile check v] to <touching (leiter v)?>\n switch costume to (unten2 v)\n set [tile check v] to (join (tile check) <touching (leiter v)?>)\n switch costume to (item # of (tile check) in [tile appearence v])\n if <((clone-x) - (scroll-x)) < [-500]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n@junk\n\nwhen I start as a clone\nset [appearence v] to (pick random (1) to (12))\nset [clone-x v] to (Clone-x-pos)\nset [clone-y v] to ((Clone-y-pos) + (48))\npoint in direction (90)\nshow\nforever\n switch costume to (big v)\n go to x: (((clone-x) / (zoom)) - ((scroll-x) / (zoom))) y: (((clone-y) / (zoom)) - ((scroll-y) / (zoom)))\n go to [back v] layer\n go [forward v] (10) layers\n switch costume to (join [V] (appearence))\n set size to (((50) / (zoom)) * (3)) %\n if <((clone-x) - (scroll-x)) < [-500]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n@death detection\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset volume to (80) %\nforever\n if <<not <touching (block v)?>> and <not <touching (leiter v)?>>> then\n start sound [deth v]\n broadcast (delete all clones v) and wait\n broadcast (start v)\n wait (0) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
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Welcome to Industrial\n\nThin is an endless scrolling Platformer. The level is created by the computer. I my self aren’t quite happy with the game, but if you like the gameplay please give it a like and a Star. Thanks.\n—————————————————————————-\nyou control the player with the arrow keys.\nThe longer you press the up key the longer you jump.\nThe spikes and saws kill you.\nYou can reduce or enlarge your field of vision by controlling it with the slider in the top right corner.\n\nDu kontrollierst den Spieler mit den Pfeiltasten.\nJe länger du den hoch Knopf drückst desto länger hüpfst du.\nStacheln und Sägen töten dich.\nDu kannst die Größe des Levels verändern indem du es mit dem Schieber oben rechts kontrollierst.\n\n\n\n\n#platformer #spiel #speed #endless #endlos #unendlich #industriell #hard #schwierig #jump‘n’run
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Floor is lava a platformer 2
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nnext backdrop\n\n@Player\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nbroadcast (Reset lava v)\nswitch costume to (costume1 v)\ngo to x: (-193) y: (-45)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(y position) > [170]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (-45)\n broadcast (New costume v)\n broadcast (Reset lava v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (-45)\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (-45)\n broadcast (Reset lava v)\n end\n if <touching (turning spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (-45)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [skip v]\ngo to x: (-193) y: (161)\n\nwhen I receive [reset v]\ngo to x: (-193) y: (161)\n\nwhen flag clicked\nwait (11.47) seconds\nforever\n play sound [nepal-rien-dspecial-instrumental \(1\) v] until done\nend\n\n@Love Fave Follow\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n go to x: (-104) y: (-200)\n wait (1) seconds\n glide (1) secs to x: (-51) y: (-125)\n wait (0.3) seconds\n go to [front v] layer\n glide (0.5) secs to x: (-20) y: (-125)\n wait (0.3) seconds\n glide (1) secs to x: (35) y: (-125)\n wait (2) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to [front v] layer\n show\n go to x: (0) y: (-123)\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((50) + (size)) / (25))\n end\n wait (2.5) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n hide\n wait (2.5) seconds\n show\n go to x: (0) y: (-123)\n wait (4.1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n hide\n wait (3.3) seconds\n show\n go to x: (0) y: (-123)\n wait (3.3) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n hide\n wait (4.6) seconds\n show\n go to x: (0) y: (-123)\n wait (2) seconds\n hide\nend\n\nwhen flag clicked\nforever\n wait (30) seconds\n go [forward v] (999) layers\n broadcast (love fave follow v)\nend\n\nwhen I receive [love fave follow v]\nswitch costume to (love fave follow!!! v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!3 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!4 v)\ncreate clone of (_myself_ v)\nhide\n\n@Lava\n\nwhen I receive [reset lava v]\ngo [forward v] (50) layers\ngo to x: (0) y: (-350)\nglide (15) secs to x: (0) y: (0)\n\nwhen I receive [reset lava v]\nif <([costume # v] of [level v]) = [9]> then\n stop [this script v]\nend\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\n@Level\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (11.47) seconds\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [new costume v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n set size to (100) %\n go to x: (0) y: (0)\n go [forward v] (99999) layers\nend\n\n@Turning spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (11.47) seconds\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nif <([costume # v] of [level v]) = [8]> then\n go to x: (0) y: (0)\nend\n\n@ \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 Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [num v] to [0]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n switch costume to (logo v)\n set size to (0) %\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-10)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n if <(Num) = [0]> then\n change [num v] by (1)\n broadcast (Intro done v)\n end\n repeat until <(size) < [20]>\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n wait (.2) seconds\n delete this clone\nend\n\n
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Hey guys !\n❤️⭐️\nThe part 1 : https://scratch.mit.edu/projects/572044453/\nThe floor is lava 2 is here :D\nDon’t touch the lava or you die :(\n100 like for part 3 :)\nSay : the lava is horrible :(
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World A Platformer 3 #Games#All#Trending
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@Stage\n\nwhen I receive [night v]\nrepeat (200)\n change [brightness v] effect by (-0.1)\nend\n\nwhen I receive [matin v]\nset [brightness v] effect to (-75)\nrepeat (250)\n change [brightness v] effect by (0.3)\n wait () seconds\nend\n\nwhen I receive [midi v]\nwait (5) seconds\nrepeat (200)\n change [brightness v] effect by (-0.1)\nend\n\nwhen flag clicked\nswitch backdrop to (bg v)\nplay sound (pick random (1) to (2)) until done\nset volume to (60) %\n\nwhen I receive [fog v]\nswitch backdrop to (grey v)\n\nwhen I receive [rain v]\nswitch backdrop to (grunge v)\n\nwhen I receive [0 v]\nset volume to (0) %\n\nwhen I receive [100 v]\nset volume to (60) %\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-104)\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 (0.75)\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 (-0.75)\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 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 (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\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\ndefine ycoll\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\nwhen flag clicked\nswitch costume to (blue v)\nset size to (50) %\nforever\n if <<touching (spikes v)?> or <<touching (vide v)?> or <touching (saws v)?>>> then\n go to x: (-200) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nswitch costume to (blue v)\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\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 [space v] key pressed\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (blue v)\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (20) y: (26)\nswitch costume to (00 v)\nhide variable [level v]\nforever\n if <(level) = [5]> then\n broadcast (fog v)\n broadcast (lava v)\n end\n if <(level) = [8]> then\n broadcast (Rain v)\n end\nend\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\n@spikes\n\nwhen flag clicked\nswitch costume to (00 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@TN\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (oh yeah v)\ngo to x: (0) y: (0)\n\n@Vide\n\nwhen flag clicked\ngo to x: (27) y: (-43)\nshow\nset [ghost v] effect to (300)\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 end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [fog v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [rain v]\nforever\n hide\nend\n\n@moon\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [night v]\nshow\nwait (60) seconds\nhide\nbroadcast (5h v)\n\n@sun\n\nwhen flag clicked\nshow\nbroadcast (Matin v)\ngo to x: (-234) y: (-164)\ngo to [back v] layer\nglide (60) secs to x: (-5) y: (135)\nbroadcast (Midi v)\n\nwhen I receive [midi v]\nwait (5) seconds\nglide (60) secs to x: (234) y: (-164)\nhide\nbroadcast (Night v)\n\nwhen I receive [night v]\nhide\n\nwhen I receive [5h v]\nshow\nbroadcast (Matin v)\ngo to x: (-234) y: (-164)\ngo to [back v] layer\nglide (60) secs to x: (-5) y: (135)\nbroadcast (Midi v)\n\nwhen flag clicked\ngo [backward v] (99999) layers\nswitch costume to (costume1 v)\nforever\n if <(level) = [4]> then\n go [backward v] (2) layers\n switch costume to (costume2 v)\n end\n broadcast (Sand v)\n if <(level) = [7]> then\n go [backward v] (2) layers\n switch costume to (costume3 v)\n broadcast (lava v)\n end\n if <(level) = [9]> then\n hide\n go [backward v] (2) layers\n switch costume to (costume1 v)\n end\n if <(level) = [12]> then\n show\n go [backward v] (2) layers\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [fog v]\nhide\n\n@Rolling Fog\n\nwhen flag clicked\nhide\nforever\n set size to (pick random (100) to (300)) %\n set [ghost v] effect to (10)\n go to x: (410) y: (pick random (200) to (-200))\n glide (15) secs to x: (-450) y: (y position)\nend\n\nwhen I receive [fog v]\nshow\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [5]> then\n go to x: (47) y: (-137)\n show\n end\n if <(level) = [6]> then\n go to x: (-86) y: (-120)\n show\n end\n if <(level) = [7]> then\n go to x: (0) y: (-65)\n show\n end\n if <(level) = [8]> then\n go to x: (197) y: (-100)\n show\n end\nend\n\nwhen flag clicked\nforever\n turn right (Vitesse de rotation) degrees\nend\n\nwhen flag clicked\nforever\n repeat (120)\n set [vitesse de rotation v] to ((Vitesse de rotation) + ((Vitesse de rotation) * (0.01)))\n end\n repeat (120)\n set [vitesse de rotation v] to ((Vitesse de rotation) - ((Vitesse de rotation) * (0.01)))\n end\n set [vitesse de rotation v] to [6]\nend\n\nwhen flag clicked\nforever\n if <not <<(level) = [5]> or <<(level) = [6]> or <<(level) = [7]> or <(level) = [8]>>>>> then\n hide\n end\nend\n\n@Sound\n\nwhen flag clicked\nswitch costume to (on v)\n\nwhen flag clicked\ngo to x: (-219) y: (156)\nforever\n if <<(costume [number v]) = [1]> and <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (m v) pressed?>>> then\n set [volume v] to [0]\n broadcast (0 v)\n switch costume to (off v)\n wait (1) seconds\n end\n if <<(costume [number v]) = [2]> and <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (m v) pressed?>>> then\n broadcast (100 v)\n set [volume v] to [100]\n switch costume to (on v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nset volume to (0) %\nswitch costume to (off v)\n\n@Sand\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nshow\ngo [backward v] (1000) layers\ngo to x: (236) y: (pick random (-172) to (172))\nglide (pick random (0.5) to (1)) secs to x: (-236) y: (pick random (-172) to (172))\ndelete this clone\n\nwhen I receive [lava v]\nswitch costume to (mort v)\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [5]> then\n create clone of (_myself_ v)\n end\n if <(level) = [6]> then\n create clone of (_myself_ v)\n end\n if <(level) = [7]> then\n create clone of (_myself_ v)\n end\n if <(level) = [8]> then\n stop [other scripts in sprite v]\n end\nend\n\n
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World A Platformer 3 (Mobile Friendly) \n \nThe credits are at the bottom ⬇\n\nPlease ❤️&⭐️and leave a comment if you like this game :) Don't forget to follow me @clemJ72\n \n◈ Instructions\nUse ⬆⬅➡ & don't touch the spikes, don't fall into the void and don't touch the saws\nThere are 10 levels\n\n◈ Notes\nLast update : 09/26\nMusic by Tobu - Melomania\n10+ hours of work :P\nPart 1 : https://scratch.mit.edu/projects/476439895/\nPart 2 : https://scratch.mit.edu/projects/546209977/\nTurbowarp link : https://turbowarp.org/574203182\n▶ Tobu's youtube channel : https://www.youtube.com/channel/UCAA6pKrh72sARBb7JCfp8AA\n\n◈ Tags\n#clemJ72 #Games #All #Cool #platformer #FR #Adventure #me #you#games#games#games#games#games#games#games#games#games#games#games#All#All#All#All#All#All#All#All#All#All#All#All#All#All#All#All#All\n#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending#Trending\n\n◈ Other\n1k❤️ or 15k views = Part 4 ❌\n \n◈ Credits\n\n◙ Code : 93% Credits for @clemJ72\nPlayer : 100% by @clemJ72\nPlatforms : 100% by clemJ72\nSun and moon animations are 100% by me.\nThanks @lightblue012 for the idea and the bridge design.\n\n◙ Art : Background and sun by @StratfordJames modified by me\nClouds by @TheCactusMaster\nPlayer graphics by @StratfordJames\nPlatforms and spikes by @Invisity (free assets)\nCity background by @CrystalKeeper7\nFog by @ceebee\nSaws by @Soroban08\nSound engine by @madrid2030\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat is this ?!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCommment : Save the world!
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Ancient Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@Spike\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nshow\nset size to (23) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (waves v)?>> then\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set size to (23) %\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n
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WASD \narrow keys\nmobile\n\nhttps://scratch.mit.edu/projects/579346975 anti-spike version (a remix by @Koon_p4l)
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Relaxation --- a platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (stars v)\n\nwhen I receive [background v]\nswitch backdrop to (stars2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nchange [level v] by (-1)\n\n@Sprite1\n\nwhen I receive [start v]\nset size to (100) %\ngo to x: (-214) y: (-120)\nshow\ngo to x: (-217) y: (-60)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nset [deaths v] to [0]\nforever\n change [y v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (3 v)\n change [x v] by (-1)\n create clone of (_myself_ v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (2 v)\n change [x v] by (1)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n create clone of (_myself_ v)\n set [y v] to [16]\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 (floor v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (floor v)?>> then\n set [y v] to [14]\n end\n change y by (1)\n if <<touching (obsticals v)?> or <<<touching (saw v)?> or <touching (sprite3 v)?>> or <touching (sprite4 v)?>>> then\n broadcast (death v)\n repeat (20)\n change y by (2)\n change [ghost v] effect by (5)\n end\n wait (0) seconds\n set [ghost v] effect to (0)\n go to x: (-217) y: (-80)\n end\n if <touching (launch pad v)?> then\n set [y v] to [20]\n end\n if <not <<key (down arrow v) pressed?> or <<<key (a v) pressed?> or <<key (s v) pressed?> or <<key (d v) pressed?> or <key (w v) pressed?>>>> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n switch costume to (1 v)\n end\n if <(x position) > [210]> then\n go to x: (-217) y: (-80)\n change [level v] by (1)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (7 v)\nset size to (100) %\nrepeat (5)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n play sound [Xylo3 v] until done\nend\n\nwhen I receive [death v]\nplay sound [Crunch v] until done\n\nwhen I receive [start point v]\ngo to x: (-217) y: (-60)\n\n@floor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\n@launch pad\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nset size to (75) %\nswitch costume to (costume1 v)\nforever\n if <touching (sprite1 v)?> then\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n if <(level) = [3]> then\n go to x: (-50) y: (-103)\n show\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n go to x: (-140) y: (-105)\n show\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n go to x: (-90) y: (-103)\n show\n end\n if <(level) = [8]> then\n point in direction (90)\n hide\n end\n if <(level) = [9]> then\n point in direction (90)\n go to x: (80) y: (40)\n show\n end\n if <(level) = [10]> then\n go to x: (141) y: (-103)\n show\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nforever\n if <(level) = [3]> then\n go to x: (-50) y: (-103)\n show\n end\n if <(level) = [4]> then\n hide\n end\nend\n\npoint in direction (90)\n\nwait (0.5) seconds\n\nplay sound [Big Boing v] until done\n\n@obsticals\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (level)\nend\n\n@intro\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (hide v)\nset size to (100) %\nhide\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (-180) y: (0)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\ngo to x: (-60) y: (0)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (60) y: (0)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (180) y: (0)\ncreate clone of (_myself_ v)\nwait (1) seconds\ngo to x: (180) y: (0)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (60) y: (0)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (-60) y: (0)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (-180) y: (0)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (costume2 v)\ngo to x: (0) y: (150)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\ngo to x: (0) y: (50)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (0) y: (-50)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (0) y: (-150)\ncreate clone of (_myself_ v)\nwait (1) seconds\ngo to x: (0) y: (-150)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (0) y: (-50)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (0) y: (50)\ncreate clone of (_myself_ v)\nwait (.1) seconds\ngo to x: (0) y: (150)\ncreate clone of (_myself_ v)\nwait (1) seconds\nshow\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nbroadcast (background v)\nrepeat (4)\n wait (0.2) seconds\nend\nset size to (100) %\nset [brightness v] effect to (0)\nchange [brightness v] effect by (50)\nset [brightness v] effect to (0)\nrepeat (18)\n change [brightness v] effect by (-10)\n turn right (10) degrees\n change [brightness v] effect by (10)\n wait (0) seconds\n change size by (2)\nend\nrepeat (18)\n change [brightness v] effect by (-10)\n turn right (0) degrees\n change [brightness v] effect by (10)\n change size by (-2)\nend\nwait (0.2) seconds\nbroadcast (start v)\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (20)\n wait (0) seconds\n change [ghost v] effect by (5)\n change size by (-1)\nend\ndelete this clone\n\nshow\n\nwhen flag clicked\nplay sound [Techno v] until done\n\nwait (0) seconds\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (cloud v)\nset size to (pick random (30) to (50)) %\nshow\nset [ghost v] effect to (30)\nglide (0) secs to x: (400) y: (y position)\nglide (10) secs to x: (-400) y: (y position)\nrepeat (100)\n change x by (-10)\nend\n\nwhen I receive [start v]\ngo to [back v] layer\nset size to (30) %\nforever\n go to x: (200) y: (pick random (160) to (0))\n wait (4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (7.4) seconds\ndelete this clone\n\n@saw\n\nwhen flag clicked\nwait (0) seconds\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [4]> then\n show\n go to x: (50) y: (-120)\n forever\n turn right (20) degrees\n if <[5] = (level)> then\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [4]> then\n show\n go to x: (50) y: (-120)\n forever\n glide (2.5) secs to x: (50) y: (140)\n glide (2.5) secs to x: (50) y: (-105)\n end\n end\n if <[5] = (level)> then\n stop [this script v]\n end\n if <[5] = (level)> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hide v]\n\nwhen flag clicked\nforever\n if <[5] = (level)> then\n forever\n turn right (15) degrees\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (-50) y: (70)\n if <(level) = [10]> then\n show\n change y by (-50)\n forever\n repeat (10)\n change y by (5)\n end\n wait (2) seconds\n repeat (10)\n change y by (-5)\n end\n wait (2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\ngo to x: (35) y: (70)\n\nwhen I receive [hide v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (100) y: (70)\n if <(level) = [10]> then\n show\n change y by (-50)\n forever\n repeat (10)\n change y by (5)\n end\n wait (2) seconds\n repeat (10)\n change y by (-5)\n end\n wait (2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [11]> then\n go to [front v] layer\n end\nend\n\n@start\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nset [ghost v] effect to (0)\ngo to x: (-236) y: (178)\nshow\nset size to (150) %\nforever\n repeat (10)\n change size by (3)\n wait (0) seconds\n end\n wait (2) seconds\n repeat (10)\n wait (0) seconds\n change size by (-3)\n end\n wait (2) seconds\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (182) y: (158)\ngo to [front v] layer\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(level) = [11]>>> then\n change size by (-20)\n wait (0) seconds\n change size by (20)\n broadcast (start point v)\n change [level v] by (1)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n go to [front v] layer\n end\nend\n\n
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Well i made this as a way to relax so all levels are very easy ...\nPls like and love this took 5 hours or work.\n\nall levels are 100% possible\n\ncheck out relaxation 2 now at https://scratch.mit.edu/projects/585431609/\ncheck out relaxation 3 at https://scratch.mit.edu/projects/587222917/\n\n\n\nto move around press wad or arrow keys \n\n\n\nthanks for playing!!!!(and reading instructions!!)\n\nlets try to reach 10 likes + loves for the next one...\n\n\ncheck out part 2 https://scratch.mit.edu/projects/585431609/\n\n\n1st on Games woooooooooooo!!!!!\n\n
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Desert - A platformer #all #games #music #animations #stories #platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound (song) until done\nend\n\nwhen [space v] key pressed\nstop all sounds\nchange [song v] by (1)\n\nwhen flag clicked\nset [song v] to [1]\n\nstop [this script v]\n\n@Спрайт 2\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\nshow\nset [level # v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (1.5)\n end\n set [x v] to ((X) * (0.85))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (level v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level # v] by (1)\n end\n if <(y position) < [-170]> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (crouch v)\n if <<not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>>> and <touching (level v)?>> then\n switch costume to (crouch v)\n end\n else\n switch costume to (player v)\n end\n if <touching (water v)?> then\n broadcast (Reset v)\n end\n end\n if <(y position) < [-170]> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (спрайт 1 v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (crouch v)\n if <<not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>>> and <touching (level v)?>> then\n switch costume to (crouch v)\n end\n else\n switch costume to (player v)\n end\n if <touching (water v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nstart sound [Hurt v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (40)\n\nwhen [v v] key pressed\nchange [level # v] by (1)\ngo to x: (-216) y: (40)\nwait until <not <key (v v) pressed?>>\n\n@Level\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL #)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nset [level # v] to [98098098]\n\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL #)\nend\n\nhide\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Спрайт 1\n\nwhen flag clicked\nforever\n show\n switch costume to (LEVEL #)\nend\n\n
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Use WASD or arrows to move .\nDon't touch lava and cactuses.\nMobile friendly .\nLove fave and follow if you enjoy.\nUse space to change music
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Et encore un platformer ;)
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@Stage\n\n@Chainsaws2\n\nwhen flag clicked\ngo to x: (70) y: (-95)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws2 v]\nshow\n\nwhen I receive [stop saws2 v]\nhide\n\n@Chainsaws3\n\nwhen flag clicked\ngo to x: (-70) y: (-95)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws2 v]\nshow\n\nwhen I receive [stop saws2 v]\nhide\n\n@Chainsaws4\n\nwhen flag clicked\ngo to x: (100) y: (20)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws3 v]\nshow\n\nwhen I receive [stop saws3 v]\nhide\n\n@Chainsaws\n\nwhen flag clicked\ngo to x: (0) y: (-95)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws v]\nshow\n\nwhen I receive [stop saws v]\nhide\n\n@Checkpoint\n\nwhen flag clicked\nshow\ngo [backward v] (1000) layers\nforever\n point in direction ((([sin v] of ((Direction) * (100)) ) * (5)) + (90))\n change [direction v] by (0.04)\nend\n\nwhen I receive [flag go away v]\nforever\n hide\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 (60) to (120)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (120) to (70))\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 (10) to (20))\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\n end\n wait (pick random (2) to (3)) seconds\nend\n\n@Assets\n\n@bad guy\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-76)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (-115) y: (-76)\n wait (0.5) seconds\n glide (1) secs to x: (115) y: (-76)\nend\n\nwhen I receive [stop enemies v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [enemies2 v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-76)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (-115) y: (-76)\n wait (0.5) seconds\n glide (1) secs to x: (115) y: (-76)\nend\n\nwhen I receive [stop enemies2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [enemies3 v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-76)\nforever\n wait (0.5) seconds\n glide (1) secs to x: (-115) y: (-76)\n wait (0.5) seconds\n glide (1) secs to x: (115) y: (-76)\nend\n\nwhen I receive [stop enemies3 v]\nhide\nstop [other scripts in sprite v]\n\n@Player\n\nwhen I receive [up v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (alright bros let's go v)\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n 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 color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<<touching color (#74ad63)?> or <touching color (#74ad63)?>> or <touching color (#7c7262)?>> or <<touching color (#786e5f)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<<touching color (#b4b4b4)?> or <touching color (#989898)?>> or <touching (bad guy v)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-197) y: (-63)\n end\n if <<(x position) > [-250]> and <(y position) < [-179]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (up v)\n end\n if <touching (checkpoint v)?> then\n go to x: (-201) y: (-59)\n broadcast (CHANGE v)\n end\nend\n\n@TB\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nhide\n\n@Ground\n\nwhen flag clicked\nwait (1) seconds\nshow\ngo [forward v] (10000000000) layers\nswitch costume to (costume1 v)\n\nwhen I receive [change v]\nnext costume\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [number v]) = [4]> then\n broadcast (ENEMIES v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [number v]) = [5]> then\n broadcast (STOP ENEMIES v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (SAWS v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (STOP SAWS v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (ENEMIES2 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (STOP ENEMIES2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (STOP SAWS2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (SAWS2 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (STOP SAWS3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (SAWS3 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [number v]) = [13]> then\n broadcast (STOP ENEMIES3 v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [number v]) = [12]> then\n broadcast (ENEMIES3 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [number v]) = [13]> then\n broadcast (FLAG GO AWAY v)\n end\nend\n\n
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Mobile friendly platformer.\nHope you enjoy, and if you do support me by liking, faving the project and maybe, maybe follow for some more :)\n10 on trending in the french page!!!!! Thank you, its thanks to you ;)
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Мой первый платформер|My first platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [ParagonX9-Chaoz Fantasty v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (Звук) %\nend\n\n@Игрок\n\ndefine вниз\nrepeat until <not >\n change y by (-1)\nend\n\nwhen flag clicked\nset [уровень v] to [1]\ngo to x: (-206) y: (104)\nswitch costume to (обычный v)\nset [y speed v] to [0]\nforever\n change [y speed v] by (-1)\n change y by (Y speed)\n if <<touching color (#ff0000)?> or <touching color (#ffa700)?>> then\n start sound [Oops v]\n go to x: (-206) y: (104)\n end\n if <(y position) < [-175]> then\n go to x: (-206) y: (104)\n end\n if <touching (ground v)?> then\n point in direction (90)\n if <(Y speed) < [0]> then\n выталкивание вверх\n else\n выталкивание вниз\n end\n set [y speed v] to [0]\n set [прыгает? v] to [0]\n end\n if <key (right arrow v) pressed?> then\n switch costume to (вправо v)\n change x by (5)\n if <<touching (ground v)?> or <touching (стена v)?>> then\n change x by (-5)\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (влево v)\n change x by (-5)\n if <touching (ground v)?> then\n change x by (5)\n end\n end\n if <(Прыгает?) = [0]> then\n switch costume to (обычный v)\n if <key (up arrow v) pressed?> then\n set [y speed v] to [15]\n change [прыгает? v] by (1)\n end\n end\n if <<touching (_edge_ v)?> and <(x position) > [232]>> then\n wait (0.3) seconds\n broadcast (новый уровень v)\n go to x: (-199) y: (-24)\n broadcast (Показаться v)\n end\nend\n\ndefine выталкивание вверх\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\ndefine выталкивание вниз\nrepeat until <not <touching (ground v)?>>\n change y by (-1)\nend\nswitch costume to (обычный v)\n\nwhen I receive [новый уровень v]\ngo to x: (-230) y: (-31)\n\nwhen I receive [вступление v]\ngo to x: (-230) y: (-68)\n\nwhen flag clicked\nforever\n if <touching color (#eeff00)?> then\n set [прыгает? v] to [20]\n end\nend\n\nwhen flag clicked\nrepeat until <not <(Уровень) = [11]>>\n go to x: (-190) y: (6)\nend\n\n@Ground\n\nwhen flag clicked\nset [деньги v] to [0]\nswitch costume to (1 v)\nshow\n\nwhen I receive [новый уровень v]\nnext costume\n\n@Превью\n\nwhen flag clicked\nhide\n\n@Монета\n\nwhen flag clicked\nshow\ngo to x: (-9) y: (-44)\nforever\n if <(Уровень) = [2]> then\n go to x: (-6) y: (78)\n end\n if <(Уровень) = [3]> then\n go to x: (28) y: (196)\n end\n if <(Уровень) = [5]> then\n go to x: (-38) y: (-53)\n end\n if <(Уровень) = [7]> then\n go to x: (112) y: (13)\n end\n if <(Уровень) = [8]> then\n go to x: (74) y: (73)\n end\n if <(Уровень) = [9]> then\n go to x: (-44) y: (126)\n end\n if <(Уровень) = [10]> then\n go to x: (111) y: (-33)\n end\n if <(Уровень) = [11]> then\n go to x: (166) y: (-96)\n end\n if <(Уровень) = [15]> then\n go to x: (-5) y: (-96)\n end\n if <(Уровень) = [18]> then\n go to x: (96) y: (18)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (игрок v)?> then\n start sound [Boing v]\n hide\n wait (0.2) seconds\n change [деньги v] by (1)\n end\nend\n\nwhen I receive [показаться v]\nshow\n\n
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Мой первый платформер на этом аккаунте.У меня есть ещё платформеры на аккаунте @codeum-414.\nРемиксы можно делать, только нормальные и с изменениями!\nИ кстати, КАК МЫ ТАК БЫСТРО НАБИРАЕМ ЛАЙКИ И ЗВЁЗДЫ?????????????? \nПродолжение скоро\nОбновы будут, но редко
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Scratch - Platformer
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@Stage\n\n@Player\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 - Celling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nswitch backdrop to <touching (level v)?>\nControls - Up/Down\nControl - Left/Right\nMove - in steps (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\nSet Costume\n\ndefine Controls - Up/Down\nif 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 Control - Left/Right\nset [key x v] to ( - )\nif <(KEY X) = [0]> then\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 [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-212) y: (138)\nbroadcast (Game Loop v)\nforever\n if <touching (sprite1 v)?> then\n broadcast (Change Scene v)\n go to x: (-212) y: (-120)\n change [levels v] by (1)\n end\n if <touching (sprite2 v)?> then\n go to x: (-212) y: (-120)\n end\n if <key (r v) pressed?> then\n go to x: (-212) y: (-120)\n end\n if <touching color (#ff0000)?> then\n go to x: (-212) y: (-120)\n end\n if <touching (danger v)?> then\n go to x: (-212) y: (-120)\n end\nend\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First 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]\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\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix Collision in Direction [0]\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (direction)\nset [temp v] to (direction)\nset [distance v] to [0]\npoint in direction (direction)\nrepeat (2048)\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]\n\ndefine Set Costume\nset rotation style [left-right v]\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\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 - Celling 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\nset [levels v] to [1]\npoint in direction (90)\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\n\nwhen I receive [skip v]\ngo to x: (-212) y: (-120)\n\n@Level\n\nwhen I receive [change scene v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\n\nplay sound [level1 v] until done\n\nwhen I receive [start v]\n\nwhen flag clicked\nset volume to (40) %\nforever\n play sound [Marshmello - Alone2 v] until done\n play sound [level2 v] until done\nend\n\nwhen I receive [skip v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\n\n@Danger\n\nwhen flag clicked\nforever\n if <(Levels) = [1]> then\n switch costume to (costume1 v)\n end\n if <(Levels) = [2]> then\n switch costume to (costume2 v)\n end\n if <(Levels) = [3]> then\n switch costume to (costume3 v)\n end\n if <(Levels) = [4]> then\n switch costume to (costume4 v)\n end\n if <(Levels) = [5]> then\n switch costume to (costume5 v)\n end\n if <(Levels) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Levels) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Levels) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Levels) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Levels) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Levels) = [11]> then\n switch costume to (costume11 v)\n end\n if <(Levels) = [12]> then\n switch costume to (costume12 v)\n end\n if <(Levels) = [13]> then\n switch costume to (costume12 v)\n end\nend\n\n@rain\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (klädsel1 v)\ngo to [back v] layer\nshow\nset y to (9999)\nset x to (pick random (-180) to (180))\nrepeat until <<touching color (#9966ff)?> or <touching color (#04ff00)?>>\n change y by (-15)\nend\nswitch costume to (klädsel2 v)\nrepeat until <not <<touching color (#9966ff)?> or <touching color (#04ff00)?>>>\n change y by (9)\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I start as a clone\nwait (8) seconds\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Skip v)\n change [levels v] by (1)\n wait (1) seconds\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.05)\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nshow\nrepeat (23)\n change y by (((0) - (y position)) / (4))\nend\n\nwhen flag clicked\nif <(y position) = [0]> then\n glide (0.3) secs to x: (0) y: (345)\nend\ngo to x: (0) y: (345)\nhide\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (36) y: (0)\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen flag clicked\nreset timer\nforever\n go to [front v] layer\n go [forward v] (12) layers\n reset timer\nend\n\n
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Arrow keys to play\nr to reset\nFav and like\nGoal is 100 likes and favourites\nDon't touch the lava/Red Block
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FUN A scroling platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n wait (1.75) seconds\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) 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\nwhen flag clicked\ndelete this clone\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\nwhen flag clicked\ndelete this clone\n\n@Platforms\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (1-1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\nelse\n if <(Level) = [2]> then\n switch costume to (2-1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [3]> then\n switch costume to (3-1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [4]> then\n switch costume to (4-1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n end\n end\n end\nend\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\nstop [other scripts in sprite v]\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\n@shop\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nswitch costume to (shop v)\nset [shop v] to []\nset [the shop is open v] to [0]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [tick v]\nif <(the shop is open) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n set [the shop is open v] to [0]\n broadcast (Shop Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [shop open v]\nrepeat until <(size) = [100]>\n change size by (((110) - (size)) / (3))\nend\nwait (1) seconds\n\nwhen I receive [shop close v]\nset [the shop is open v] to [0]\n\n@Coins\n\nwhen I start as a clone\nforever\n set size to (100) %\n change size by ((([sin v] of (((timer) + ((y) - (-400))) * (900)) ) * (10)) - (() * (1000)))\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 hide\n set [coin x v] to [-99999999999]\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nset [coin x v] to (x)\nset [coin y v] to (y)\n\nwhen I receive [win v]\nhide\n\nwhen I receive [coin v]\nplay sound [Coin v] until done\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nset [coins v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nif <(Level) = [1]> then\n set [coin x v] to [-99999]\n Clone at [0] [0]\n Clone at [-100] [0]\n Clone at [108] [-80]\n Clone at [-70] [0]\n Clone at [445] [-70]\n Clone at [420] [-70]\n Clone at [485] [69]\n Clone at [570] [-80]\n Clone at [850] [-80]\n Clone at [1189] [120]\n Clone at [1444] [20]\n set [coin x v] to [-9999999999999]\nelse\n if <(Level) = [2]> then\n set [coin x v] to [-99999]\n Clone at [0] [0]\n Clone at [0] [30]\n Clone at [400] [45]\n Clone at [669] [-40]\n Clone at [669] [-10]\n Clone at [971] [110]\n Clone at [971] [80]\n Clone at [1220] [200]\n set [coin x v] to [-99999]\n else\n if <(Level) = [3]> then\n set [coin x v] to [-99999]\n Clone at [0] [50]\n Clone at [0] [15]\n Clone at [108] [40]\n Clone at [224] [100]\n Clone at [336] [170]\n Clone at [570] [-80]\n Clone at [850] [-80]\n Clone at [1444] [20]\n set [coin x v] to [-99999]\n else\n if <(Level) = [4]> then\n set [coin x v] to [-99999]\n Clone at [0] [50]\n Clone at [30] [50]\n Clone at [424] [10]\n Clone at [650] [-80]\n Clone at [650] [-50]\n Clone at [791] [-80]\n Clone at [791] [-50]\n Clone at [1096] [120]\n Clone at [1125] [120]\n set [coin x v] to [-99999]\n end\n end\n end\nend\n\nClone at [1189] [150]\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\nwhen flag clicked\ndelete this clone\n\n@Player\n\nwhen flag clicked\nset [jumpboost? v] to [99]\nswitch costume to (blue v)\nforever\n if < (shop) contains [Green]?> then\n switch costume to (green v)\n end\n if < (shop) contains [Yellow]?> then\n switch costume to (yellow v)\n end\n if < (shop) contains [1]?> then\n switch costume to (1 v)\n end\n if < (shop) contains [2]?> then\n switch costume to (2 v)\n end\n if < (shop) contains [3]?> then\n switch costume to (3 v)\n end\nend\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?> 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 (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\nset [player: x v] to [-100]\nset [player: y v] to [-60]\nset [scroll y v] to (Player: y)\nset [scroll x v] to (Player: x)\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 if <(SpeedBoost?) = [1]> then\n change [sx v] by ((0.7) * (<<<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) * (0.85))\n else\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))\n end\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 if <(JumpBoost?) = [1]> then\n set [sy v] to [20]\n else\n set [sy v] to [14]\n end\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\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)?>> or <touching (danger2 v)?>> then\n broadcast (die v)\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\nset size to (100) %\n\n\n\n\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\nwhen flag clicked\nswitch costume to (blue v)\nset size to (100) %\nset [level v] to [1]\nset [jumpboost? v] to [0]\nset [speedboost? v] to [0]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [win v]\nforever\n hide\nend\n\nset [coins v] to [100]\n\nset [coins v] to [0]\n\nset [coins v] to [0]\n\nwhen flag clicked\nset [coins v] to [100]\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\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@portal\n\nwhen I receive [tick v]\nposition ((portal: x) - (SCROLL X)) ((portal: y) - (SCROLL Y))\nset [max collected v] to (COINS)\nif <(COINS) = (MAX COLLECTED)> then\n switch costume to (open v)\nelse\n switch costume to (closed v)\nend\nif <<<(costume [number v]) = [1]> and <touching (player v)?>> and <not <(Level) = [4]>>> then\n broadcast (nl v)\n set [exit v] to [win]\nend\nif <<<(costume [number v]) = [1]> and <touching (player v)?>> and <(Level) = [4]>> then\n broadcast (win v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [portal: x v] to [0]\nset [portal: y v] to [0]\nwait (0) seconds\nif <(Level) = [1]> then\n Clone at x: [1590] y: [150]\nelse\n if <(Level) = [2]> then\n Clone at x: [1337] y: [260]\n else\n if <(Level) = [3]> then\n Clone at x: [1677] y: [45]\n else\n if <(Level) = [4]> then\n Clone at x: [1525] y: [0]\n else\n set [portal: x v] to [-99999999999999]\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [portal: x v] by (x)\nchange [portal: y v] by (y)\n\nwhen I receive [setup v]\ndelete this clone\n\n@Decor\n\nwhen I receive [setup v]\nset [decor: y v] to [0]\nset [decor: x v] to [0]\nset [level v] to [1]\n\nwhen I receive [tick v]\nposition ((Decor: x) - (SCROLL X)) ((Decor: y) - (SCROLL Y))\ngo\n\ndefine 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 [decor: x v] by (x)\nchange [decor: y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\ndefine go\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [1]> then\n switch costume to (5 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\nelse\n if <(Level) = [2]> then\n switch costume to (2 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [3]> then\n switch costume to (3 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [4]> then\n switch costume to (4 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n end\n end\n end\nend\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nshow\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 set [is the chat open v] to [1]\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\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\n\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-131) y: (145)\nset size to (100) %\n\nwhen I receive [win v]\nhide\n\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [chat close v]\nshow\n\nwhen flag clicked\n\nforever\n reset timer\n if <(timer) > [.00000000000001]> then\n hide\n end\nend\n\n@Shop Button\n\nhide\n\nwhen I receive [shop open v]\nshow\nset size to (100) %\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\n\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\n\nchange [ghost v] effect by (100)\n\nwhen flag clicked\nshow\ngo to x: (-199) y: (145)\n\nwhen I receive [win v]\nhide\n\nwhen I receive [shop close 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\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (0.5)\n change size by (size)\n end\n if <mouse down?> then\n set [the shop is open v] to [1]\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\n end\nend\n\n@Chat\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <(is the chat open) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n set [is the chat open v] to [0]\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]\nrepeat until <(size) = [100]>\n change size by (((110) - (size)) / (3))\nend\nwait (1) seconds\n\nwhen I receive [chat open v]\n\nwhen I receive [chat close v]\nset [is the chat open v] to [0]\n\n@Shop Item1\n\nwhen flag clicked\ndelete all of [skins v]\nhide\nforever\n go to x: (-132) y: (-17)\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 if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(COINS) > [4]> and <not <([costume # v] of [player v]) = [2]>>> then\n play sound [Register v] until done\n set [shop v] to (join (shop) [Green])\n change [coins v] by (-5)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nif <[] > [4]> then\n\n@Shop Item 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (-132) y: (-90)\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 if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(COINS) > [4]> and <not <([costume # v] of [player v]) = [3]>>> then\n play sound [Register v] until done\n set [shop v] to (join (shop) [Yellow])\n change [coins v] by (-5)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Item3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (-50) y: (-90)\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 if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(COINS) > [9]> and <not <([costume # v] of [player v]) = [4]>>> then\n play sound [Register v] until done\n set [shop v] to (join (shop) [1])\n change [coins v] by (-10)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Item4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (-50) y: (-17)\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 if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(COINS) > [9]> and <not <([costume # v] of [player v]) = [5]>>> then\n play sound [Register v] until done\n set [shop v] to (join (shop) [2])\n change [coins v] by (-10)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Item 5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (35) y: (-17)\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 if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(COINS) > [14]> and <not <([costume # v] of [player v]) = [6]>>> then\n play sound [Register v] until done\n set [shop v] to (join (shop) [3])\n change [coins v] by (-15)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Item6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (118) y: (-17)\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 if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [touching? v] to [1]\n set [brightness v] effect to (30)\n else\n set [touching? v] to [0]\n clear graphic effects\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(JumpBoost?) = [1]>>> then\n if <(COINS) > [19]> then\n play sound [Register v] until done\n change [coins v] by (-20)\n set [jumpboost? v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Item2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (118) y: (-90)\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 if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [touching? v] to [1]\n set [brightness v] effect to (30)\n else\n set [touching? v] to [0]\n clear graphic effects\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(SpeedBoost?) = [1]>>> then\n if <(COINS) > [19]> then\n play sound [Register v] until done\n change [coins v] by (-20)\n set [speedboost? v] to [99999]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Info1\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(the shop is open) = [1]> then\n if <(Touching?) = [1]> then\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [shop close v]\nhide\n\n@Shop Info2\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(the shop is open) = [1]> then\n if <(touching?) = [1]> then\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [shop close v]\nhide\n\n@Coin Effect\n\nwhen I receive [coin v]\ngo to x: (0) y: (0)\ngo to (player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nhide\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\nwhen flag clicked\ndelete this clone\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 (10000000000000)\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\ndelete this clone\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@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n
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I just changed the costumes and a little more stuff\n\nI'm sure everybody will win!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSTOP\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI said STOP!!!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFine don't stop\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGO! GO! GO!\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf you see this comment " I'm the BEST!"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat are you right now \ncoment\nthis :)\nor this :(
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Strange platformer (entry)
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@Stage\n\n@Shadows\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\nforever\n switch costume to (Level)\nend\n\n@Restart Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Restart Level v)\n wait (1) seconds\n end\nend\n\n@Speed Boost\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Warning Sign\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (-74)\nswitch costume to (player v)\ngo [forward v] (100) layers\nforever\n if <(y position) = [-179]> then\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 (player right 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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n switch costume to (player up v)\n start sound [Jump v]\n end\n end\n change y by (1)\n if <touching (obstacles v)?> then\n broadcast (Respawn v)\n go to x: (-210) y: (-74)\n switch costume to (player v)\n start sound [Bonk v]\n end\n if <(x position) > [230]> then\n go to x: (-216) y: (-74)\n change [level v] by (1)\n switch costume to (player v)\n start sound [Next Level v]\n end\n if <touching (trampoline v)?> then\n set [y v] to [24]\n switch costume to (player up v)\n start sound [Big boing v]\n end\n if <touching (speed boost v)?> then\n set [x v] to [25]\n start sound [Next Level v]\n end\nend\n\nwhen I receive [restart level v]\ngo to x: (-216) y: (30)\nswitch costume to (player v)\n\nwhen flag clicked\nforever\n play sound [music \(1\) v] until done\n wait (1) seconds\nend\n\nswitch costume to (player v)\nbroadcast (Respawn v)\ngo to x: (-216) y: (-74)\n\n@Trees\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Level\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Background\n\nwhen flag clicked\nswitch costume to (sky v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen flag clicked\nforever\n if <<<<(Level) = [14]> or <(Level) = [15]>> or <(Level) = [16]>> or <(Level) = [17]>> then\n switch costume to (sewer v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n switch costume to (sewer light v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n switch costume to (sky v)\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n
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What a STRANGE platformer... trees head down, the sun is red and blue... If you want to find the chest with gems, you have no other choice than to go try your chance in this game ;)\nLove❤️,Fav⭐️, and Follow? for some more ;)\n3 in FRENCH trending!!!! Thank you very much guys =D
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Mirrored | a platformer
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@Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Into The Night prt1_2 v] until done\nend\n\nwhen flag clicked\nbroadcast (Start v)\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)\n\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\nwhen flag clicked\n\nchange [level v] by (1)\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)\nforever\n if <(costume [number v]) > [17]> then\n switch costume to (costume11 v)\n end\nend\n\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\nwhen flag clicked\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 (sprite4 v)?>> or <touching (tb v)?>> then\n repeat until <<not <<<touching (level v)?> or <touching (sprite4 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 (sprite4 v)?>> or <touching (tb v)?>> then\n change y by (Slpoe)\n repeat until <not <<<touching (level v)?> or <touching (sprite4 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 (sprite4 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 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 end\nend\n\nif <(Level) = [11]> then\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<key (r v) pressed?> or <<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 if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\n if <[-179] > (y position)> then\n go to x: (-215) y: (-30)\n if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\n if <touching (level v)?> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <(Level) = <<touching (level v)?> or <touching (sprite4 v)?>>> then\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<touching (mouse-pointer v)?> and <<(Level) = [3]> or <(Level) = [13]>>> then\n change x by ((([x position v] of [sprite4 v]) - (x position)) / (4))\n end\nend\n\nwhen flag clicked\n\nwhen I receive [next v]\ngo to x: (-215) y: (-30)\n\n@Player2\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) * (-1))\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by (speed)\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 (sprite4 v)?>> or <touching (tb v)?>> then\n repeat until <<not <<<touching (level v)?> or <touching (sprite4 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 (sprite4 v)?>> or <touching (tb v)?>> then\n change y by (Slpoe)\n repeat until <not <<<touching (level v)?> or <touching (sprite4 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 (sprite4 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 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: (210) y: (-30)\n change [level v] by (1)\n broadcast (Next v)\n end\nend\n\nif <(Level) = [11]> then\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<key (r v) pressed?> or <<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: (210) y: (-30)\n if <(Level) = [17]> then\n go to x: (210) y: (-120)\n end\n end\n if <[-179] > (y position)> then\n go to x: (210) y: (-30)\n if <(Level) = [17]> then\n go to x: (210) y: (-120)\n end\n end\n if <touching (level v)?> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n if <(Level) = [17]> then\n go to x: (210) y: (-120)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <(Level) = <<touching (level v)?> or <touching (sprite4 v)?>>> then\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<touching (mouse-pointer v)?> and <<(Level) = [3]> or <(Level) = [13]>>> then\n change x by ((([x position v] of [sprite4 v]) - (x position)) / (4))\n end\nend\n\nwhen flag clicked\n\nwhen I receive [next v]\ngo to x: (210) y: (-30)\n\n@TB\n\nwhen flag clicked\nhide\n\n
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Control both characters with arrows or wasd\nGet one of them to the other side to get to the next level \nenjoy!\n\n\n\n\n\n#games
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Black and White [ A Platformer ]
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@Stage\n\nwhen I receive [start v]\nforever\n play sound [pop v] until done\nend\n\n@Picture\n\nwhen flag clicked\ngo to x: (36) y: (28)\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen flag clicked\nhide\nhide variable [1 v]\n\nwhen flag clicked\nwait (2) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (2.3) seconds\nrepeat (19)\n switch costume to (right v)\n create clone of (_myself_ v)\n change [brightness v] effect by (4)\n wait (0.034) seconds\nend\nwait (.01) seconds\nswitch costume to (name v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n point in direction (90)\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (5)\n show\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n repeat (20)\n change y by (((1) - (y position)) / (7))\n change [ghost v] effect by (-6)\n end\n set [1 v] to [0]\n repeat (5)\n change [1 v] by (1)\n turn right (1) degrees\n change size by (1)\n end\n set [1 v] to [0]\n repeat (20)\n turn right (1) degrees\n change size by (((60) - (size)) / (10))\n change y by (1)\n change [ghost v] effect by (6)\n change [1 v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set size to (100) %\n show\n switch costume to (right v)\n go to x: (500) y: (0)\n point in direction (-90)\n repeat (30)\n change x by (((0) - (x position)) / (6))\n end\n delete this clone\nend\n\nwhen flag clicked\nhide variable [2 v]\nwait (1) seconds\nswitch costume to (picture v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n clear graphic effects\n switch costume to (name v)\n set size to (0) %\n set [pixelate v] effect to (0)\n go to [front v] layer\n show\n set [ghost v] effect to (0)\n go to x: (-300) y: (-331)\n point in direction (30)\n repeat (30)\n change [ghost v] effect by (-12)\n change size by (((100) - (size)) / (6))\n change x by (((0) - (x position)) / (6))\n change y by (((0) - (x position)) / (6))\n turn right (((90) - (direction)) / (6)) degrees\n end\n repeat (28)\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((size) - (101)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\ngo [forward v] (55) layers\nif <(costume [number v]) = [4]> then\n show\n clear graphic effects\n switch costume to (picture v)\n go to [front v] layer\n set size to (0) %\n set [2 v] to [1]\n go to x: (0) y: (-360)\n set [ghost v] effect to (100)\n repeat (23)\n switch costume to (picture2 v)\n change [ghost v] effect by (-5)\n change [2 v] by ((2) / (3))\n change size by (2)\n change y by (((0) - (y position)) / (6))\n switch costume to (picture v)\n end\n wait (7) seconds\n repeat (20)\n change size by (((200) - (size)) / (5))\n end\n set [2 v] to [1]\n repeat (12)\n change [ghost v] effect by (5)\n change size by (2)\n change [2 v] by (-3.5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset volume to (volume) %\nplay sound [Intro Music v] until done\nbroadcast (Start v)\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ngo to x: (-203) y: (-87)\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 end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-203) y: (-87)\n broadcast (Next v)\n end\n if <<touching (spikes v)?> or <touching (saw v)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-203) y: (-87)\n end\n if <touching (end v)?> then\n broadcast (Outro v)\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Show End v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\n@Saw\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n go to x: (-9) y: (-102)\n turn right (15) degrees\n end\n if <(costume [number v]) = [4]> then\n go to x: (-9) y: (-102)\n turn right (5) degrees\n end\n if <(costume [number v]) = [7]> then\n go to x: (145) y: (-101)\n turn right (15) degrees\n end\n if <(costume [number v]) = [8]> then\n go to x: (145) y: (-101)\n turn right (15) degrees\n end\n if <(costume [number v]) = [12]> then\n go to x: (31) y: (11)\n turn right (3) degrees\n end\nend\n\ngo to x: (-9) y: (-102)\n\n@End\n\nwhen I receive [show end v]\nshow\ngo to x: (172) y: (-62)\n\ngo to x: (31) y: (11)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [outro v]\nset [ghost v] effect to (100)\nhide\n\n@outro picture\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nshow\n\n@Word\n\nwhen flag clicked\nhide\n\ngo to x: (-107) y: (136)\n\nwhen I receive [outro v]\nshow\ngo to x: (-107) y: (136)\npoint in direction (90)\nforever\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\n@Lov, Fav\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [outro v]\nshow\nforever\n glide (0.7) secs to x: (36) y: (37)\n glide (0.7) secs to x: (36) y: (21)\nend\n\n@ManGold-0658\n\nwhen flag clicked\nhide\ngo to x: (156) y: (-9)\n\nwhen I receive [outro v]\nshow\npoint in direction (90)\nforever\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\n
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\n\n
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Platformer
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@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 (platforms 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 - Right and Left\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (space v) pressed?> or <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 - Right and Left\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 [invulnerable v] to [0]\nset [brightness v] effect 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) (SPWAN 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: [] [-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,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 [platforms dx v] to []\nset [platforms 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]\nCheck Touching solid\nset [wall slide v] to (touching)\n\nwhen flag clicked\nif <<(username) = [RFX55_]> or <(username) = [griffpatch]>> then\n set drag mode [draggable v]\nend\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\nchange [lives v] by (-1)\nwait (0.5) seconds\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 (PLATFORMS DX)\nchange y by (PLATFORMS 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 move (distance) steps\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 [17]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\ngo [forward v] (1000) layers\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 [spwan 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 Outline\nStamp Shadow\n\nwhen I receive [lose life v]\ngo to [back v] layer\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\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\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 #) = [3]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (140)) ))\n end\nend\nif <(SCENE #) = [4]> then\n forever\n set y to ((4) * ([sin v] of ((timer) * (200)) ))\n end\nend\nif <(SCENE #) = [7]> then\n forever\n set y to ((2) * ([sin v] of ((timer) * (130)) ))\n end\nend\n\n@Platforms\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [1]> then\n show\n Animate Platform\nend\nif <(SCENE #) = [6]> then\n show\n Animate Platform 2\nend\nif <(SCENE #) = [104]> then\n show\n Animate Platform 3\nend\nif <(SCENE #) = [2]> then\n show\n Animate Platform 4\nend\nif <(SCENE #) = [5]> then\n Door At [219] [66] Key [Key 1]\nend\nif <(SCENE #) = [14]> then\n Door At [219] [34] Key [Key 2]\nend\n\ndefine Animate Platform\ngo to x: (-41) y: (67)\nswitch costume to (platform1 v)\nforever\n glide (3) secs to x: (204) y: (76)\n wait (1) seconds\n glide (3) secs to x: (-41) y: (67)\n wait (7) 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 [platforms dx v] to ((new x) - (last x))\n set [platforms dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate Platform 2\ngo to x: (189) y: (-17)\nswitch costume to (platform2 v)\nforever\n glide (2) secs to x: (189) y: (74)\n wait (1) seconds\n glide (2) secs to x: (189) y: (-17)\n wait (5) seconds\nend\n\ndefine Animate Platform 3\ngo to x: (-68) y: (-111)\nswitch costume to (platform104 v)\nforever\n glide (2) secs to x: (42) y: (-111)\n wait (1) seconds\n glide (2) secs to x: (-68) y: (-111)\n wait (3) seconds\nend\n\ndefine Animate Platform 4\ngo to x: (170) y: (126)\nswitch costume to (platform3 v)\nforever\n glide (2) secs to x: (176) y: (-26)\n wait (1) seconds\n glide (2) secs to x: (170) y: (126)\n wait (5) seconds\nend\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\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@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 change [apples v] by (1)\n start sound [Chomp v]\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 [spwan 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 [-30] [-36]\nPlace [apple] scene [1] xy [62] [-1]\nPlace [Key 1] scene [104] xy [181] [-60]\nPlace [apple] scene [2] xy [-54] [-3]\nPlace [apple] scene [2] xy [-185] [20]\nPlace [apple] scene [3] xy [-56] [27]\nPlace [apple] scene [3] xy [32] [73]\nPlace [apple] scene [4] xy [31] [80]\nPlace [apple] scene [4] xy [88] [81]\nPlace [apple] scene [101] xy [-187] [-17]\nPlace [apple] scene [5] xy [-38] [31]\nPlace [apple] scene [5] xy [-70] [57]\nPlace [apple] scene [5] xy [-70] [57]\nPlace [Key 2] scene [6] xy [51] [-45]\nPlace [apple] scene [8] xy [-46] [45]\nPlace [apple] scene [8] xy [117] [97]\nPlace [apple] scene [8] xy [153] [97]\nPlace [Green Flag] scene [3] xy [198] [20]\nPlace [Green Flag] scene [7] xy [211] [6]\n\ndefine Place (costume) scene (scene) xy (x) (y)\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 game v]\ndelete this clone\n\n@Splash Screen\n\nwhen flag clicked\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 flag clicked\nhide\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (-73)\nset size to (10) %\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 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 [-8] [-61] dir [-90]\n end\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 (red 1 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 [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)?>>\n change y by (1)\n change [speed y v] by (-1)\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 (platforms 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 (type) at (x) (y) dir (dir)\ngo to x: (x) y: (x)\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\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n
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Hi Everyone! \nThis is a colourful platformer!!\nArrow keys to move \nSpace to jump. \nThanks to @griffpatch for the amazing tutorial series\nYou may have to adjust yourself on the horizontal platforms\nGriffpatch if you viewed this pls comment.\nUPDATE LOG:\n16.10.21- Vertical Scenes!\n20.10.21- Lava and Spikes!\n28.10.21 - Moving Platforms!\n15.11.21 - Visual Effects!\n20. 11.21 - Collectibles,Keys and locked doors!\n20.3.22 - Wall jumping bug fix &
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Fast Food! A Platformer! #All #Games #Trending #All #Games #Trending #All #Games #Trending #All
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@Stage\n\nwhen flag clicked\nforever\nend\n\nplay sound [Dance_Monkey2 v] until done\n\n@Assets2\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n show\n go [forward v] (7) layers\n go to [front v] layer\n switch costume to (ground 3 v)\n go to x: (0) y: (200)\n Smooth Glide x: (0) y: (0) speed: (3)\n wait (.1) seconds\n Smooth Glide x: (0) y: (165) speed: (5)\n delete this clone\nend\nif <(Clone ID) = [5]> then\n show\n go to [front v] layer\n switch costume to (ground 4 v)\n go to x: (0) y: (-200)\n Smooth Glide x: (0) y: (0) speed: (3)\n wait (.1) seconds\n Smooth Glide x: (0) y: (-150) speed: (5)\n delete this clone\nend\n\nwhen I receive [next level v]\nif <[1] < (timer)> then\n hide\n set [brightness v] effect to (0)\n repeat (4)\n wait (0.1) seconds\n set [clone id v] to [4]\n create clone of (_myself_ v)\n set [clone id v] to [5]\n create clone of (_myself_ v)\n change [brightness v] effect by (-15)\n end\n wait (1) seconds\n set [brightness v] effect to (0)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nwait (1) seconds\n\ngo to x: (0) y: (0)\nhide\nclear graphic effects\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\n go to [back v] layer\nend\n\ngo to x: (0) y: (0)\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (The Level)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n end\n if <<touching (spikes2 v)?> or <touching (spikes v)?>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [next level v]\nif <(timer) > [1]> then\n wait (0.3) seconds\n change [the level v] by (1)\nend\n\n@Sprite2\n\n@Ground2\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes2\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n repeat (13)\n change y by (8)\n end\n repeat (13)\n change y by (-8)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n set size to (120) %\n else\n set size to (100) %\n set [ghost v] effect to (0)\n end\n go to [front v] layer\n go [backward v] (1) layers\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Next Level v)\n wait until <not <mouse down?>>\n wait (1) seconds\n end\nend\n\nchange [the level v] by (1)\n\n
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⋆⋆⋆Fast Food! A Platformer!⋆⋆⋆\n\n ⋆Arrow Keys/W.A.S.D To Move⋆\n ⋆Avoid Fruit And Vegetables⋆\n ⋆Press Skip If A Level Is Too Hard⋆\n \n ⋆Love,Fave and Follow For More Games⋆\n\n ⋆Enjoyed This?⋆\n ⋆Then Check These Out!⋆\nDetailed 3: https://scratch.mit.edu/projects/562660674/\nPlatformers An Animation: https://scratch.mit.edu/projects/584619124/\nPumpkin Clicker: https://scratch.mit.edu/projects/581398891/\n\nCan We Get This On Trending?\n#8 on #all !!!\n#3 on #games !\n\n\nTags:\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 #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
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Anasazi a platformer (School Project)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [travel to farm v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [travel home v]\nswitch backdrop to (backdrop3 v)\n\n@Cheveyo\n\ndefine Physics (speed) (friction) (jump height)\nchange y by (Player: Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Player: Y Velocity) ) / (Player: Y Velocity)) * (-1))\n end\n set [player: y velocity v] to [0]\nelse\n change [player: y velocity v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [player: x velocity v] by (speed)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [player: x velocity v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [player: x velocity v] to ((Player: X Velocity) * (friction))\nchange x by (Player: X Velocity)\nset [player: slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(Player: Slope) = [8]>>\n change [player: slope v] by (1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by ((Player: Slope) * (-1))\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (Player: X Velocity) ) / (Player: X Velocity)) * (-1))\n end\n if <not <touching (water v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> then\n if <(Player: X Velocity) > [0]> then\n set [player: x velocity v] to [-4]\n else\n set [player: x velocity v] to [4]\n end\n set [player: y velocity v] to [10]\n else\n set [player: x velocity v] to [0]\n end\n end\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> and <touching (level v)?>> then\n set [player: y velocity v] to (jump height)\nend\nif <touching (water v)?> then\n set [player: y velocity v] to [2]\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> and <touching (level v)?>> then\n set [player: y velocity v] to (jump height)\n end\nend\nif <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((y position) - (15)) > (mouse y)> and <mouse down?>>> and <touching (water v)?>> then\n set [player: y velocity v] to [-3.5]\nend\nchange y by (1)\nif <<touching (spikes v)?> or <(y position) < [-196]>> then\n set [player: x velocity v] to [0]\n set [player: y velocity v] to [0]\n broadcast (begin v)\nend\nif <(x position) > [215]> then\n set [player: x velocity v] to [0]\n set [player: y velocity v] to [0]\n change [level v] by (1)\n change [coins v] by (1)\n broadcast (Next level v)\n broadcast (begin v)\nend\nif <touching (trampoline v)?> then\n set [player: y velocity v] to [17]\nend\n\nwhen I receive [begin v]\ngo to x: (-200) y: (100)\nswitch costume to (costume1 v)\nforever\n Physics [1] [0.9] [12]\nend\n\nwhen I receive [harvest v]\nswitch costume to (harvesting v)\ngo to x: (-209) y: (-14)\nwait (1.3) seconds\ngo to x: (-155) y: (-14)\nwait (1.3) seconds\ngo to x: (-98) y: (-14)\nwait (1.3) seconds\nstart sound [Collect v]\nchange [activities v] by (1)\nchange [coins v] by (5)\nbroadcast (Done Harvesting v)\nbroadcast (begin v)\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\nwhen I receive [end intro v]\nset [coins v] to [0]\nbroadcast (begin v)\nforever\n if <(Activities) = [2]> then\n broadcast (begin v)\n broadcast (Begin Hike v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [activities v] to [0]\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [travel to farm v]\nswitch costume to (costume4 v)\n\nwhen I receive [done harvesting v]\nswitch costume to (costume5 v)\n\nwhen I receive [travel home v]\nswitch costume to (costume6 v)\n\nwhen I receive [story done v]\nswitch costume to (costume7 v)\n\nwhen I receive [begin hike v]\nswitch backdrop to (backdrop3 v)\nswitch costume to (costume8 v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [travel to farm v]\nswitch costume to (farm v)\n\nwhen I receive [travel home v]\nswitch costume to (pithouse v)\n\nwhen I receive [begin hike v]\nswitch backdrop to (backdrop2 v)\nswitch costume to (hike v)\n\n@Map\n\nwhen I receive [next level v]\nif <(LEVEL) = [3]> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (icon v)\nhide\n\nwhen this sprite clicked\nset [map v] to [1]\nswitch costume to (screen v)\nbroadcast (Map v)\n\nwhen I receive [travel home v]\nhide\n\nwhen I receive [travel to farm v]\nhide\n\nwhen I receive [done harvesting v]\nif <(Activities) = [2]> then\n hide\nelse\n switch costume to (icon v)\n show\n go to [front v] layer\nend\n\nwhen I receive [story done v]\nif <(Activities) = [2]> then\n hide\nelse\n switch costume to (icon v)\n show\n go to [front v] layer\nend\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [travel home? v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to (mouse v)\n\nwhen I receive [travel to farm? v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to (mouse v)\n\nwhen this sprite clicked\nif <touching color (#b27947)?> then\n broadcast (Travel home v)\n broadcast (begin v)\n set [map v] to [0]\n hide\nelse\n if <touching color (#00d00e)?> then\n broadcast (Travel to farm v)\n broadcast (begin v)\n set [map v] to [0]\n hide\n else\n stop [this script v]\n end\nend\n\nwhen I receive [harvest? v]\ngo to x: (0) y: (70)\nshow\nswitch costume to (costume2 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Harvest v)\n hide\n end\nend\n\nwhen I receive [done harvesting v]\nstop [other scripts in sprite v]\n\nwhen I receive [travel home v]\ngo to x: (55) y: (47)\nswitch costume to (costume3 v)\nshow\nwait (0.1) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Story v)\n hide\n end\nend\n\n@Mouse\n\nwhen I receive [map v]\ngo to [front v] layer\nshow\nrepeat until <(MAP) = [0]>\n go to (mouse-pointer v)\n if <touching color (#b27947)?> then\n go to [front v] layer\n broadcast (Travel home? v)\n end\n if <touching color (#00d00e)?> then\n go to [front v] layer\n broadcast (Travel to farm? v)\n end\nend\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [map v] to [0]\nhide\n\n@Crops\n\nwhen flag clicked\nhide\n\nwhen I receive [travel to farm v]\nswitch costume to (costume1 v)\nshow\nbroadcast (Harvest? v)\n\nwhen I receive [harvest v]\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.7) seconds\nnext costume\nwait (0.5) seconds\nnext costume\n\nwhen I receive [travel home v]\nhide\n\nwhen I receive [begin hike v]\nhide\n\n@Cheveyo's mom\n\ndefine say (text)\nset volume to (1000) %\nset [say v] to []\nset [letter v] to [0]\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\n if <<<(letter (length of (say)) of (say)) = [,]> or <(letter (length of (say)) of (say)) = [!]>> or <<(letter (length of (say)) of (say)) = [?]> or <(letter (length of (say)) of (say)) = [.]>>> then\n wait (0.3) seconds\n end\n wait (0.03) seconds\nend\nwait (2.5) seconds\nsay []\n\nwhen flag clicked\nhide\n\nwhen I receive [travel home v]\ngo to x: (191) y: (-47)\nshow\n\nwhen I receive [story v]\nsay [Hello Cheveyo!]\nsay [Oh you're here for a story.]\nsay [Well, a long time ago, your grandparents came to this great land.]\nsay [They had a small group of people with them, and built up our town.]\nsay [With every generation, our village grew bigger.]\nsay [We developed new techniques, and soon, we were one of the biggest societies in the area.]\nsay [Speaking of societies, we're going to another nearby tribe to trade our goods.]\nsay [So if you didn't harvest the corn, go do that.]\nchange [activities v] by (1)\nbroadcast (Story done v)\nhide\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [begin hike v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Finish\n\nwhen I receive [next level v]\nif <(LEVEL) = [7]> then\n broadcast (STOP ALL v)\n show\n wait (1) seconds\n next costume\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n next costume\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume4 v)\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume5 v)\n wait (1) seconds\n next costume\n wait (1) seconds\n switch costume to (costume5 v)\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume7 v)\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume8 v)\n repeat (6)\n next costume\n end\n wait (1) seconds\n next costume\n wait (1) seconds\n next costume\n wait (1) seconds\n next costume\n wait (1) seconds\n next costume\n wait (2) seconds\n broadcast (You win! v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\n@You win\n\nwhen I receive [you win! v]\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nswitch costume to (splash-screen2 v)\nwait (5) seconds\nbroadcast (Outro v)\nhide\n\nwhen flag clicked\nswitch costume to (splash-screen v)\nhide\nset [ghost v] effect to (100)\n\n@Temporary intro\n\ndefine RESET\ndelete all of [duxxsync v]\nadd [100] to [duxxsync v]\nadd [0] to [duxxsync v]\nhide\nreset timer\nstart sound [Skylike - Higher v]\nclear graphic effects\ndelete this clone\n\ndefine 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) contains [Chev]?> then\n show\n clear graphic effects\n set [fisheye v] effect to (80)\n point in direction (90)\n switch costume to (circle v)\n set size to (10) %\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n if < (Clone ID) contains [Black]?> then\n set [brightness v] effect to (-20)\n else\n if < (Clone ID) contains [White]?> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\n end\n repeat until \n if <((size) + (20)) < [105]> then\n switch costume to (hack 2 v)\n change size by (((size) + (20)) / (15))\n switch costume to (circle v)\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n else\n switch costume to (hack 1 v)\n change size by (((size) + (20)) / (15))\n switch costume to (circle v)\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n end\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Clone Chev Pair (1/2)\nif <(1/2) = [1]> then\n Clone [ChevBottomBlack]\n Clone [ChevTopBlack]\nelse\n if <(1/2) = [2]> then\n Clone [ChevBottomPlain]\n Clone [ChevTopPlain]\n else\n if <(1/2) = [3]> then\n Clone [ChevBottomWhite]\n Clone [ChevTopWhite]\n end\n end\nend\n\ndefine Go To (x) (y)\ngo to x: (((x) * ((item (1) of [duxxsync v]) / (100))) * ((item (2) of [duxxsync v]) + (1))) y: ((y) * ((item (1) of [duxxsync v]) / (100)))\n\nwhen I start as a clone\nif < (Clone ID) contains [Name]?> then\n show\n clear graphic effects\n point in direction (90)\n switch costume to (name2 v)\n go to [front v] layer\n repeat until <(timer) > [8.3]>\n set size to (((100) + (item (2) of [duxxsync v])) + (((100) - (item (1) of [duxxsync v])) * (4))) %\n set [brightness v] effect to ((((100) - (item (1) of [duxxsync v])) * (1.2)) + ((item (2) of [duxxsync v]) * (.5)))\n Go To [0] [0]\n turn right ((100) - (item (1) of [duxxsync v])) degrees\n if <([abs v] of ((90) - (direction)) ) < [2]> then\n point in direction (90)\n else\n if <([abs v] of ((-90) - (direction)) ) < [2]> then\n point in direction (-90)\n end\n end\n go to x: (([sin v] of ((timer) * (300)) ) * (10)) y: (([cos v] of ((timer) * (300)) ) * (10))\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Particles]?> then\n show\n clear graphic effects\n point in direction (90)\n go to x: (pick random (-270) to (270)) y: (pick random (-170) to (170))\n switch costume to (circle v)\n go to [front v] layer\n set size to (35) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (60)\n set [velocity v] to (pick random (2) to (6))\n repeat until \n change y by ((Velocity) + ((100) - (item (1) of [duxxsync v])))\n change x by ((Velocity) + ((100) - (item (1) of [duxxsync v])))\n set [ghost v] effect to ((60) - ((100) - (item (1) of [duxxsync v])))\n set size to (((35) + (((100) - (item (1) of [duxxsync v])) / (2))) + (item (2) of [duxxsync v])) %\n if <(y position) > [173]> then\n set y to (-170)\n end\n if <(x position) > [240]> then\n set x to (-250)\n end\n end\nend\n\ndefine Particles (#)\nrepeat (#)\n Clone [Particles]\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Shutters]?> then\n show\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (hack 1 v)\n set size to (110) %\n switch costume to (shutters v)\n repeat until \n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Slice]?> then\n show\n clear graphic effects\n switch costume to (hack 1 v)\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (slice v)\n set [brightness v] effect to (join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID)))))\n if <(join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID))))) = [-100]> then\n start sound [Sword Sound Effect v]\n set [wait? v] to [0]\n else\n set [wait? v] to [.2]\n end\n repeat until \n if <(join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID))))) = [0100]> then\n change x by (((650) - (x position)) / (5))\n else\n change x by (((650) - (x position)) / (5))\n end\n go to [front v] layer\n end\n wait ((1) + (Wait?)) seconds\n add [Delete All] to [duxxsync v]\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <not < (Clone ID) contains [Slice]?>> then\n wait until <[duxxsync v] contains [Delete All]?>\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Shader]?> then\n show\n clear graphic effects\n switch costume to (hack 1 v)\n point in direction (90)\n set size to (100) %\n switch costume to (slice v)\n go to x: (700) y: (0)\n set [brightness v] effect to (-100)\n go to [front v] layer\n repeat (25)\n go to [front v] layer\n wait (.01) seconds\n end\n repeat (15)\n change [ghost v] effect by (7)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I receive [debug v]\nrepeat until <(timer) > [8.3]>\n wait (.5) seconds\n replace item (2) of [duxxsync v] with [30]\nend\nwait (2) seconds\nbroadcast (End Intro v)\n\nwhen I receive [start intro v]\nRESET\nbroadcast (Debug v)\nwait until <(timer) > [2.31]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [2.77]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [6.06]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [6.53]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [7.6]>\nClone [Slice0100]\nwait (.1) seconds\nClone [Slice-100]\n\nwhen I receive [debug v]\nParticles [50]\nClone [Name]\nClone [Shutters]\nClone [Shader]\nrepeat until <(timer) > [8.3]>\n Clone Chev Pair [3]\n wait (0) seconds\n Clone Chev Pair [1]\n wait (.1) seconds\n Clone Chev Pair [2]\n wait (.07) seconds\nend\n\nwhen I receive [debug v]\nrepeat until <(timer) > [8.3]>\n replace item (1) of [duxxsync v] with ((item (1) of [duxxsync v]) + (((100) - (item (1) of [duxxsync v])) / (5)))\n replace item (2) of [duxxsync v] with ((item (2) of [duxxsync v]) + (((0) - (item (2) of [duxxsync v])) / (5)))\n if <(item (1) of [duxxsync v]) < [100]> then\n replace item (1) of [duxxsync v] with ([ceiling v] of (item (1) of [duxxsync v]) )\n else\n replace item (1) of [duxxsync v] with ([floor v] of (item (1) of [duxxsync v]) )\n end\nend\n\nwhen flag clicked\nbroadcast (Start Intro v)\n\n@Temporary Outro\n\ndefine Outro\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (checkerboard pattern v)\ncreate clone of (_myself_ v)\nset [i1 v] to [-200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [0]\nswitch costume to (blank v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (oc v)\ncreate clone of (_myself_ v)\nswitch costume to (heart v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n play sound [Unity \(Cut\) v] until done\n end\nelse\n if <(costume [number v]) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n point in direction ((90) + (i1))\n switch costume to (blank v)\n set size to ((130) + (([sin v] of ((i1) * (5)) ) * (10))) %\n switch costume to (checkerboard pattern v)\n change [i1 v] by (0.5)\n end\n else\n if <(costume [number v]) = [4]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + ((((100) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: (0) y: ((120) + (([sin v] of (i2) ) * (10)))\n point in direction ((90) + (([cos v] of (i2) ) * (3)))\n change [i2 v] by (5)\n end\n else\n if <(costume [number v]) = [5]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + (((((100) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: (80) y: ((([sin v] of (i2) ) * (10)) - (30))\n point in direction ((90) + ((([sin v] of (i2) ) * (3)) + (([tan v] of ((i2) * (0.2)) ) * (5))))\n change [i2 v] by (5)\n end\n else\n if <(costume [number v]) = [6]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + (((((200) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: ((([sin v] of (i2) ) * (10)) - (100)) y: ((([tan v] of (i2) ) * (5)) - (30))\n point in direction ((90) + (([sin v] of (i2) ) * (3)))\n set [ghost v] effect to (([abs v] of ((y position) - (-30)) ) / (1.5))\n change [i2 v] by (5)\n if <(y position) > [20]> then\n switch costume to (pick random (6) to (8))\n end\n end\n else\n if <(costume [number v]) = [9]> then\n go to x: (i1) y: (-130)\n forever\n if <(x position) < [0]> then\n point in direction ((135) + (([sin v] of (i1) ) * (10)))\n change [i1 v] by (10)\n else\n point in direction ((45) + (([sin v] of (i1) ) * (10)))\n change [i1 v] by (10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [outro v]\nOutro\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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Wow. Another platformer. I finished this one in a day :O Because it was for a history assignment that was do on the day this project was posted. I worked on it for 5 HOURS STRAIT!!! But ok... here it is... Use arrow keys or WAD keys to move. Mobile friendly. Cheveyo is just a normal kid in the Anasazi village and is the son of the chief; his mom. He wants to one day achieve this rank, but he doesn't have a feather reef. He loves to farm, and there's even a map of the town! You can go to the farm, and to his pithouse! He needs to go on a journey to a nearby Mogollon tribe to do some trading. And there he finds it: A feather reef.
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✧✨❖確率3分の1?!SNOW-Platformer❖✨✧
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@Stage\n\nwhen I receive [次 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\n@プラフォ イントロ\n\nwhen I receive [project;start v]\nforever\n play sound [TheFatRat - Fly Away feat. Anjulie.mp3 v] until done\nend\n\nwhen I receive [project;start v]\nshow\ngo to x: (-210) y: (13)\nset rotation style [left-right v]\nset size to (100) %\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 <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.8)\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 (-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 color (#006aff)?> or <touching color (#d2e5ff)?>> then\n change y by (1)\n if <<touching color (#006aff)?> or <touching color (#d2e5ff)?>> then\n change y by (1)\n if <<touching color (#006aff)?> or <touching color (#d2e5ff)?>> then\n change y by (1)\n if <<touching color (#006aff)?> or <touching color (#d2e5ff)?>> then\n change y by (1)\n if <<touching color (#006aff)?> or <touching color (#d2e5ff)?>> then\n change y by (1)\n if <<touching color (#006aff)?> or <touching color (#d2e5ff)?>> then\n change y by (1)\n if <<touching color (#006aff)?> or <touching color (#d2e5ff)?>> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [壁キック v]\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 color (#006aff)?> or <touching color (#d2e5ff)?>> 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 <<(mouse y) > (y position)> and <mouse down?>>> and <<touching color (#006aff)?> or <touching color (#d2e5ff)?>>> then\n start sound [ジャンプ音 v]\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 < or <[-160] > (y position)>> then\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [left-right v]\n start sound [Roblox Death Sound - OOF Sound Effect 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) > [240]> then\n broadcast (次 v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-186) y: (13)\n end\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n switch costume to (主人公2 v)\n else\n switch costume to (主人公 v)\n end\n end\nend\n\nwhen backdrop switches to [背景14 v]\nforever\n if <touching color (#2fff00)?> then\n go to x: (91) y: (10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [背景13 v]\nforever\n if <touching color (#ffdf00)?> then\n go to x: (3) y: (-66)\n end\n if <<touching color (#35ff00)?> or <touching color (#7400ff)?>> then\n go to x: (17) y: (156)\n end\nend\n\nwhen backdrop switches to [背景12 v]\nforever\n if <<touching color (#5bff00)?> or <touching color (#ffc700)?>> then\n go to x: (189) y: (150)\n end\n if <touching color (#7400ff)?> then\n go to x: (-14) y: (-55)\n end\n if <touching color (#ff00ea)?> then\n go to x: (115) y: (-21)\n end\nend\n\nwhen backdrop switches to [背景11 v]\nforever\n if <<touching color (#ff00ac)?> or <<touching color (#faff00)?> or <<touching color (#ff0000)?> or <touching color (#ffffff)?>>>> then\n go to x: (-215) y: (7)\n end\n if <touching color (#e300ff)?> then\n go to x: (-30) y: (4)\n end\n if <touching color (#00fcff)?> then\n go to x: (180) y: (20)\n end\nend\n\nwhen backdrop switches to [背景10 v]\nforever\n if <<touching color (#fb00ff)?> or <touching color (#00ffbd)?>> then\n go to x: (182) y: (18)\n end\n if <touching color (#ffd200)?> then\n go to x: (-171) y: (-61)\n end\n if <touching color (#af00ff)?> then\n go to x: (99) y: (13)\n end\n if <touching color (#29ff00)?> then\n go to x: (178) y: (129)\n end\nend\n\nwhen backdrop switches to [背景9 v]\nforever\n if <<touching color (#ffea00)?> or <touching color (#000000)?>> then\n go to x: (-140) y: (130)\n end\n if <touching color (#fb00ff)?> then\n go to x: (155) y: (153)\n end\nend\n\nwhen backdrop switches to [背景8 v]\nforever\n if <<touching color (#8b00ff)?> or <<touching color (#bfff00)?> or <touching color (#00ff46)?>>> then\n go to x: (-217) y: (-33)\n end\n if <touching color (#e300ff)?> then\n go to x: (-216) y: (173)\n end\nend\n\nwhen backdrop switches to [背景7 v]\nforever\n if <<touching color (#55b97b)?> or <<touching color (#0010ff)?> or <<touching color (#00caff)?> or <<touching color (#02ff00)?> or <touching color (#8200ff)?>>>>> then\n go to x: (-206) y: (-28)\n end\n if <touching color (#ca00ff)?> then\n go to x: (204) y: (-57)\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\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 I receive [project;start v]\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@サムネだお〜\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [project;start v]\nforever\n reset timer\nend\n\n@スプライト1\n\nwhen flag clicked\nbroadcast (intro:start v)\n\nwhen I receive [intro:start v]\nhide\nreset timer\npoint in direction (90)\ngo to x: (0) y: (0)\nstart sound [Jim Yosef - Eclipse \[NCS Release\]2 v]\nset size to (100) %\nclone [circles]\nwait (0) seconds\nclone [back2]\nwait (0) seconds\nclone [black1]\nwait (0) seconds\nclone [black2]\nwait until <(timer) > [3.07]>\nclone [logo]\nwait until <(timer) > [5.06]>\nclone [back]\nwait until <(timer) > [5.48]>\nclone [square]\nwait until <(timer) > [6]>\nclone [square]\nwait until <(timer) > [6.4]>\nclone [square]\nwait until <(timer) > [6.91]>\nclone [square]\nwait until <(timer) > [7.4]>\nclone [square]\nwait until <(timer) > [8]>\nclone [square]\nwait until <(timer) > [8.4]>\nclone [square]\nwait until <(timer) > [9]>\nclone [square]\nwait until <(timer) > [9.4]>\nclone [square]\nwait until <(timer) > [10]>\nclone [square]\nwait until <(timer) > [10.4]>\nclone [square]\nwait until <(timer) > [11]>\nclone [square]\nwait until <(timer) > [11.4]>\nclone [square]\n\ndefine clone (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n switch costume to (brank v)\n show\n set size to (2400) %\n go to x: (0) y: (0)\n point in direction (-90)\n switch costume to (logo v)\n repeat until <(timer) > [5.06]>\n switch costume to (brank v)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n switch costume to (logo v)\n end\n point in direction (150)\n [90] bom!\n wait until <(timer) > [5.48]>\n point in direction (30)\n [90] bom!\n wait until <(timer) > [6]>\n point in direction (60)\n [90] bom!\n wait until <(timer) > [6.4]>\n point in direction (120)\n [90] bom!\n wait until <(timer) > [6.91]>\n [90] bom!\n wait until <(timer) > [7.4]>\n [90] bom!\n wait until <(timer) > [8]>\n [90] bom!\n wait until <(timer) > [8.4]>\n switch costume to (subaru_raimu v)\n [90] bom!\n wait until <(timer) > [9]>\n [90] bom!\n wait until <(timer) > [9.4]>\n [90] bom!\n wait until <(timer) > [10]>\n [90] bom!\n wait until <(timer) > [10.4]>\n [90] bom!\n wait until <(timer) > [11]>\n [90] bom!\n wait until <(timer) > [11.4]>\n [90] bom!\n wait until <(timer) > [12]>\n set [s v] to [0]\n repeat (15)\n turn right (s) degrees\n change [s v] by (3)\n end\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n end\n repeat (50)\n turn right (((135) - (direction)) / (20)) degrees\n change y by (((-100) - (y position)) / (10))\n change [ghost v] effect by (10)\n end\nend\n\ndefine (d) bom!\nshow\nset size to (200) %\nrepeat (15)\n change size by (((100) - (size)) / (4))\n turn right (((d) - (direction)) / (2)) degrees\n go to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (0)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + <(round (y position)) = (round (0))>)\nend\nset size to (100) %\npoint in direction (90)\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n switch costume to (brank v)\n go to [back v] layer\n show\n set size to (0) %\n switch costume to (back v)\n repeat until <(size) > [100]>\n change size by (((3000) - (size)) / (10))\n end\n repeat until <(size) > [3000]>\n switch costume to (brank v)\n change size by (((3000) - (size)) / (10))\n switch costume to (back v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n show\n set [ghost v] effect to (40)\n wait until <(timer) > [5.48]>\n don! [60]\n wait until <(timer) > [6]>\n don! [120]\n wait until <(timer) > [6.4]>\n don! [60]\n wait until <(timer) > [6.91]>\n don! [120]\n wait until <(timer) > [7.4]>\n don! [60]\n wait until <(timer) > [8]>\n don! [120]\n wait until <(timer) > [8.4]>\n don! [60]\n wait until <(timer) > [9]>\n don! [120]\n wait until <(timer) > [9.4]>\n don! [60]\n wait until <(timer) > [10]>\n don! [120]\n wait until <(timer) > [10.4]>\n don! [60]\n wait until <(timer) > [11]>\n don! [120]\n wait until <(timer) > [11.4]>\n don! [60]\nend\n\ndefine don! (d)\npoint in direction (d)\nrepeat (15)\n turn right (((90) - (direction)) / (3)) degrees\nend\n\nwhen I start as a clone\nif <(cloneID) = [square]> then\n switch costume to (brank v)\n go to [back v] layer\n go [forward v] (3) layers\n show\n set size to (0) %\n switch costume to (square v)\n repeat until <(size) = [300]>\n change size by (((300) - (size)) / (3))\n end\n repeat until <(size) = [600]>\n switch costume to (brank v)\n turn right (((180) - (direction)) / (3)) degrees\n change size by (((600) - (size)) / (3))\n switch costume to (square v)\n end\n repeat until <(size) = [1500]>\n switch costume to (brank v)\n change size by (((1500) - (size)) / (3))\n switch costume to (square v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [circles]> then\n switch costume to (brank v)\n set [ghost v] effect to (70)\n set size to (130) %\n show\n wait until <(timer) > [5.48]>\n shockwave\n wait until <(timer) > [6]>\n shockwave\n wait until <(timer) > [6.4]>\n shockwave\n wait until <(timer) > [6.91]>\n shockwave\n wait until <(timer) > [7.4]>\n shockwave\n wait until <(timer) > [8]>\n shockwave\n wait until <(timer) > [8.4]>\n shockwave\n wait until <(timer) > [9]>\n shockwave\n wait until <(timer) > [9.4]>\n shockwave\n wait until <(timer) > [10]>\n shockwave\n wait until <(timer) > [10.4]>\n shockwave\n wait until <(timer) > [11]>\n shockwave\n wait until <(timer) > [11.4]>\n shockwave\nend\n\ndefine shockwave\nswitch costume to (circles9 v)\nrepeat (11)\n next costume\nend\nswitch costume to (brank v)\n\nwhen I start as a clone\nif <(cloneID) = [black1]> then\n go to x: (0) y: (0)\n switch costume to (black1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.5) seconds\n repeat until <(timer) > [13.2]>\n go to [front v] layer\n change y by (((100) - (y position)) / (10))\n end\n repeat (50)\n go to [front v] layer\n change y by (((0) - (y position)) / (10))\n end\n broadcast (intro:end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [black2]> then\n go to x: (0) y: (0)\n switch costume to (black2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.5) seconds\n repeat until <(timer) > [13.2]>\n go to [front v] layer\n change y by (((-100) - (y position)) / (10))\n end\n repeat (50)\n go to [front v] layer\n change y by (((0) - (y position)) / (10))\n end\nend\n\nwhen I receive [intro:end v]\nif < (cloneID) contains [black]?> then\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (project;start v)\nelse\n delete this clone\nend\n\nwhen I receive [project;start v]\n\n
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コミュニティーが好きなものに載ってました!ありがとうございます٩( ᐛ )و\n傾向2位 アート1位 音楽1位 ゲーム2位ありがとう!\n日本語説明は下\n________________________\n☆English☆\nOperate with arrow keys or tap\nTouch any color and aim for the goal !!\nIf you touch the wrong color, you can only see the future of Tahi, so don't make a mistake!\nYou can definitely goal.\nIt is recommended to play on a small screen as it may crash.\nThis work was made by myself, so it's difficult to remix without change. Never do it! \n☆日本語☆\n矢印キーまたはタップで操作\nどれかの色に触れてゴールを目指そう!!\n間違った色に触れるとタヒぬという未来しか見えてないから間違っちゃダメだよ!\n絶対にgoalできます。\nクラッシュする可能性があるので小画面でプレイすることをお勧めします。\nこの作品は1人で頑張って作ったので無変更リミックスには厳しいです。絶対にしないでください!
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A Pretty Hard Platformer
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@Stage\n\nwhen flag clicked\nset tempo to (75)\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.5) beats\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.5) beats\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.125) beats\nplay drum (1 v) for (0.125) beats\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\n\nwhen I receive [ailwyrgn v]\nswitch backdrop to (hello v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nrest for (0.5) beats\nrepeat (7)\n play drum (2 v) for (0.5) beats\nend\n\nplay drum (7 v) for (0.25) beats\n\n@Sprite1\n\nwhen I receive [go v]\nforever\n if <touching color (#00ffff)?> then\n set [yv v] to [16]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#663b00)?> then\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n if <key (down arrow v) pressed?> then\n broadcast (belooba v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n\nwhen I receive [go v]\ngo to x: (-312) y: (-10)\nshow\nset size to (40) %\n\nwhen flag clicked\nhide variable [lives v]\nforever\n \nend\n\nwhen I receive [go v]\nforever\n if <touching color (#ff9400)?> then\n go to x: (-312) y: (-10)\n change [lives v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#99ffff)?> then\n set [yv v] to [-1]\n set [water v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.3)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.3)\n end\n else\n set [water v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n \n set [power-up v] to [1]\n end\nend\n\nwhen flag clicked\nset [water v] to [0]\nhide\nset [lives v] to [3]\nswitch backdrop to (start v)\nforever\n if <(Lives) = [0]> then\n switch backdrop to (you lose!! v)\n broadcast (ailwyrgn v)\n set [restart v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#00ff55)?> or <touching (sprite8 v)?>> then\n if <(Power-up) = [0]> then\n go to x: (-232) y: (-10)\n change [lives v] by (-1)\n end\n end\nend\n\nshow variable [restart v]\n\nwhen I receive [go v]\nset [level v] to [1]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n if <(water) = [0]> then\n if <(costume [number v]) = [1]> then\n change [xv v] by (0.7)\n else\n change [xv v] by (0.5)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <(water) = [0]> then\n if <(costume [number v]) = [1]> then\n change [xv v] by (-0.7)\n else\n change [xv v] by (-0.5)\n end\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n end\n if <touching color (#7f7f7f)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n if <(costume [number v]) = [2]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [8]\n set [xv v] to [8]\n end\n else\n if <(costume [number v]) = [2]> then\n set [yv v] to [10]\n set [xv v] to [-10]\n else\n set [yv v] to [8]\n set [xv v] to [-8]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#7f7f7f)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#7f7f7f)?> then\n if <(water) = [0]> then\n if <(costume [number v]) = [2]> then\n set [yv v] to [11]\n else\n set [yv v] to [10]\n end\n end\n end\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#000000)?> then\n go to x: (-312) y: (0)\n broadcast (next level v)\n change [level v] by (1)\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n \nend\n\nwhen I receive [byebye v]\ngo to x: (-228) y: (129)\n\nmove (10) steps\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (3) secs to x: (-180) y: (-52)\n glide (3) secs to x: (170) y: (-52)\nend\n\nwhen I receive [balooba v]\nforever\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <<(backdrop [name v]) = [6]> or <(backdrop [name v]) = [6.5]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (178) y: (55)\n glide (1) secs to x: (61) y: (55)\nend\n\nwhen I receive [belooba v]\nforever\n hide\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (180) %\n if <mouse down?> then\n switch backdrop to (9 v)\n broadcast (go v)\n broadcast (byebye v)\n set [lives v] to [1]\n show variable [lives v]\n stop [this script v]\n end\n else\n set size to (160) %\n end\nend\n\nwhen I receive [byebye v]\nhide\nstop [this script v]\n\nif then\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (180) %\n if <mouse down?> then\n switch backdrop to (1 v)\n broadcast (go v)\n broadcast (byebye v)\n show variable [lives v]\n set [lives v] to [3]\n stop [this script v]\n end\n else\n set size to (160) %\n end\nend\n\nwhen I receive [byebye v]\nhide\nstop [this script v]\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [ailwyrgn v]\nshow\nforever\n if <(restart) = [1]> then\n if <touching (mouse-pointer v)?> then\n set size to (190) %\n if <mouse down?> then\n set [lives v] to [3]\n switch backdrop to (1 v)\n broadcast (go v)\n broadcast (byebye v)\n hide\n set [restart v] to [0]\n end\n end\n end\nend\n\nwhen I receive [byebye v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [ailwyrgn v]\nshow\nforever\n if <(restart) = [1]> then\n set size to (190) %\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n switch backdrop to (9 v)\n set [lives v] to [1]\n broadcast (byebye v)\n end\n end\nend\n\nwhen I receive [byebye v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nforever\n glide (1) secs to x: (178) y: (55)\n glide (1) secs to x: (61) y: (55)\nend\n\nwhen I receive [belooba v]\nforever\n hide\nend\n\nwhen flag clicked\nhide\nforever\n if <<(backdrop [name v]) = [6]> or <(backdrop [name v]) = [6.5]>> then\n show\n else\n hide\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [16 v]\nshow\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [16]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (-66) y: (-125)\n glide (1) secs to x: (84) y: (-125)\nend\n\n
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Arrow Keys to move.\nGet to the black door.\nSpace to change color.\nBlue substance makes you jump higher (like a trampoline).\nOrange lava kills you.\nLove and Favorite\nThere is water in some of the levels. It is light blue. Don't touch the algae. It kills you
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360°Platformer #All #Games
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@Stage\n\nwhen flag clicked\nforever\n play sound [Treenan v] until done\nend\n\n@地面\n\ndefine 初期設定プログラム\ngo to x: (0) y: (-415)\nswitch costume to (サイズハック v)\nset size to (300) %\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [向き v] to [右]\npoint in direction (90)\nswitch costume to (ステージ)\n\nwhen flag clicked\nset [スクリプト v] to [0]\nhide\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\nshow\npoint in direction (90)\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (-0.15)\n set [向き v] to [右]\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (0.15)\n set [向き v] to [左]\n end\n set [x v] to ((X) * (0.89))\n turn right (X) degrees\n if <touching (プレイヤー v)?> then\n change y by (-1)\n if <touching (プレイヤー v)?> then\n change y by (-1)\n if <touching (プレイヤー v)?> then\n change y by (-1)\n if <touching (プレイヤー v)?> then\n change y by (-1)\n if <touching (プレイヤー v)?> then\n change y by (-1)\n if <touching (プレイヤー v)?> then\n change y by (5)\n turn right ((X) * (-1)) degrees\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 (プレイヤー v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (プレイヤー v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [-13.4]\n end\n end\n change y by (-1)\n if <(スクリプト) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [初期設定 v]\n初期設定プログラム\n\nwhen I receive [ネクスト v]\nwait (0) seconds\nchange [ステージ v] by (1)\n\nwhen I receive [ネクスト v]\nif <(ステージ) = [1]> then\n wait (0.1) seconds\n 初期設定プログラム\nelse\n broadcast (クリア v)\n set [スクリプト v] to [1]\n stop [this script v]\nend\n\n@プレイヤー\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(向き) = [右]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\n@当たり判定\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n if <<touching color (#ff0000)?> or <touching color (#b10000)?>> then\n broadcast (初期設定 v)\n wait until <not <<touching color (#ff0000)?> or <touching color (#b10000)?>>>\n end\n if <<touching color (#003fc5)?> or <touching color (#630000)?>> then\n broadcast (ネクスト v)\n wait until <not <<touching color (#003fc5)?> or <touching color (#630000)?>>>\n end\nend\n\n@太陽\n\nwhen flag clicked\nset [sun v] to [0]\nset size to (100) %\nforever\n go to [back v] layer\n change [sun v] by (6)\n change size by ([cos v] of (Sun) )\nend\n\n@You Winだぁ\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nshow\nset [ghost v] effect to (100)\nrepeat (34)\n change [ghost v] effect by (-3)\nend\n\n@ステージ名\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [クリア v]\nhide\n\n@サムネイル\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [♥と★ v]\nshow\nset [ghost v] effect to (100)\nrepeat (34)\n change [ghost v] effect by (-3)\nend\nrepeat (34)\n change [ghost v] effect by (3)\nend\nhide\n\nchange [ghost v] effect by (3)\n\n
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日本語は下です。\n-----------------------------------------------------------------------\n▼Description\nIt's a 360° platformer! :D\nThere are 2 stages in total ^^\n\n▼How to operate\nYou can operate with arrow keys or tap.\nIt's mobile friendly!\n\nIf it hits a needle or magma, it will die.\nPlease be careful.\n\n♡&☆ pleace!\n\n-------------------------------------------------------------------------\n\n▼説明\n360°のプラットフォーマーです! :D\n全部で2ステージあります^^\n\n▼操作方法\n矢印キーやタップで操作できます。\nモバイル対応です!\n\n針やマグマに当たると死んでしまいます。\n気を付けてください。\n\n♡&☆お願いします!
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Hecklerr platformer
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@Stage\n\nwhen flag clicked\nhide variable [mouse v]\nforever\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\nshow variable [mouse v]\n\n@Assets\n\n@Player\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<key (up arrow v) pressed?> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((XV) + ((<key (left arrow v) pressed?> * ((speed) * (-1))) + (<key (right arrow v) pressed?> * (speed)))) * (friction))\nchange x by (XV)\nset [slope2 v] to [0]\nrepeat until <<(Slope2) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope2 v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope2)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\nif <touching (end v)?> then\n change [level v] by (1)\n broadcast (Next v)\nend\nif <<touching (danger v)?> or <<touching (lava v)?> or <touching (egghead v)?>>> then\n set [x v] to (x position)\n set [y v] to (y position)\n go to x: (-203) y: (-50)\n broadcast (Death v)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\nend\nif <<touching (sword v)?> and <(SWORD) = []>> then\n set [sword v] to [1]\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nrepeat (1)\n delete this clone\nend\ngo to x: (-200) y: (-50)\nset [xv v] to [0]\nset [level v] to [1]\nset [yv v] to [1]\nset [sword v] to []\nshow\npoint in direction (90)\nset [switch in progress v] to []\nforever\n broadcast (Tick v)\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [13] Speed [3] Friction [.75] Slope [8]\n end\nend\n\nwhen I receive [next v]\ngo to x: (-203) y: (-50)\n\nwhen flag clicked\nbroadcast (PLAY v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [switch in progress v] to [yes]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\nset [switch in progress v] to []\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\nchange [shake v] by (-0.25)\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\nwhen I receive [death v]\nrepeat (20)\n move (0) steps\nend\ngo to x: (0) y: (0)\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [death v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (X) y: (Y)\nshow\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n set x to ((x position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n set y to ((y position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@End\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (188) y: (-73)\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\n\nwhen I receive [next v]\nstart sound [Ding Sound Effect v]\nset [switch in progress v] to [yes]\nswitch costume to (1 v)\nrepeat (4)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [switch in progress v] to []\nif <(LEVEL) = [1]> then\n go to x: (188) y: (-73)\nelse\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [3]> then\n go to x: (208) y: (-73)\n else\n if <(LEVEL) = [4]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [5]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [6]> then\n go to x: (200) y: (22)\n else\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [8]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [9]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [10]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [11]> then\n go to x: (-150) y: (95)\n else\n if <(LEVEL) = [12]> then\n go to x: (200) y: (120)\n else\n if <(LEVEL) = [13]> then\n go to x: (207) y: (-73)\n set [checkpoint x v] to (x position)\n set [checkpoint y v] to (y position)\n else\n if <(LEVEL) = [14]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [death v]\nrepeat (20)\n move (0) steps\nend\n\nwhen I receive [shake v]\ngo to x: ((Checkpoint X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Checkpoint Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\n@Words\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\n@Walk particles\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <(YV) < [0]> then\n wait until <(YV) = [0]>\n repeat until <(YV) > [0]>\n repeat (2)\n move (0) steps\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (pick random (80) to (120)) %\nshow\npoint in direction (pick random (-360) to (360))\ngo to (player v)\nchange x by (XV)\nchange y by (-20)\nwait (0.075) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@egghead\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([y position v] of [player v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nhide\n\nwhen I receive [next v]\nrepeat (1)\n delete this clone\nend\nrepeat (13)\n move (0) steps\nend\nif <(LEVEL) = [5]> then\n Clone at [150] [-80]\nelse\n if <(LEVEL) = [8]> then\n Clone at [100] [-80]\n Clone at [200] [-80]\n else\n if <(LEVEL) = [11]> then\n Clone at [-35] [-86]\n Clone at [50] [-80]\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(LEVEL) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(LEVEL) = [14]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [2]\n end\nend\n\nwhen I receive [death v]\nrepeat (1)\n delete this clone\nend\nif <(LEVEL) = [5]> then\n Clone at [150] [-80]\nelse\n if <(LEVEL) = [8]> then\n Clone at [100] [-80]\n Clone at [200] [-80]\n else\n if <(LEVEL) = [11]> then\n Clone at [-35] [-86]\n Clone at [50] [-80]\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(LEVEL) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(LEVEL) = [14]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n delete this clone\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nhide\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\nforever\n if <not <(Switch In Progress) = [yes]>> then\n if <touching (player v)?> then\n start sound [jump v]\n switch costume to (3 v)\n set [yv v] to [17]\n else\n if <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [6]> then\n show\n go to x: (30) y: (-73)\nelse\n if <(LEVEL) = [9]> then\n show\n go to x: (-100) y: (-38)\n else\n if <(LEVEL) = [10]> then\n show\n go to x: (-100) y: (-38)\n else\n if <(LEVEL) = [12]> then\n show\n go to x: (-210) y: (-70)\n else\n hide\n end\n end\n end\nend\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\n\nwhen I receive [shake v]\ngo to x: ((Trampoline X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Trampoline Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\nset [sword v] to [1]\n\n@Sword\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nhide\nswitch costume to (1 v)\nset [sword v] to []\nforever\n if <not <(Switch In Progress) = [yes]>> then\n set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n if <(SWORD) = [1]> then\n start sound [sfx2 v]\n go to [front v] layer\n show\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [7]> then\n show\n go to x: (0) y: (-30)\nelse\n if <(SWORD) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nif <(SWORD) = [1]> then\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\nwhen [space v] key pressed\nif <not <(Switch In Progress) = [yes]>> then\n go to [front v] layer\n if <(SWORD) = [1]> then\n switch costume to (1 v)\n start sound [slash v]\n repeat (7)\n next costume\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (1 v)\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nhide\nif <(LEVEL) = [14]> then\n go to x: (24) y: (13)\n switch costume to (heart v)\n create clone of (_myself_ v)\n go to x: (142) y: (-55)\n switch costume to (star v)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [heart/star y v] to (y position)\nshow\nforever\n set y to ((Heart/Star Y) + (([sin v] of ((timer) * (200)) ) * (8)))\n if <touching (player v)?> then\n start sound [sfx2 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@egg Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime death v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nset [is clone? v] to [1]\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n
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ATTENTION THERE'S EUGENE THE EGGHEAD IN THE PLATFORMER Use the arrow keys to move, when you get your sword, press the space bar to swing. Hop on the trampoline to jump really high. Avoid falling into lava, getting poked by the spikes, and falling to Eugene!!
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Adventure Island || platformer [Reupload] #all #games #art
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@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nwait (7) seconds\nforever\n play sound [minecraft_holder_trap_remix 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 (85) %\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 (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\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 (11)\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@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@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 (12)\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@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\nwait (5) seconds\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@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 (11)\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@Minimalistic free intro by @t_le_meilleur\n\nwhen I start as a clone\nif <(Clone - ID) = [Particles]> then\n show\n switch costume to (pick random (5) to (10))\n set size to (pick random (50) to (100)) %\n go to [front v] layer\n go to x: (pick random (-200) to (200)) y: (pick random (-140) to (140))\n set [clone var v] to (pick random (0) to (359))\n set [clonevar2 v] to (clone Var)\n set [clone var 3 v] to (pick random (5) to (10))\n set [clone var 4 v] to (pick random (2) to (10))\n change [ghost v] effect by (100)\n repeat (pick random (15) to (50))\n change [ghost v] effect by (-10)\n change [clonevar2 v] by (Clone Var 3)\n point in direction (CloneVar2)\n point in direction (clone Var)\n move (Clone Var 4) steps\n point in direction (CloneVar2)\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (10)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n change [clonevar2 v] by (10)\n point in direction (CloneVar2)\n point in direction (clone Var)\n move (2) steps\n point in direction (CloneVar2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone - ID) = [Shine]> then\n wait (2.8) seconds\n show\n set [ghost v] effect to (50)\n set size to (150) %\n switch costume to (shine v)\n go to x: (-100) y: (0)\n repeat (100)\n change x by (20)\n end\nend\n\nwhen I start as a clone\nif <(Clone - ID) = [Logo]> then\n show\n set size to (10000) %\n switch costume to (logo v)\n go to x: (0) y: (-50)\n point in direction (-150)\n repeat until <(round (size)) = [130]>\n change size by (((100) - (size)) / (13))\n turn right (((90) - (direction)) / (12)) degrees\n end\nend\n\ndefine Smooth Glide x position: (x) Y position: (y) Smoothness: (speed) Direction: (direction) Size: (size)\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 (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n turn right (((round (direction)) - (round (direction))) / (speed)) degrees\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen I receive [minimalism intro v]\nstart sound [Vexento - Norway v]\nClone [Logo]\nClone [Name]\nClone [Shine]\nClone [Back]\nrepeat (45)\n Clone [Particles]\n wait (.05) seconds\nend\n\ndefine Clone (id)\nset [clone - id v] to (id)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(Clone - ID) = [Name]> then\n wait (2) seconds\n show\n set size to (130) %\n switch costume to (name v)\n go to x: (0) y: (-200)\n point in direction (90)\n Smooth Glide x position: [] Y position: [-100] Smoothness: [5] Direction: [90] Size: [150]\nend\n\nwhen I start as a clone\nif <(Clone - ID) = [Logo]> then\n wait (2) seconds\n Smooth Glide x position: [] Y position: [25] Smoothness: [7] Direction: [90] Size: [120]\nend\n\nwhen I start as a clone\nif <(Clone - ID) = [Back]> then\n show\n set size to (100) %\n switch costume to (back v)\n go to [back v] layer\nend\n\nwhen I start as a clone\nif <(Clone - ID) = [Fill]> then\n hide\n wait (3.7) seconds\n show\n set size to (100) %\n switch costume to (fill v)\n go to x: (-600) y: (0)\n point in direction (90)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [minimalism intro v]\nClone [Fill]\n\nwhen I start as a clone\nif <<(Clone - ID) = [Logo]> or <<(Clone - ID) = [Name]> or <(Clone - ID) = [Back]>>> then\n wait (4.6) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait (2) seconds\nbroadcast (Minimalism Intro v)\n\n
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★★Welcome to Adventure Island!★★ \n #17 on trending in games! Check my profile for \n SERVER 2! \nYou have made it past all my other Islands (check the links down below to view them if you haven't already), but are you ready to face this one? Your player wants to get back home before night, and will enjoy the walk-but it comes with a price...there are spikes all over the place! Help your player return safely back home. Can you do it? Get ready cause you are in for an adventure! ★★★\n----------------------------------------------------------------------------\n★Instructions★\n-Use arrow keys to move around\n-Dodge spikes\n-Make is safely back home\n____________________________________________________________ @Jona690 ___________________\nIsland platformers:\n\n★Floating Islands- https://scratch.mit.edu/projects/481750589\n\n★Grassy Island-\n https://scratch.mit.edu/projects/479588109\n\nCredits: \nHuge credit to @JTHEJET for the engine! That basically means that he did most of the art such as the background, sign, and headlines for thumbnail. And also most of the coding. \n@te_le_meilleur for the intro. Really cool intro, so huge thanks to him.\n@Jona690 for platform art, house art, player art, and a few lines of code. \n
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Among Us Platformer 4 HACKED!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [The Among Us Rap Battle #NerdOut ft CG5, Pokimane, Preston, Loserfruit & More \[Among Us Animat \(1\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-145) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching color (#615e5e)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#615e5e)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-145) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\n\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nif <<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [5]>> then\n go to x: (-189) y: (-155)\nelse\n go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<(y position) < [-170]> or <touching color (#000000)?>> then\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\nend\n\nwhen I receive [respawn v]\nset [ghost v] effect to (0)\nif <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [6]>> then\n go to x: (-189) y: (-155)\nelse\n go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nshow\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen backdrop switches to [2021_08_09_12z_kleki v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\ngo to x: (-145) y: (-50)\n\nwhen [r v] key pressed\nbroadcast (respawn v)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (30) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n show\n if <touching (player v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n if <(backdrop [number v]) = [2]> then\n show\n if <touching (player v)?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\n else\n if <(backdrop [number v]) = [5]> then\n show\n if <touching (player v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume6 v)\n end\n else\n if <(backdrop [number v]) = [6]> then\n show\n if <touching (player v)?> then\n switch costume to (costume8 v)\n else\n switch costume to (costume7 v)\n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume8 v)\n\n
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Arrow keys, WASD, or mobile controls to move. R to restart level.\n\nYou are Yellow, a Crewpostor who has been locked in an Impostor prison. How will you escape?\n\nExplanation of Crewpostors:\nCrewpostors have a combination of Crewmate and Impostor traits. For example, a Crewpostor might be able to vent, but otherwise be a Crewmate. Conversely, a Crewpostor might not be able to vent, but otherwise be an Impostor. In Yellow's case, they are able to vent and can tell the difference between Impostors and Crewmates, but otherwise seem to resemble a Crewmate. Crewpostors usually have to decide whether to help the Crewmates or the Impostors.
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Worlds 2 A Platformer #games #all #trending
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [intro ended v]\nswitch backdrop to (backdrop1 v)\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Sunshine v] until done\n end\n if <(pick random (1) to (2)) = [2]> then\n play sound [Goodbye v] until done\n end\nend\n\n@Platformer Engine\n\nwhen I receive [up v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [intro ended v]\npoint in direction (90)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n 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 color (#efce41)?> or <touching color (#e7c643)?>> or <touching color (#e3bf2d)?>> or <<touching color (#cc9d29)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#efce41)?> or <touching color (#e7c643)?>> or <touching color (#e3bf2d)?>> or <<touching color (#cc9d29)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#efce41)?> or <touching color (#e7c643)?>> or <touching color (#e3bf2d)?>> or <<touching color (#cc9d29)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#efce41)?> or <touching color (#e7c643)?>> or <touching color (#e3bf2d)?>> or <<touching color (#cc9d29)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#efce41)?> or <touching color (#e7c643)?>> or <touching color (#e3bf2d)?>> or <<touching color (#cc9d29)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by (1)\n if <<<<<touching color (#efce41)?> or <touching color (#e7c643)?>> or <touching color (#e3bf2d)?>> or <<touching color (#cc9d29)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<<<<touching color (#efce41)?> or <touching color (#e7c643)?>> or <touching color (#e3bf2d)?>> or <<touching color (#cc9d29)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<<touching color (#efce41)?> or <touching color (#e7c643)?>> or <touching color (#e3bf2d)?>> or <<touching color (#cc9d29)?> or <touching color (#6f6558)?>>> or <touching color (#b27e47)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<<touching color (#989898)?> or <touching (enemies v)?>> or <<touching (enemies3 v)?> or <touching (enemies2 v)?>>> then\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\n end\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-197) y: (-63)\n end\n if <<(x position) > [-250]> and <(y position) < [-179]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (up v)\n end\n if <touching (checkpoint v)?> then\n go to x: (-201) y: (-59)\n broadcast (CHANGE v)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\nhide\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 (60) to (120)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (120) to (70))\nrepeat until <[290] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [intro ended v]\nhide\ngo [backward v] (10000000) layers\nforever\n repeat (pick random (10) to (20))\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\n end\n wait (pick random (2) to (3)) seconds\nend\n\n@Checkpoint\n\nwhen I receive [flag move v]\ngo to x: (155) y: (105)\n\nwhen I receive [flag unmove v]\ngo to x: (177) y: (-52)\n\nwhen flag clicked\nhide\n\nwhen I receive [flag go away v]\nforever\n hide\nend\n\nwhen I receive [intro ended v]\nshow\ngo to x: (177) y: (-52)\ngo [backward v] (1000) layers\nforever\n point in direction ((([sin v] of ((Direction) * (100)) ) * (5)) + (90))\n change [direction v] by (0.04)\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [change v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (ENEMIES v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (STOP ENEMIES v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (SAWS v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (SAWY v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (ENEMIES2 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (STOP ENEMIES2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (FLAG GO AWAY v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (STOP SAWS v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (SAWY2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (FLAG MOVE v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (FLAG UNMOVE v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (SAWS2 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (STOPSAWS2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (ENEMIES3 v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (STOP ENEMIES3 v)\n end\nend\n\nwhen I receive [intro ended v]\ngo to x: (0) y: (0)\nshow\ngo [forward v] (10000000000) layers\nswitch costume to (costume1 v)\n\n@Enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-76)\nforever\n wait (0.5) seconds\n glide (0.3) secs to x: (60) y: (-76)\n wait (0.5) seconds\n glide (0.3) secs to x: (130) y: (-76)\nend\n\nwhen I receive [stop enemies v]\nhide\nstop [other scripts in sprite v]\n\n@Enemies2\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies2 v]\ngo to [front v] layer\nshow\ngo to x: (40) y: (17)\nforever\n wait (0.5) seconds\n glide (0.3) secs to x: (0) y: (17)\n wait (0.5) seconds\n glide (0.3) secs to x: (40) y: (17)\nend\n\nwhen I receive [stop enemies2 v]\nhide\nstop [other scripts in sprite v]\n\n@Enemies3\n\nwhen flag clicked\nhide\n\nwhen I receive [enemies3 v]\ngo to [front v] layer\nshow\ngo to x: (41) y: (8)\nforever\n wait (1) seconds\n glide (0.3) secs to x: (-13) y: (8)\n wait (1) seconds\n glide (0.3) secs to x: (41) y: (8)\nend\n\nwhen I receive [stop enemies3 v]\nhide\nstop [other scripts in sprite v]\n\n@Chainsaws\n\nwhen flag clicked\ngo to x: (-90) y: (70)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws v]\nshow\n\nwhen I receive [stop saws v]\nhide\n\nwhen I receive [sawy v]\ngo to x: (55) y: (-65)\nshow\n\nwhen I receive [sawy2 v]\ngo to x: (90) y: (50)\nshow\n\n@Chainsaws2\n\nwhen flag clicked\ngo to x: (185) y: (95)\nhide\ngo [backward v] (10000) layers\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen I receive [saws2 v]\nshow\n\nwhen I receive [stopsaws2 v]\nhide\n\n@Intro\n\ndefine Clone ID: (id) Quantity: (quantity)\nset [intro: clone id v] to (id)\nrepeat (quantity)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nstart sound [Night Core v]\nset [colour \(intro\) v] to [0]\nhide\nClone ID: [Wheel] Quantity: [1]\nrepeat (20)\n Clone ID: [Letters] Quantity: [5]\n wait (0.1) seconds\nend\nwait (0.2) seconds\nrepeat (50)\n Clone ID: [Stars] Quantity: [1]\n wait (0.1) seconds\n if <(pick random (1) to (20)) = [1]> then\n Clone ID: [Circle1] Quantity: [1]\n Clone ID: [Circle2] Quantity: [1]\n Clone ID: [Circle3] Quantity: [1]\n Clone ID: [Circle4] Quantity: [1]\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Wheel]> then\n go to x: (0) y: (0)\n set size to (20) %\n switch costume to (backdrop \(5\) v)\n set [brightness v] effect to (100)\n show\n repeat (19)\n change size by (1)\n set [brightness v] effect to (100)\n wait (0.1) seconds\n end\n repeat (10)\n change size by (1)\n change [brightness v] effect by (-10)\n end\n repeat (7)\n switch costume to (blank v)\n change size by ((680) / (7))\n switch costume to (backdrop \(5\) v)\n end\n Clone ID: [Flash Screen] Quantity: [1]\n Clone ID: [Name] Quantity: [1]\n Clone ID: [Diamond] Quantity: [1]\n Clone ID: [Wave] Quantity: [1]\n Clone ID: [Grid] Quantity: [1]\n repeat (230)\n turn right (3) degrees\n if <(Colour \(intro\)) > [0]> then\n set [color v] effect to ((Colour \(intro\)) + (20))\n else\n set [color v] effect to (0)\n end\n end\n Clone ID: [End] Quantity: [1]\n repeat (20)\n turn right (3) degrees\n if <(Colour \(intro\)) > [0]> then\n set [color v] effect to ((Colour \(intro\)) + (20))\n else\n set [color v] effect to (0)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Letters]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (join [Letters ] (pick random (1) to (6)))\n point in direction (pick random (-180) to (180))\n move (300) steps\n go to [back v] layer\n show\n repeat (10)\n change size by (-7)\n change x by (((0) - (x position)) / (4))\n change y by (((0) - (y position)) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Flash Screen]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (flash screen v)\n point in direction (90)\n go to [front v] layer\n show\n set [brightness v] effect to (100)\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 <(Intro: Clone ID) = [Grid]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (grid v)\n point in direction (90)\n go to [back v] layer\n go [forward v] (1) layers\n show\n wait (0.2) seconds\n repeat (5)\n set [color v] effect to (Colour \(intro\))\n set [hv1 v] to [0]\n repeat (45)\n change [hv1 v] by (0.05)\n set [color v] effect to (Colour \(intro\))\n point in direction ((([tan v] of ((HV1) * (100)) ) * (-5)) + (90))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Name]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (invisity v)\n point in direction (90)\n go to [front v] layer\n go [forward v] (1) layers\n show\n wait (0.3) seconds\n set [colour \(intro\) v] to [0]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [70]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [100]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [70]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [0]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [100]\n Shake\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Wave]> then\n go to x: (0) y: (0)\n set size to (30) %\n switch costume to (wave v)\n point in direction (90)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [color v] effect to (Colour \(intro\))\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Diamond]> then\n go to x: (0) y: (0)\n set size to (30) %\n switch costume to (diamond v)\n point in direction (90)\n go to [front v] layer\n go [backward v] (2) layers\n set [color v] effect to (Colour \(intro\))\n show\n repeat (30)\n switch costume to (blank v)\n change size by (((700) - (size)) / (10))\n switch costume to (diamond v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [End]> then\n clear graphic effects\n go to x: (500) y: (500)\n switch costume to (blank v)\n point in direction (135)\n go to [front v] layer\n set size to (150) %\n switch costume to (end v)\n go [forward v] (2) layers\n show\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 go [forward v] (2) layers\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 go [forward v] (2) layers\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Shake\nset size to (150) %\nEffect [1]\nClone ID: [Diamond] Quantity: [1]\nClone ID: [Wave] Quantity: [1]\nClone ID: [Flash Screen] Quantity: [1]\nset [color v] effect to (Colour \(intro\))\ngo to x: (0) y: (0)\nrepeat (30)\n go to [front v] layer\n go [forward v] (2) layers\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) * (1000)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Stars]> then\n set size to (100) %\n switch costume to (star v)\n set [brightness v] effect to (100)\n go to (random position v)\n point in direction (90)\n show\n repeat (10)\n go to [front v] layer\n go [forward v] (3) layers\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (Intro: Clone ID) contains [Circle]?> then\n if < (Intro: Clone ID) contains [1]?> then\n go to x: (200) y: (140)\n else\n if < (Intro: Clone ID) contains [2]?> then\n go to x: (-200) y: (140)\n else\n if < (Intro: Clone ID) contains [3]?> then\n go to x: (-200) y: (-140)\n else\n if < (Intro: Clone ID) contains [4]?> then\n go to x: (200) y: (-140)\n else\n delete this clone\n end\n end\n end\n end\n set size to (300) %\n switch costume to (bubble v)\n set [brightness v] effect to (100)\n point in direction (90)\n show\n repeat (10)\n go to [front v] layer\n go [forward v] (3) layers\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Effect (mode)\nif <(mode) = [1]> then\n repeat (7)\n turn right ((360) / (7)) degrees\n Clone ID: [Line] Quantity: [1]\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Line]> then\n show\n go to x: (0) y: (0)\n move (50) steps\n clear graphic effects\n go to [front v] layer\n switch costume to (line effect 1 v)\n set size to (300) %\n set [color v] effect to (Colour \(intro\))\n repeat (8)\n move (30) steps\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (14) seconds\nbroadcast (INTRO ENDED v)\n\n
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▪ WORLDS A PLATFORMER ▪\n▪ PART 2: DESERTS ▪\n\nWelcome to another one of my platformers! :D\nPlease like and fav if you enjoyed!\n\nThis is one of my best ones because it has enemies and chainsaws! Enjoy! \n\nFollow me @TrentonTNT for more games!\n\n▪ INSTRUCTIONS ▪\n\n> WAD or arrow keys to move\n> Dodge spikes and saws\n> Touch the flag to get to next level\n> Dodge moving enemies\n> Get to the end!\n\n▪ TAGS ▪\n\n#games #all #fun #art #invisity #desert #trentontnt #like #fav #follow #worlds #trending #1st #platformer
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||★☆Snow Online Platformer☆★|| #All #Games
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@Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@prayer\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\npoint in direction (90)\nif <(!) = [0]> then\n if <not <(username) = []>> then\n if <(chat) = []> then\n say (username)\n else\n say (join (username) (join [:] (item (chat) of [chat v])))\n end\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (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 y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (stage v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (stage v)?> then\n 床\n end\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[6000] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [0]>>))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\n if <[6000] < (scroll x)> then\n set [scroll x v] to [6000]\n end\nend\nset y to (round (y position))\npoint in direction (90)\n\ndefine 初期化\nhide\nstart sound [Rip v]\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (stage v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (stage v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (コスチューム1 v)\n if <not <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム2 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム3 v)\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> then\n switch costume to (コスチューム6 v)\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム4 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム5 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (stage2 v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen flag clicked\nbroadcast (START v)\n\n@Stage\n\nwhen flag clicked\nset [chat v] to []\nhide\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [-50] [3]\n配置 [1400] [0] [4]\n配置 [1900] [-50] [5]\n配置 [2800] [0] [6]\n配置 [3200] [35] [7]\n配置 [3600] [0] [8]\n配置 [4000] [0] [9]\n配置 [4400] [50] [10]\n配置 [4900] [0] [11]\n配置 [5300] [150] [12]\n配置 [5800] [100] [13]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (削除しないで v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@Stage2\n\nwhen flag clicked\nhide\n配置 [300] [0] [1]\n配置 [900] [-50] [2]\n配置 [1420] [-50] [3]\n配置 [1750] [-50] [4]\n配置 [2300] [0] [5]\n配置 [2760] [0] [6]\n配置 [3500] [0] [7]\n配置 [3800] [0] [8]\n配置 [4500] [60] [9]\n配置 [5050] [70] [10]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@Stage7\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [6100] [220] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n set [! v] to [1]\n change [3 v] by (1)\n wait (0) seconds\n broadcast (クリア v)\n stop [this script v]\n end\nend\n\n@Stage6\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1973] [242] [1]\n配置 [3630] [55] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@online\n\nwhen I receive [オンライン v]\nset [online v] to [1]\nwait (1) seconds\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 [☁ p6 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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\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 ユーザー名数値化\nset [user v] to [0]\nset [user2 v] to []\nrepeat (length of (username))\n change [user v] by (1)\n switch costume to (letter (user) of (username))\n set [user2 v] to (join (user2) (costume [number v]))\nend\nrepeat ((40) - (length of (user2)))\n set [user2 v] to (join (user2) [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 [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [〜 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((〜) + (1)) of (item (%) of [p1〜10 v])) (letter ((〜) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [〜 v] by (2)\n switch costume to (join (letter ((〜) - (1)) of (item (%) of [p1〜10 v])) (letter (〜) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\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\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ p1) to [1〜10 2 v]\n add (☁ p2) to [1〜10 2 v]\n add (☁ p3) to [1〜10 2 v]\n add (☁ p4) to [1〜10 2 v]\n add (☁ p5) to [1〜10 2 v]\n add (☁ p6) to [1〜10 2 v]\n add (☁ p7) to [1〜10 2 v]\n add (☁ p8) to [1〜10 2 v]\n add (☁ p9) to [1〜10 2 v]\n add (☁ p10) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ p1 v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ p2 v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ p3 v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ p4 v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ p5 v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ p6 v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ p7 v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ p8 v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ p9 v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\n@prayer2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll x)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll y))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [user v])\n else\n say (join (item (prayer2) of [user v]) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [chat v])))\n end\nend\n\ndefine xy (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x position) = (x)> and <(y position) = (y)>>> then\n set [ghost v] effect to (100)\nend\n\n@Stage5\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <<(OK?) = [0]> and <(y position) = ((2) - (scroll y))>>> then\n show\n else\n hide\n set [ghost v] effect to (0)\n set size to (100) %\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\nset [monster coin? v] to [0]\n配置 [100] [0] [1]\n配置 [190] [0] [1]\n配置 [461] [140] [1]\n配置 [530] [140] [1]\n配置 [600] [140] [1]\n配置 [975] [90] [1]\n配置 [1055] [90] [1]\n配置 [1322] [130] [1]\n配置 [1487] [130] [1]\n配置 [1656] [130] [1]\n配置 [2145] [30] [1]\n配置 [2215] [30] [1]\n配置 [2560] [0] [1]\n配置 [2630] [0] [1]\n配置 [3155] [100] [1]\n配置 [3215] [100] [1]\n配置 [3285] [100] [1]\n配置 [4000] [278] [1]\n配置 [4170] [278] [1]\n配置 [4370] [95] [1]\n配置 [4440] [95] [1]\n配置 [4850] [115] [1]\n配置 [4920] [115] [1]\n配置 [4990] [115] [1]\n配置 [5225] [260] [1]\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n change [coin v] by (1)\n end\nend\n\nwhen flag clicked\nset [coin v] to [0]\n\nwhen I receive [monster coin v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n set [monster coin? v] to [1]\n 配置 (monster coin X) ((monster coin Y) + (10)) [1]\nend\n\nwhen I start as a clone\nif <(monster coin?) = [1]> then\n wait until <<(!) = [1]> and <(OK?) = [1]>>\n wait until <(!) = [0]>\n delete this clone\nend\n\n@チャット\n\nwhen flag clicked\nset [チャット表示 v] to [0]\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (5) seconds\n set [chat v] to []\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n forever\n go to x: (-180) y: (150)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [チャット表示 v] to [1]\n ask [] and wait\n set [チャット表示 v] to [0]\n if <<[0] < (answer)> and <(answer) < [11]>> then\n set [chat v] to (answer)\n broadcast (チャット v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n if <(チャット表示) = [1]> then\n show\n else\n hide\n end\n end\nend\n\n@雪\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (200) to (-200)) y: (160)\nset size to (pick random (70) to (110)) %\nset [ghost v] effect to (pick random (-10) to (30))\nrepeat until <touching (_edge_ v)?>\n change y by (-8)\nend\ndelete this clone\n\n@##\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (34)\n change [ghost v] effect by (-3)\nend\nstop [all v]\n\n@Detector\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\n@☆と❤\n\nwhen flag clicked\nhide\n\nwhen I receive [♥と★ v]\nshow\nset [ghost v] effect to (100)\nrepeat (34)\n change [ghost v] effect by (-3)\nend\nrepeat (34)\n change [ghost v] effect by (3)\nend\nhide\n\n
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日本語は下です。\n----------------------------------------------------------------------\nLet's adventure in the world of snow!\n\nAn online game with a snow theme :)\nUp to 10 people can play.\n\n♢ How to operate\nOperate with the arrow keys!\nMobile friendly.\n\nTouching thorns or magma will kill you XD\nPlease be careful.\n\nEnjoy! :D\n\n----------------------------------------------------------------------\n\n雪の世界を冒険しよう!\n\n雪をテーマにしたオンラインゲームです :)\n最大10人でプレイできます。\n\n♢操作方法\n矢印キーで操作します!\nモバイル対応です。\n\nトゲやマグマに触れると死んでしまいます\n気を付けてください。\n\nそれでは楽しんでください!
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Spooky: A PLATFORMER in the dark
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@Stage\n\nwhen flag clicked\nswitch backdrop to (beginning v)\n\n@Spirit\n\nwhen flag clicked\nforever\n if <touching color (#ee67ff)?> then\n set [y v v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (middle v)\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\nhide variable [level v]\nhide variable [y v v]\nhide variable [x v v]\n\ndefine reset\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\nwhen flag clicked\nswitch costume to (middle v)\n\ndefine Next level\nchange [level v] by (1)\nReset player variables\nreset\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\ndefine If touching\nif <touching (spikes v)?> then\n reset\nend\n\nwhen flag clicked\ngo to x: (-190) y: (-100)\nshow\n\nwhen I receive [spooky story done v]\nforever\n wait until <touching (end v)?>\n broadcast (NEXT LEVEL v)\n go to x: (-200) y: (0)\nend\n\nwhen I receive [spooky story done v]\nforever\n if <(x position) = [240]> then\n Next level\n end\nend\n\nwhen I receive [spooky story done v]\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <<key (left arrow v) pressed?> or <key (down arrow v) pressed?>>>>> then\n switch costume to (middle v)\n end\nend\n\nwhen I receive [spooky story done v]\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (down v)\n end\nend\n\nwhen I receive [spooky story done v]\nset [level v] to [1]\nset size to (100) %\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n If touching\nend\n\nwhen I receive [magical candy v]\nforever\n if <touching (end v)?> then\n broadcast (Done With Quest! v)\n end\nend\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\n@Guiding Light\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (spirit v)\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [magicalcandyhide v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\nwhen I receive [bright light v]\nshow\n\nwhen I receive [not bright light v]\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (ground0 v)\ngo to x: (0) y: (-8)\nshow\n\nwhen I receive [accepted quest v]\nswitch costume to (ground0 v)\n\nwhen I receive [accepted quest v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [magicalcandyhide v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (-8)\n\nwhen flag clicked\nshow\nswitch costume to (spikes0 v)\n\nwhen I receive [accepted quest v]\nswitch costume to (spikes1 v)\nshow\n\nwhen I receive [accepted quest v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [magicalcandyhide v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\n@End\n\nwhen flag clicked\nswitch costume to (costume0 v)\ngo to x: (0) y: (30)\n\nwhen I receive [accepted quest v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [accepted quest v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [magicalcandyhide v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [accepted quest v]\nforever\n if <(costume [number v]) = [11]> then\n if <touching (spirit v)?> then\n broadcast (Work please!! v)\n end\n end\nend\n\nwhen I receive [accepted quest v]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Magical Candy v)\n end\nend\n\nwhen I receive [work please!! v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to (spirit v)\nend\n\nwhen flag clicked\nswitch costume to (text1 v)\nshow\n\nwhen flag clicked\nwait until <(costume [name v]) = [Text7]>\nbroadcast (Yes Or No v)\nswitch costume to (text7 v)\n\nwhen I receive [accepted quest v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [next speech v]\nnext costume\n\nwhen I receive [previous speech v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Text1]> then\n broadcast (Hide Previous Button v)\n else\n broadcast (Show Previous Button v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Text7]> then\n broadcast (Hide Next Button v)\n broadcast (Hide Previous Button v)\n else\n broadcast (Show Next Button v)\n end\nend\n\nwhen flag clicked\nbroadcast (Hide Previous Button v)\nbroadcast (boo! speech v)\n\nwhen I receive [magicalcandyhide v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to (spirit v)\nend\n\nwhen I receive [yes or no v]\nswitch costume to (costume1 v)\nshow\nask [] and wait\nif <<(answer) = [yes]> or <<<(answer) = [yeah]> or <(answer) = [ye]>> or <<(answer) = [yeh]> or <<(answer) = [of course]> or <<<(answer) = [Yes!]> or <(answer) = [yes!]>> or <<(answer) = [y]> or <<(answer) = [ yes]> or <<(answer) = [sure]> or <<(answer) = [ok]> or <(answer) = [yep]>>>>>>>>>> then\n switch costume to (yes v)\n broadcast (Accepted Quest v)\n broadcast (Spooky Story Done v)\n stop [this script v]\nelse\n switch costume to (no v)\n broadcast (Declined Quest v)\n stop [this script v]\nend\n\nwhen I receive [accepted quest v]\nwait (2) seconds\nhide\n\nwhen I receive [magicalcandyhide v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\n@Next Button\n\nwhen flag clicked\nforever\n go to (spirit v)\nend\n\nwhen this sprite clicked\nbroadcast (Next speech v)\n\nwhen I receive [hide next button v]\nhide\n\nwhen I receive [show next button v]\nshow\n\nwhen I receive [yes or no v]\nhide\n\nwhen I receive [magicalcandyhide v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\n@Previous Button\n\nwhen flag clicked\nforever\n go to (spirit v)\nend\n\nwhen this sprite clicked\nbroadcast (Previous Speech v)\n\nwhen I receive [hide previous button v]\nhide\n\nwhen I receive [show previous button v]\nshow\n\nwhen I receive [yes or no v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [boo! speech v]\nhide\n\nwhen I receive [magicalcandyhide v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n go to (spirit v)\nend\n\nwhen I receive [magical candy v]\nshow\n\nwhen I receive [done with quest! v]\nhide\n\nwhen I receive [declined quest v]\nhide\n\nwhen I receive [work please!! v]\nhide\n\n@Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [work please!! v]\nshow\n\nwhen I receive [declined quest v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [declined quest v]\nshow\n\n
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⋙ Spooky : A PLATFORMER ⋘\n ⋙ made by @cool_scratch_girl ⋘\n\n⠀⠀✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧\n ⋙ Rules ⋘\n ◦ Use ➡,⬅,⬆,⬇ or WASD keys. ◦\n ◦ Don't touch the spikes or lava. ◦ \n ◦ Press the 'Space' key to have a light ◦\n\n ⋙ From this Series ⋘\n ◦ https://scratch.mit.edu/projects/584953969/ ◦\n ⋙ Shoutout ⋘\n ◦ Follow my sister @_super_scratch_girl_ ◦ \n\n ⋙ Tags ⋘\n ◦ #halloween #spooky #ghost #platformer #all ◦\n⠀⠀✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧ ◦ ◦ ◦ ✧
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キャットのプラットフォーマCat platformer
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@Stage\n\nwhen flag clicked\nset [ステージの番号 v] to [1]\nbroadcast (次のステージ v)\nbroadcast (あ v)\nforever\n switch backdrop to (ステージの番号)\n if <not <(backdrop [name v]) = [クリアー]>> then\n if <([x position v] of [スプライト1 v]) > [240]> then\n change [ステージの番号 v] by (1)\n switch backdrop to (ステージの番号)\n broadcast (次のステージ v) and wait\n broadcast (あ v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージの番号) = [13]> then\n change [☁ クリアした人数 v] by (1)\n wait (0.5) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nshow variable [☁ クリアした人数 v]\n\n@スプライト1\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n move (8) steps\n next costume\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n move (-8) steps\n next costume\n end\n if <color (#ffffff) is touching (#010401)?> then\n move (-8) steps\n end\nend\n\nwhen flag clicked\nforever\n if <color (#00bcff) is touching (#000000)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n start sound [Jump v]\n repeat (20)\n change y by (10)\n end\n end\n else\n change y by (-5)\n end\nend\n\nwhen I receive [あ v]\ngo to x: (-211) y: (-131)\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <color (#ffffff) is touching (#000000)?> then\n start sound [Scream2 v]\n end\nend\n\nwhen flag clicked\nforever\n forever\n if <<touching (プレイヤー v)?> or <<touching color (#ff0000)?> or <<touching (スプライト5 v)?> or <touching (スプライト4 v)?>>>> then\n start sound [Scream2 v]\n broadcast (あ v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Eggs v] until done\nend\n\nwhen flag clicked\ngo to [back v] layer\nset rotation style [left-right v]\n\nif then\n change y by (10)\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n turn left (10) degrees\nend\n\nwhen I receive [次のステージ v]\nif <(ステージの番号) = [3]> then\n show\nelse\n hide\nend\n\n@スプライト4\n\nwhen I receive [次のステージ v]\nif <(ステージの番号) = [5]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nstart sound [02-ハルノヒ v]\n\n@プレイヤー\n\nwhen flag clicked\nforever\n if on edge, bounce\n set rotation style [left-right v]\n move (10) steps\n next costume\nend\n\nif <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [15]\nend\nchange y by (1)\nif <<<<<<(y position) < [-165]> or <touching (マグマ v)?>> or <touching (マグマ2 v)?>> or <touching (マグマ3 v)?>> or <touching (マグマ4 v)?>> or <touching (マグマ5 v)?>> then\n start sound [Teleport2 v]\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\nend\nif <[239] < (x position)> then\n if <not <(ステージ) = [10]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\n end\nend\n\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> 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]\nelse\n set [x v] to [0]\nend\n\nwhen I receive [次のステージ v]\nif <(ステージの番号) = [4]> then\n show\nelse\n hide\nend\n\n@Cat\n\nwhen flag clicked\nhide\n\n
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矢印キーで操作!背景が黒の時は空中に浮けます!\n始めて作ったプラフォ。クオリティー低\nよくこれで傾向5p&参照数1000超え?\nOperate with arrow keys!Floats when the background is black!
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Megaman Platformer (with enemies!) Cities/Highway engine#games #all
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@Stage\n\n@Blank\n\n@Player\n\ndefine Fire Timing\nif <(Firing) = [1]> then\n if <(Fire Duration) < [1]> then\n set [fire duration v] to [0]\n set [firing v] to [0]\n set [@fire v] to [0]\n else\n change [fire duration v] by (-1)\n end\nend\n\ndefine Damage Check\nif <(Invincible) = [1]> then\n set [damage toggle v] to [0]\n set [damage timer v] to [0]\nelse\n if <(Damage Timer) > [1]> then\n change [damage timer v] by (-1)\n else\n set [damage timer v] to [0]\n set [damage toggle v] to [1]\n end\nend\n\ndefine X-Buster Charging\nif <(Player: Weapon) = [0]> then\n if <<(fire key) = [1]> and <(Take Damage) = [0]>> then\n change [charging v] by (1)\n if <(Charging) = [15]> then\n start sound [X_Charge v]\n set [x - buster charge lvl v] to [1]\n end\n if <(Charging) = [51]> then\n set [x - buster charge lvl v] to [2]\n end\n if <(Charging) = [58]> then\n start sound [X_Charge_Loop v]\n end\n if <(Upgrade: Arms) = [1]> then\n if <(Charging) = [68]> then\n start sound [X_Charge_Loop v]\n end\n if <(Charging) = [74]> then\n start sound [X_Charge_Loop v]\n end\n if <(Charging) = [80]> then\n start sound [X_Charge_Loop v]\n end\n if <(Charging) = [81]> then\n set [x - buster charge lvl v] to [3]\n end\n if <(Charging) = [88]> then\n start sound [X_Charge_Loop v]\n end\n if <(Charging) = [90]> then\n set [charging v] to [87]\n end\n else\n if <(Charging) = [60]> then\n set [charging v] to [57]\n end\n end\n end\nend\n\ndefine Gravity\nif <(Gravity Toggle) = [1]> then\n if <<(speed y) < [4]> or <(Input: Jump) = [1]>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n if <(speed y) < [-15]> then\n set [speed y v] to [-15]\n end\nend\nchange y by (speed y)\n\ndefine Movement (speed)\nif <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\n if <<(Moving Left) = [1]> and <not <(Moving Right) = [1]>>> then\n if <(Dashing) = [2]> then\n Walk [-90] ((speed) * (-2))\n else\n Walk [-90] ((speed) * (-1))\n end\n else\n if <<(Moving Right) = [1]> and <not <(Moving Left) = [1]>>> then\n if <(Dashing) = [2]> then\n Walk [90] ((speed) * (2))\n else\n Walk [90] (speed)\n end\n end\n end\nelse\n if <(Dashing) = [1]> then\n if <<(Moving Left) = [1]> and <not <(Moving Right) = [1]>>> then\n Walk [-90] ((speed) * (-2))\n if <(Input: Right) = [1]> then\n set [dashing v] to [0]\n set [@dash v] to [99]\n end\n else\n if <<(Moving Right) = [1]> and <not <(Moving Left) = [1]>>> then\n Walk [90] ((speed) * (2))\n if <(Input: Left) = [1]> then\n set [dashing v] to [0]\n set [@dash v] to [99]\n end\n end\n end\n else\n set [moving left v] to [0]\n set [moving right v] to [0]\n if <<(Input: Left) = [1]> and <<(Take Damage) = [0]> and <<(Climbing) = [0]> and <<(End Climbing) = [0]> and <(Playable) = [1]>>>>> then\n set [landing animation v] to [0]\n if <<(Wall Slide) = [1]> and <(direction) = [90]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n if <(Dashing) = [2]> then\n Walk [-90] ((speed) * (-2))\n else\n Walk [-90] ((speed) * (-1))\n end\n else\n if <<(Input: Right) = [1]> and <<(Take Damage) = [0]> and <<(Climbing) = [0]> and <<(End Climbing) = [0]> and <(Playable) = [1]>>>>> then\n set [landing animation v] to [0]\n if <<(Wall Slide) = [1]> and <(direction) = [-90]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n if <(Dashing) = [2]> then\n Walk [90] ((speed) * (2))\n else\n Walk [90] (speed)\n end\n else\n if <(Wall Slide) = [1]> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n if <(Playable) = [1]> then\n set [animation state v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\nhide\nbroadcast (Pause v)\nbroadcast (Transition In v) and wait\nbroadcast (Clear v)\nbroadcast (Setup v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\nbroadcast (Ready Message v) and wait\nbroadcast (Player Intro v)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Reset Player\nshow\nset size to (200) %\nset [ghost v] effect to (100)\nCheck Level\nset rotation style [left-right v]\npoint in direction (90)\nset [player: weapon v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [wall slide v] to [0]\nset [wall jump v] to [0]\nset [gravity toggle v] to [1]\nset [moving left v] to [0]\nset [moving right v] to [0]\nset [in ladder? v] to [0]\nset [climbing v] to [0]\nset [climb animation v] to [0]\nset [climb fire direction v] to [0]\nset [end climbing v] to [0]\nset [landing animation v] to [0]\nset [global x costume no. v] to [1]\nset [x sprite off x v] to [0]\nset [x sprite off y v] to [360]\nset [take damage v] to [0]\nset [damage timer v] to [0]\nset [damage toggle v] to [0]\nset [low on health v] to [0]\nset [invincible v] to [0]\nset [ching animation v] to [0]\nset [clear v] to [0]\nset [wall jump animation v] to [0]\nset [animation state v] to [0]\nset [dashing v] to [0]\nset [crouch v] to [0]\nset [firing v] to [0]\nset [fire duration v] to [0]\nset [charging v] to [0]\nset [dead v] to [0]\nset [@idle v] to [0]\nset [@run v] to [0]\nset [@fire v] to [0]\nset [@dash v] to [0]\nset [@jump v] to [0]\nset [@fall v] to [0]\nset [@land v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@idlelowhp v] to [0]\nset [@damage v] to [0]\nset [@armordamage v] to [0]\nset [@die v] to [0]\nset [@ching v] to [0]\nset [@exit v] to [0]\nhide\n\ndefine Check Level\nif <(Level NO.) = [1]> then\n set [scroll x v] to [0]\n set [scroll y v] to [285]\n set [scroll x min v] to [0]\n set [scroll y min v] to [220]\n set [scroll x max v] to [14880]\n set [scroll y max v] to [360]\n go to x: (0) y: (0)\nend\n\nwhen I receive [player intro v]\nshow\nset [global x costume no. v] to [1]\nstart sound [X_TeleportDown v]\nset [x sprite off y v] to [360]\nrepeat until <(X Sprite Off Y) < [1]>\n change [x sprite off y v] by (-20)\nend\nset [x sprite off y v] to [0]\nbroadcast (Player Intro Land v)\n\nwhen I receive [player intro land v]\nrepeat (6)\n change [global x costume no. v] by (1)\n wait (0.05) seconds\nend\nset [global x costume no. v] to [8]\nbroadcast (Go Player v)\n\nwhen I receive [go player v]\nBroadcast Boss Warning\nforever\n if <(Pause) = [0]> then\n Platforming Engine [5]\n end\nend\n\ndefine Platforming Engine (speed)\nCheck HitBox Size\nif <(HP) < [7]> then\n set [low on health v] to [1]\nelse\n set [low on health v] to [0]\nend\nFire Timing\nDamage Check\nX-Buster Charging\nGravity\nTouch Ground <(speed y) > [0]>\nif <(Dashing) = [1]> then\n set [crouch v] to [1]\nelse\n set [crouch v] to [0]\nend\nif <<touching (level_ladder v)?> or <touching (level_ladder_top v)?>> then\n set [in ladder? v] to [1]\nelse\n set [in ladder? v] to [0]\nend\nMovement (speed)\nLadder Check\nClimb Action (speed)\nJumping\nif <(Upgrade: Legs) = [1]> then\n Dash Movement\nend\nCurrent Weapon\nCheck Hazard\nif <<(y position) < [-180]> and <(Dead) = [0]>> then\n start sound [X_Damage v]\n set [take damage v] to [1]\n set [charging v] to [0]\n set [hp v] to [0]\n Die\nend\nAnimation\nScrolling Blocks\n\ndefine Check HitBox Size\nif <(Crouch) = [1]> then\n switch costume to (hitbox_crouch v)\nelse\n switch costume to (hitbox v)\nend\n\ndefine Touch Ground <up?>\nif <(Gravity Toggle) = [1]> then\n change [falling? v] by (1)\nend\nrepeat until <not <touching (level_collision v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n if <(Wall Slide) = [1]> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n end\n if <(Dashing) > [1]> then\n set [dashing v] to [0]\n end\n if <(speed y) < [-6]> then\n start sound [X_Land v]\n if <<not <(Input: Left) = [1]>> and <not <(Input: Right) = [1]>>> then\n set [landing animation v] to [1]\n set [@land v] to [0]\n else\n set [landing animation v] to [0]\n set [@land v] to [0]\n end\n end\n set [falling? v] to [0]\n set [wall jump animation 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_collision v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<(falling?) > [10]> and <(Wall Jump) = [0]>> and <<not <(Moving Left) = [1]>> and <not <(Moving Right) = [1]>>>> then\n set [wall slide v] to [1]\n set [speed y v] to [0]\n set [gravity toggle v] to [0]\n set [falling? v] to [0]\n set [wall jump animation v] to [0]\n set [dashing v] to [0]\n start sound [X_Land v]\n end\n if <<(Wall Slide) = [1]> and <(Wall Jump) = [0]>> then\n if <(@Wall Cling) > [3]> then\n set [speed y v] to [-2]\n end\n if <<(Input: Jump) = [1]> and <<(Wall Jump) = [0]> and <<(Moving Left) = [0]> and <(Moving Right) = [0]>>>> then\n if <(direction) = [90]> then\n point in direction (-90)\n set [moving left v] to [1]\n set [moving right v] to [0]\n else\n if <(direction) = [-90]> then\n point in direction (90)\n set [moving left v] to [0]\n set [moving right v] to [1]\n end\n end\n if <<(Input: Dash) = [1]> and <(Upgrade: Legs) = [1]>> then\n set [dashing v] to [2]\n end\n set [speed y v] to [13]\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n set [wall jump v] to [8]\n set [wall jump animation v] to [1]\n set [@wall jump v] to [0]\n start sound [X_Jump v]\n end\n end\n if <(Dashing) = [1]> then\n set [dashing v] to [0]\n set [@dash v] to [0]\n end\nend\nif <<(Wall Slide) = [1]> and <(slope) = [0]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\nend\nif <(Wall Slide) = [1]> then\n set [animation state v] to [9]\nelse\n if <(Dashing) = [1]> then\n set [animation state v] to [2]\n if <(falling?) > [5]> then\n set [dashing v] to [2]\n end\n else\n set [animation state v] to [1]\n end\nend\n\ndefine Ladder Check\nif <<(In Ladder?) = [1]> and <<(Climbing) = [0]> and <<(Wall Slide) = [0]> and <<(Dead) = [0]> and <(End Climbing) = [0]>>>>> then\n if <<(Input: Up) = [1]> and <(Playable) = [1]>> then\n set [climbing v] to [5]\n set [animation state v] to [10]\n set [end climbing v] to [0]\n set [gravity toggle v] to [0]\n set [speed y v] to [0]\n set [falling? v] to [0]\n set [moving left v] to [0]\n set [moving right v] to [0]\n set [dashing v] to [0]\n set [take damage v] to [0]\n set [@climb v] to [1]\n else\n if <<(Input: Down) = [1]> and <<(Climbing) = [0]> and <<(falling?) > [1]> and <(Playable) = [1]>>>> then\n set [climbing v] to [5]\n set [animation state v] to [10]\n set [end climbing v] to [0]\n set [gravity toggle v] to [0]\n set [speed y v] to [0]\n set [falling? v] to [0]\n set [moving left v] to [0]\n set [moving right v] to [0]\n set [dashing v] to [0]\n set [take damage v] to [0]\n set [@climb v] to [1]\n end\n end\nend\n\ndefine Climb (speed)\nchange y by (speed)\nif <touching (level_collision v)?> then\n change y by ((0) - (speed))\nend\n\ndefine Climb Action (speed)\nif <(Climbing) = [1]> then\n set [animation state v] to [3]\n if <<(Input: Up) = [1]> and <<not <(Input: Down) = [1]>> and <<(Dead) = [0]> and <<(Firing) = [0]> and <<(End Climbing) = [0]> and <(Playable) = [1]>>>>>> then\n Climb (speed)\n set [climb animation v] to [1]\n else\n if <<(Input: Down) = [1]> and <<not <(Input: Up) = [1]>> and <<(Dead) = [0]> and <<(Firing) = [0]> and <<(End Climbing) = [0]> and <(Playable) = [1]>>>>>> then\n Climb ((speed) * (-1))\n set [climb animation v] to [1]\n else\n set [climb animation v] to [0]\n end\n end\n if <<(Input: Dash) = [1]> and <(Playable) = [1]>> then\n set [gravity toggle v] to [1]\n set [climbing v] to [0]\n set [end climbing v] to [0]\n set [climb animation v] to [0]\n set [falling? v] to [6]\n set [speed y v] to [0]\n set [@climb v] to [0]\n set [@climbend v] to [0]\n set [climb fire direction v] to [0]\n end\n if <touching (level_ladder_top v)?> then\n if <<(Input: Up) = [1]> and <<not <(Input: Down) = [1]>> and <<(Dead) = [0]> and <<(End Climbing) = [0]> and <(Playable) = [1]>>>>> then\n set [end climbing v] to [1]\n set [climbing v] to [0]\n set [animation state v] to [0]\n set [gravity toggle v] to [0]\n set [climb animation v] to [0]\n set [falling? v] to [6]\n set [speed y v] to [0]\n set [climb fire direction v] to [0]\n end\n else\n if <(In Ladder?) = [0]> then\n set [gravity toggle v] to [1]\n set [climbing v] to [0]\n set [end climbing v] to [0]\n set [climb animation v] to [0]\n set [animation state v] to [0]\n set [falling? v] to [6]\n set [speed y v] to [0]\n set [@climb v] to [0]\n set [@climbend v] to [0]\n set [climb fire direction v] to [0]\n end\n end\nend\n\ndefine Jumping\nif <<(Input: Jump) = [1]> and <<(Take Damage) = [0]> and <<(End Climbing) = [0]> and <(Playable) = [1]>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <(Climbing) = [1]> then\n set [climbing v] to [0]\n set [end climbing v] to [0]\n set [climb animation v] to [0]\n set [gravity toggle v] to [1]\n set [@climb v] to [0]\n set [@climbend v] to [0]\n end\n start sound [X_Jump v]\n set [speed y v] to [15]\n set [falling? v] to [6]\n set [jump key v] to [1]\n if <(Dashing) = [1]> then\n set [dashing v] to [2]\n end\n end\nelse\n set [jump key v] to [0]\nend\n\ndefine Dash Movement\nif <<(Input: Dash) = [1]> and <<(Take Damage) = [0]> and <<(Climbing) = [0]> and <<(End Climbing) = [0]> and <(Playable) = [1]>>>>> then\n if <<(dash key) = [0]> and <<(falling?) = [0]> and <<(Dashing) = [0]> and <(Wall Slide) = [0]>>>> then\n start sound [X_Dash v]\n if <(direction) = [-90]> then\n set [moving left v] to [1]\n set [moving right v] to [0]\n else\n if <(direction) = [90]> then\n set [moving left v] to [0]\n set [moving right v] to [1]\n end\n end\n set [dashing v] to [1]\n set [dash key v] to [1]\n end\nelse\n set [dash key v] to [0]\nend\n\ndefine X - Buster\nif <(Player: Weapon) = [0]> then\n if <<(Input: Shot) = [1]> and <<(Take Damage) = [0]> and <<(End Climbing) = [0]> and <(Playable) = [1]>>>> then\n if <<(fire key) = [0]> and <(Climb Animation) = [0]>> then\n if <(Climbing) = [1]> then\n if <(Input: Left) = [1]> then\n set [climb fire direction v] to [L]\n end\n if <(Input: Right) = [1]> then\n set [climb fire direction v] to [R]\n end\n end\n start sound [X_Buster v]\n set [@fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [fire key v] to [1]\n set [x - buster charge lvl v] to [0]\n create clone of (buster_lv0 v)\n end\n else\n set [fire key v] to [0]\n if <(Charging) > [80]> then\n if <(Climbing) = [1]> then\n if <(Input: Left) = [1]> then\n set [climb fire direction v] to [L]\n end\n if <(Input: Right) = [1]> then\n set [climb fire direction v] to [R]\n end\n end\n start sound [X_Buster_LV3 v]\n set [@fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [charging v] to [0]\n set [x - buster charge lvl v] to [0]\n create clone of (buster_lv3_flash v)\n create clone of (buster_lv3 v)\n else\n if <(Charging) > [50]> then\n if <(Climbing) = [1]> then\n if <(Input: Left) = [1]> then\n set [climb fire direction v] to [L]\n end\n if <(Input: Right) = [1]> then\n set [climb fire direction v] to [R]\n end\n end\n start sound [X_Buster_LV2 v]\n set [@fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [charging v] to [0]\n set [x - buster charge lvl v] to [0]\n create clone of (buster_lv2 v)\n else\n if <(Charging) > [15]> then\n if <(Climbing) = [1]> then\n if <(Input: Left) = [1]> then\n set [climb fire direction v] to [L]\n end\n if <(Input: Right) = [1]> then\n set [climb fire direction v] to [R]\n end\n end\n start sound [X_Buster_LV1 v]\n set [@fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [charging v] to [0]\n set [x - buster charge lvl v] to [0]\n create clone of (buster_lv1 v)\n else\n set [charging v] to [0]\n set [x - buster charge lvl v] to [0]\n end\n end\n end\n end\nend\n\ndefine Check Hazard\nif <<(Take Damage) = [0]> and <(Damage Toggle) = [1]>> then\n if <touching (level_hazard v)?> then\n if <(Upgrade: Armor) = [1]> then\n change [hp v] by ((-2) * (0.5))\n else\n change [hp v] by (-2)\n end\n start sound [X_Damage v]\n set [take damage v] to [1]\n set [charging v] to [0]\n if <(HP) < [1]> then\n set [hp v] to [0]\n Die\n else\n Take Damage\n end\n end\nend\n\ndefine Take Damage\nset [x - buster charge lvl v] to [0]\nset [landing animation v] to [0]\nif <(Upgrade: Armor) = [1]> then\n set [@armordamage v] to [16]\nelse\n set [@damage v] to [16]\nend\nset [@climbend v] to [0]\nset [speed y v] to [6]\nset [damage toggle v] to [0]\nset [damage timer v] to [50]\nif <(direction) = [90]> then\n Move [-20]\nend\nif <(direction) = [-90]> then\n Move [20]\nend\nset [wall jump v] to [0]\nset [wall jump animation v] to [0]\nset [wall slide v] to [0]\nset [gravity toggle v] to [1]\nset [firing v] to [0]\nset [animation state v] to [0]\nset [climbing v] to [0]\nset [climb animation v] to [0]\nset [dashing v] to [0]\nset [end climbing v] to [0]\nset [fire duration v] to [0]\nset [firing v] to [0]\n\ndefine Die\nset [x - buster charge lvl v] to [0]\nset [landing animation v] to [0]\nset [dead v] to [1]\nset [@die v] to [0]\nset [@climbend v] to [0]\nset [speed y v] to [0]\nset [wall jump v] to [0]\nset [wall jump animation v] to [0]\nset [wall slide v] to [0]\nset [gravity toggle v] to [0]\nset [firing v] to [0]\nset [animation state v] to [0]\nset [climbing v] to [0]\nset [climb animation v] to [0]\nset [dashing v] to [0]\nset [end climbing v] to [0]\nset [fire duration v] to [0]\nset [firing v] to [0]\n\ndefine Move (speed)\nchange x by (speed)\nif <touching (level_collision v)?> then\n change x by ((0) - (speed))\nend\n\ndefine Animation\nif <(Take Damage) = [1]> then\n Animation: Damage and Death\nelse\n if <(falling?) < [6]> then\n if <<(Animation State) = [1]> and <<(Wall Slide) = [0]> and <<(Take Damage) = [0]> and <(End Climbing) = [0]>>>> then\n Animation: Run Cycle\n else\n if <<(Animation State) = [2]> and <<(Take Damage) = [0]> and <(End Climbing) = [0]>>> then\n Animation: Dashing\n else\n if <<(Animation State) = [3]> and <<(Wall Slide) = [0]> and <<(Climbing) = [1]> and <(End Climbing) = [0]>>>> then\n Animation: Climbing\n else\n if <<(End Climbing) = [1]> and <(Wall Slide) = [0]>> then\n Animation: Climb on Top\n else\n if <<(Animation State) = [9]> and <<(Wall Slide) = [1]> and <<(Take Damage) = [0]> and <(End Climbing) = [0]>>>> then\n Animation: Wall Cling\n else\n if <<(Animation State) = [10]> and <<(Wall Slide) = [0]> and <<(Climbing) = [1]> and <(End Climbing) = [0]>>>> then\n Animation: Climb Start\n else\n if <<(Clear) = [1]> and <<(Wall Slide) = [0]> and <<(Take Damage) = [0]> and <(End Climbing) = [0]>>>> then\n Animation: CHING!\n else\n Animation: Idle\n end\n end\n end\n end\n end\n end\n end\n else\n if <<(Wall Jump Animation) = [1]> and <(Take Damage) = [0]>> then\n Animation: Wall Kicking\n else\n if <<(speed y) > [0]> and <(Take Damage) = [0]>> then\n Animation: Jumping\n else\n Animation: Falling\n end\n end\n end\nend\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\ndefine Animation: Damage and Death\nif <(Dead) = [1]> then\n set [@armordamage v] to [0]\n set [@ching v] to [0]\n set [@climb v] to [0]\n set [@climbend v] to [0]\n set [@damage v] to [0]\n set [@dash v] to [0]\n set [@exit v] to [0]\n set [@fall v] to [0]\n set [@fire v] to [0]\n set [@idle v] to [0]\n set [@idlelowhp v] to [0]\n set [@jump v] to [0]\n set [@land v] to [0]\n set [@run v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n change [@die v] by (1)\n if <(@Die) > [0]> then\n set [global x costume no. v] to [82]\n end\n if <(@Die) > [1]> then\n set [global x costume no. v] to [92]\n end\n if <(@Die) > [3]> then\n set [global x costume no. v] to [93]\n end\n if <(@Die) > [5]> then\n set [global x costume no. v] to [82]\n end\n if <(@Die) > [10]> then\n set [global x costume no. v] to [94]\n end\n if <(@Die) = [13]> then\n start sound [X_LoseLife v]\n broadcast (Life Lost v)\n end\n if <(@Die) > [13]> then\n set [global x costume no. v] to [107]\n end\n if <(@Die) = [100]> then\n broadcast (Stop Loop v)\n broadcast (Respawn v)\n end\nelse\n if <(Upgrade: Armor) = [1]> then\n set [@damage v] to [0]\n set [@ching v] to [0]\n set [@climb v] to [0]\n set [@climbend v] to [0]\n set [@die v] to [0]\n set [@dash v] to [0]\n set [@exit v] to [0]\n set [@fall v] to [0]\n set [@fire v] to [0]\n set [@idle v] to [0]\n set [@idlelowhp v] to [0]\n set [@jump v] to [0]\n set [@land v] to [0]\n set [@run v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n change [@armordamage v] by (-1)\n if <(@ArmorDamage) < [17]> then\n set [global x costume no. v] to [95]\n end\n if <(@ArmorDamage) < [15]> then\n set [global x costume no. v] to [96]\n end\n if <(@ArmorDamage) < [14]> then\n set [global x costume no. v] to [97]\n end\n if <(@ArmorDamage) < [13]> then\n set [global x costume no. v] to [98]\n end\n if <(@ArmorDamage) < [12]> then\n set [global x costume no. v] to [99]\n end\n if <(@ArmorDamage) < [11]> then\n set [global x costume no. v] to [100]\n end\n if <(@ArmorDamage) < [10]> then\n set [global x costume no. v] to [101]\n end\n if <(@ArmorDamage) < [9]> then\n set [global x costume no. v] to [102]\n end\n if <(@ArmorDamage) < [8]> then\n set [global x costume no. v] to [103]\n end\n if <(@ArmorDamage) < [2]> then\n set [global x costume no. v] to [95]\n end\n if <(@ArmorDamage) < [5]> then\n set [global x costume no. v] to [8]\n set [take damage v] to [0]\n set [@armordamage v] to [0]\n end\n else\n set [@armordamage v] to [0]\n set [@ching v] to [0]\n set [@climb v] to [0]\n set [@climbend v] to [0]\n set [@die v] to [0]\n set [@dash v] to [0]\n set [@exit v] to [0]\n set [@fall v] to [0]\n set [@fire v] to [0]\n set [@idle v] to [0]\n set [@idlelowhp v] to [0]\n set [@jump v] to [0]\n set [@land v] to [0]\n set [@run v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n change [@damage v] by (-1)\n if <(@Damage) < [17]> then\n set [global x costume no. v] to [82]\n end\n if <(@Damage) < [15]> then\n set [global x costume no. v] to [83]\n end\n if <(@Damage) < [14]> then\n set [global x costume no. v] to [84]\n end\n if <(@Damage) < [13]> then\n set [global x costume no. v] to [85]\n end\n if <(@Damage) < [12]> then\n set [global x costume no. v] to [86]\n end\n if <(@Damage) < [11]> then\n set [global x costume no. v] to [87]\n end\n if <(@Damage) < [10]> then\n set [global x costume no. v] to [88]\n end\n if <(@Damage) < [9]> then\n set [global x costume no. v] to [89]\n end\n if <(@Damage) < [8]> then\n set [global x costume no. v] to [90]\n end\n if <(@Damage) < [7]> then\n set [global x costume no. v] to [91]\n end\n if <(@Damage) < [6]> then\n set [global x costume no. v] to [83]\n end\n if <(@Damage) < [2]> then\n set [global x costume no. v] to [82]\n end\n if <(@Damage) < [0]> then\n set [global x costume no. v] to [8]\n set [take damage v] to [0]\n set [@damage v] to [0]\n end\n end\nend\n\ndefine Animation: Run Cycle\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nchange [@run v] by (1)\nif <(Firing) = [1]> then\n if <(@Run) > [0]> then\n set [global x costume no. v] to [24]\n end\n if <(@Run) > [1]> then\n set [global x costume no. v] to [25]\n end\n if <(@Run) > [2]> then\n set [global x costume no. v] to [26]\n end\n if <(@Run) > [4]> then\n set [global x costume no. v] to [27]\n end\n if <(@Run) > [5]> then\n set [global x costume no. v] to [28]\n end\n if <(@Run) > [7]> then\n set [global x costume no. v] to [29]\n end\n if <(@Run) > [8]> then\n set [global x costume no. v] to [30]\n end\n if <(@Run) > [9]> then\n set [global x costume no. v] to [31]\n end\n if <(@Run) > [11]> then\n set [global x costume no. v] to [32]\n end\n if <(@Run) > [12]> then\n set [global x costume no. v] to [33]\n end\n if <(@Run) > [14]> then\n set [global x costume no. v] to [24]\n set [@run v] to [1]\n end\nelse\n if <(@Run) > [0]> then\n set [global x costume no. v] to [13]\n end\n if <(@Run) > [1]> then\n set [global x costume no. v] to [14]\n end\n if <(@Run) > [2]> then\n set [global x costume no. v] to [15]\n end\n if <(@Run) > [3]> then\n set [global x costume no. v] to [16]\n end\n if <(@Run) > [5]> then\n set [global x costume no. v] to [17]\n end\n if <(@Run) > [6]> then\n set [global x costume no. v] to [18]\n end\n if <(@Run) > [8]> then\n set [global x costume no. v] to [19]\n end\n if <(@Run) > [9]> then\n set [global x costume no. v] to [20]\n end\n if <(@Run) > [10]> then\n set [global x costume no. v] to [21]\n end\n if <(@Run) > [12]> then\n set [global x costume no. v] to [22]\n end\n if <(@Run) > [13]> then\n set [global x costume no. v] to [23]\n end\n if <(@Run) > [15]> then\n set [global x costume no. v] to [14]\n set [@run v] to [2]\n end\nend\n\ndefine Animation: Dashing\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nchange [@dash v] by (1)\nif <(Firing) = [1]> then\n if <(@Dash) > [0]> then\n set [global x costume no. v] to [75]\n end\n if <(@Dash) > [3]> then\n set [global x costume no. v] to [76]\n end\n if <(@Dash) > [15]> then\n set [global x costume no. v] to [75]\n end\n if <(@Dash) > [18]> then\n set [global x costume no. v] to [11]\n set [dashing v] to [0]\n end\nelse\n if <(@Dash) > [0]> then\n set [global x costume no. v] to [73]\n end\n if <(@Dash) > [3]> then\n set [global x costume no. v] to [74]\n end\n if <(@Dash) > [15]> then\n set [global x costume no. v] to [73]\n end\n if <(@Dash) > [18]> then\n set [global x costume no. v] to [8]\n set [dashing v] to [0]\n end\nend\nif <(@Dash) = [1]> then\n create clone of (dash_effect v)\nend\nif <(@Dash) = [2]> then\n create clone of (smoke_effect v)\nend\nif <(@Dash) = [6]> then\n create clone of (smoke_effect v)\nend\nif <(@Dash) = [10]> then\n create clone of (smoke_effect v)\nend\nif <(@Dash) = [14]> then\n create clone of (smoke_effect v)\nend\n\ndefine Animation: Climbing\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nif <(Firing) = [1]> then\n if <(Climb Fire Direction) = [L]> then\n set [global x costume no. v] to [64]\n end\n if <(Climb Fire Direction) = [R]> then\n set [global x costume no. v] to [63]\n end\nelse\n if <(Climb Animation) = [1]> then\n change [@climb v] by (1)\n end\n if <(@Climb) > [0]> then\n set [global x costume no. v] to [59]\n end\n if <(@Climb) > [5]> then\n set [global x costume no. v] to [60]\n end\n if <(@Climb) > [6]> then\n set [global x costume no. v] to [61]\n end\n if <(@Climb) > [7]> then\n set [global x costume no. v] to [62]\n end\n if <(@Climb) > [12]> then\n set [global x costume no. v] to [61]\n end\n if <(@Climb) > [13]> then\n set [global x costume no. v] to [60]\n end\n if <(@Climb) > [14]> then\n set [global x costume no. v] to [59]\n set [@climb v] to [1]\n end\nend\n\ndefine Animation: Climb on Top\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climb v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nchange [@climbend v] by (1)\nif <(@ClimbEnd) > [0]> then\n set [global x costume no. v] to [65]\nend\nif <(@ClimbEnd) > [3]> then\n set [global x costume no. v] to [66]\nend\nif <(@ClimbEnd) > [6]> then\n set [global x costume no. v] to [8]\n set [climbing v] to [0]\n set [climb animation v] to [0]\n set [end climbing v] to [0]\n set [gravity toggle v] to [1]\n set [speed y v] to [0]\n set [falling? v] to [0]\n set [@climb v] to [0]\n set [@climbend v] to [0]\nend\n\ndefine Animation: Wall Cling\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall jump v] to [0]\nchange [@wall cling v] by (1)\nif <(Firing) = [1]> then\n if <(@Wall Cling) > [0]> then\n set [global x costume no. v] to [53]\n end\n if <(@Wall Cling) > [2]> then\n set [global x costume no. v] to [54]\n end\n if <(@Wall Cling) > [4]> then\n set [global x costume no. v] to [55]\n end\n if <(@Wall Cling) > [14]> then\n set [@wall cling v] to [5]\n end\nelse\n if <(@Wall Cling) > [0]> then\n set [global x costume no. v] to [48]\n end\n if <(@Wall Cling) > [2]> then\n set [global x costume no. v] to [49]\n end\n if <(@Wall Cling) > [4]> then\n set [global x costume no. v] to [50]\n end\n if <(@Wall Cling) > [14]> then\n set [@wall cling v] to [5]\n end\nend\nif <(@Wall Cling) = [3]> then\n create clone of (smoke_effect v)\nend\nif <(@Wall Cling) = [6]> then\n create clone of (smoke_effect v)\nend\nif <(@Wall Cling) = [9]> then\n create clone of (smoke_effect v)\nend\nif <(@Wall Cling) = [12]> then\n create clone of (smoke_effect v)\nend\n\ndefine Animation: Idle\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@jump v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nif <(Landing Animation) = [1]> then\n set [@fire v] to [0]\n set [@idle v] to [0]\n set [@idlelowhp v] to [0]\n change [@land v] by (1)\n if <(Firing) = [1]> then\n if <(@Land) > [0]> then\n set [global x costume no. v] to [46]\n end\n if <(@Land) > [2]> then\n set [global x costume no. v] to [47]\n end\n if <(@Land) > [4]> then\n set [global x costume no. v] to [11]\n set [landing animation v] to [0]\n end\n else\n if <(@Land) > [0]> then\n set [global x costume no. v] to [39]\n end\n if <(@Land) > [2]> then\n set [global x costume no. v] to [40]\n end\n if <(@Land) > [4]> then\n set [global x costume no. v] to [8]\n set [landing animation v] to [0]\n end\n end\nelse\n if <<(Firing) = [1]> and <(Take Damage) = [0]>> then\n set [@idle v] to [0]\n set [@land v] to [0]\n set [@idlelowhp v] to [0]\n change [@fire v] by (1)\n if <(@Fire) > [0]> then\n set [global x costume no. v] to [11]\n end\n if <(@Fire) > [1]> then\n set [global x costume no. v] to [12]\n end\n if <(@Fire) > [4]> then\n set [global x costume no. v] to [11]\n end\n else\n if <<(Low on Health) = [1]> and <(Landing Animation) = [0]>> then\n set [@fire v] to [0]\n set [@land v] to [0]\n set [@idle v] to [0]\n change [@idlelowhp v] by (1)\n if <(@IdleLowHP) > [0]> then\n set [global x costume no. v] to [8]\n end\n if <(@IdleLowHP) > [5]> then\n set [global x costume no. v] to [77]\n end\n if <(@IdleLowHP) > [10]> then\n set [global x costume no. v] to [8]\n end\n if <(@IdleLowHP) > [15]> then\n set [global x costume no. v] to [78]\n end\n if <(@IdleLowHP) > [20]> then\n set [global x costume no. v] to [8]\n set [@idlelowhp v] to [1]\n end\n else\n set [@fire v] to [0]\n set [@land v] to [0]\n set [@idlelowhp v] to [0]\n change [@idle v] by (1)\n if <(@Idle) > [0]> then\n set [global x costume no. v] to [8]\n end\n if <(@Idle) > [70]> then\n set [global x costume no. v] to [9]\n end\n if <(@Idle) > [72]> then\n set [global x costume no. v] to [10]\n end\n if <(@Idle) > [74]> then\n set [global x costume no. v] to [9]\n end\n if <(@Idle) > [76]> then\n set [global x costume no. v] to [8]\n set [@idle v] to [1]\n end\n end\n end\nend\n\ndefine Animation: Climb Start\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nchange [@climb v] by (1)\nif <(@Climb) > [0]> then\n set [global x costume no. v] to [58]\nend\nif <(@Climb) = [4]> then\n set [global x costume no. v] to [59]\n set [climbing v] to [1]\n set [animation state v] to [3]\nend\n\ndefine Animation: Wall Kicking\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nchange [@wall jump v] by (1)\nif <(Firing) = [1]> then\n if <(@Wall Jump) > [0]> then\n set [global x costume no. v] to [56]\n end\n if <(@Wall Jump) > [3]> then\n set [global x costume no. v] to [57]\n end\n if <(@Wall Jump) > [9]> then\n set [global x costume no. v] to [43]\n set [wall jump animation v] to [0]\n set [@wall jump v] to [0]\n set [@jump v] to [5]\n end\nelse\n if <(@Wall Jump) > [0]> then\n set [global x costume no. v] to [51]\n end\n if <(@Wall Jump) > [3]> then\n set [global x costume no. v] to [52]\n end\n if <(@Wall Jump) > [9]> then\n set [global x costume no. v] to [36]\n set [wall jump animation v] to [0]\n set [@wall jump v] to [0]\n set [@jump v] to [5]\n end\nend\nif <(@Wall Jump) = [1]> then\n create clone of (wall_kick_effect v)\nend\n\ndefine Animation: Jumping\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nchange [@jump v] by (1)\nif <(Firing) = [1]> then\n if <(@Jump) > [0]> then\n set [global x costume no. v] to [41]\n end\n if <(@Jump) > [2]> then\n set [global x costume no. v] to [42]\n end\n if <(@Jump) > [4]> then\n set [global x costume no. v] to [43]\n end\nelse\n if <(@Jump) > [0]> then\n set [global x costume no. v] to [34]\n end\n if <(@Jump) > [2]> then\n set [global x costume no. v] to [35]\n end\n if <(@Jump) > [4]> then\n set [global x costume no. v] to [36]\n end\nend\n\ndefine Animation: Falling\nset [@armordamage v] to [0]\nset [@ching v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nchange [@fall v] by (1)\nif <(Firing) = [1]> then\n if <(@Fall) > [0]> then\n set [global x costume no. v] to [43]\n end\n if <(@Fall) > [1]> then\n set [global x costume no. v] to [44]\n end\n if <(@Fall) > [3]> then\n set [global x costume no. v] to [45]\n end\nelse\n if <(@Fall) > [0]> then\n set [global x costume no. v] to [36]\n end\n if <(@Fall) > [1]> then\n set [global x costume no. v] to [37]\n end\n if <(@Fall) > [3]> then\n set [global x costume no. v] to [38]\n end\nend\n\nwhen I receive [capsule event v]\nset [animation state v] to [0]\nset [invincible v] to [1]\n\nwhen I receive [snap x into the capsule v]\nset x to (Particle X)\nset y to (Particle Y)\n\nwhen I receive [start upgrading v]\nset [animation state v] to [0]\nset [invincible v] to [1]\n\nwhen I receive [respawn v]\nstop [other scripts in sprite v]\nbroadcast (Pause v)\nbroadcast (Transition In v) and wait\nbroadcast (Clear v)\nbroadcast (Setup v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nif <not <(Level NO.) = (join [Boss] (Boss NO.))>> then\n broadcast (Play BG Music v)\n broadcast (Ready Message v) and wait\nend\nbroadcast (Player Intro v)\n\nwhen I receive [ching! v]\nset [clear v] to [1]\nset [@armordamage v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fall v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\n\nwhen I receive [continue playing v]\nset [invincible v] to [0]\n\ndefine Animation: CHING!\nset [@armordamage v] to [0]\nset [@fall v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@damage v] to [0]\nset [@dash v] to [0]\nset [@die v] to [0]\nset [@exit v] to [0]\nset [@fire v] to [0]\nset [@idle v] to [0]\nset [@idlelowhp v] to [0]\nset [@jump v] to [0]\nset [@land v] to [0]\nset [@run v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nchange [@ching v] by (1)\nif <(@Ching) > [0]> then\n set [global x costume no. v] to [67]\nend\nif <(@Ching) = [5]> then\n start sound [X_Ching v]\nend\nif <(@Ching) > [5]> then\n set [global x costume no. v] to [68]\nend\nif <(@Ching) > [6]> then\n set [global x costume no. v] to [69]\nend\nif <(@Ching) > [7]> then\n set [global x costume no. v] to [70]\nend\nif <(@Ching) > [8]> then\n set [global x costume no. v] to [71]\nend\nif <(@Ching) > [9]> then\n set [global x costume no. v] to [67]\nend\nif <(@Ching) = [20]> then\n set [global x costume no. v] to [8]\n set [clear v] to [0]\n set [@ching v] to [0]\n set [playable v] to [1]\n set [invincible v] to [0]\nend\n\nwhen I receive [contact player v]\nif <<(Take Damage) = [0]> and <(Damage Toggle) = [1]>> then\n if <(Upgrade: Armor) = [1]> then\n change [hp v] by ((Contact Damage) * (-0.5))\n else\n change [hp v] by ((Contact Damage) * (-1))\n end\n start sound [X_Damage v]\n set [take damage v] to [1]\n set [charging v] to [0]\n if <(HP) < [1]> then\n set [hp v] to [0]\n Die\n else\n Take Damage\n end\nend\n\nwhen I receive [stage clear v]\nstop [other scripts in sprite v]\nset [global x costume no. v] to [8]\nwait (6.5) seconds\nset [global x costume no. v] to [67]\nwait (0.1) seconds\nstart sound [X_Ching v]\nrepeat (4)\n change [global x costume no. v] by (1)\n wait (0.01) seconds\nend\nset [global x costume no. v] to [67]\nwait (0.75) seconds\nset [global x costume no. v] to [8]\nwait (0.05) seconds\nstart sound [X_TeleportUp v]\nset [global x costume no. v] to [7]\nwait (0.05) seconds\nset [global x costume no. v] to [2]\nwait (0.05) seconds\nset [global x costume no. v] to [1]\nrepeat until <(X Sprite Off Y) > [359]>\n change [x sprite off y v] by (20)\nend\nset [x sprite off y v] to [360]\nwait (0.5) seconds\nhide\nbroadcast (Pause v)\nbroadcast (Stop Loop v)\nbroadcast (Transition In v) and wait\nbroadcast (Clear v)\nwait (2) seconds\nbroadcast (Weapon Get Background v)\nbroadcast (Transition Out v) and wait\nbroadcast (Get a new Weapon v)\n\nwhen I receive [enter boss menu v]\nstop [other scripts in sprite v]\nhide\nbroadcast (Pause v)\nbroadcast (Stop Loop v)\nbroadcast (Stop Music v)\nbroadcast (Transition In v) and wait\nbroadcast (Clear v)\nwait (2) seconds\nbroadcast (Boss Menu Background v)\nbroadcast (Transition Out v) and wait\nbroadcast (Boss Menu Select v)\n\nwhen I receive [clear v]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [wall slide v] to [0]\nset [wall jump v] to [0]\nset [gravity toggle v] to [1]\nset [moving left v] to [0]\nset [moving right v] to [0]\nset [in ladder? v] to [0]\nset [climbing v] to [0]\nset [climb animation v] to [0]\nset [climb fire direction v] to [0]\nset [end climbing v] to [0]\nset [landing animation v] to [0]\nset [global x costume no. v] to [1]\nset [x sprite off x v] to [0]\nset [x sprite off y v] to [360]\nset [take damage v] to [0]\nset [damage timer v] to [0]\nset [damage toggle v] to [0]\nset [low on health v] to [0]\nset [invincible v] to [0]\nset [ching animation v] to [0]\nset [clear v] to [0]\nset [wall jump animation v] to [0]\nset [animation state v] to [0]\nset [dashing v] to [0]\nset [crouch v] to [0]\nset [firing v] to [0]\nset [fire duration v] to [0]\nset [charging v] to [0]\nset [dead v] to [0]\nset [@idle v] to [0]\nset [@run v] to [0]\nset [@fire v] to [0]\nset [@dash v] to [0]\nset [@jump v] to [0]\nset [@fall v] to [0]\nset [@land v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nset [@climb v] to [0]\nset [@climbend v] to [0]\nset [@idlelowhp v] to [0]\nset [@damage v] to [0]\nset [@armordamage v] to [0]\nset [@die v] to [0]\nset [@ching v] to [0]\nset [@exit v] to [0]\nhide\n\nwhen I receive [boss start v]\nset [playable v] to [1]\n\ndefine Current Weapon\nif <(Player: Weapon) = [1]> then\n Homing Torpedo\nelse\n if <(Player: Weapon) = [2]> then\n Shotgun Ice\n else\n if <(Player: Weapon) = [3]> then\n Fire Wave\n else\n if <(Player: Weapon) = [4]> then\n Boomerang Cutter\n else\n if <(Player: Weapon) = [5]> then\n Chameleon Sting\n else\n if <(Player: Weapon) = [6]> then\n Electric Spark\n else\n if <(Player: Weapon) = [7]> then\n Storm Tornado\n else\n if <(Player: Weapon) = [8]> then\n Rolling Shield\n else\n X - Buster\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [warning message v]\nset [animation state v] to [0]\n\ndefine Homing Torpedo\nif <(Player: Weapon) = [1]> then\n\ndefine Fire Wave\nif <(Player: Weapon) = [2]> then\n\ndefine Shotgun Ice\nif <(Player: Weapon) = [2]> then\n\ndefine Boomerang Cutter\nif <(Player: Weapon) = [4]> then\n\nwhen I receive [return fire v]\nset [fire key v] to [0]\n\ndefine Broadcast Boss Warning\nif <<(Level NO.) = [Boss1]> or <<(Level NO.) = [Boss2]> or <<(Level NO.) = [Boss3]> or <(Level NO.) = [Boss4]>>>> then\n broadcast (Warning Message v)\nend\n\ndefine Chameleon Sting\nif <(Player: Weapon) = [5]> then\n\ndefine Electric Spark\nif <(Player: Weapon) = [6]> then\n\ndefine Storm Tornado\nif <(Player: Weapon) = [7]> then\n\ndefine Rolling Shield\nif <(Player: Weapon) = [8]> then\n\n@X - Base\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [level loop v]\nforever\n if <(Upgrade: Helmet) = [0]> then\n show\n go to (player v)\n set x to (([x position v] of [player v]) + (X Sprite Off X))\n set y to (([y position v] of [player v]) + (X Sprite Off Y))\n point in direction ([direction v] of [player v])\n if <([abs v] of (x position) ) > [230]> then\n hide\n else\n if <([abs v] of (y position) ) > [160]> then\n hide\n else\n show\n end\n end\n Switch Costume (Global X Costume NO.)\n else\n hide\n end\nend\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [upgrade flash v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\nwait (0.5) seconds\nrepeat (5)\n change [brightness v] effect by (10)\nend\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\nbroadcast (CHING! v)\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\n\n@X1 - Legs\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [level loop v]\nforever\n if <(Upgrade: Legs) = [1]> then\n show\n go to (player v)\n set x to (([x position v] of [player v]) + (X Sprite Off X))\n set y to (([y position v] of [player v]) + (X Sprite Off Y))\n point in direction ([direction v] of [player v])\n if <([abs v] of (x position) ) > [230]> then\n hide\n else\n if <([abs v] of (y position) ) > [160]> then\n hide\n else\n show\n end\n end\n Switch Costume (Global X Costume NO.)\n else\n hide\n end\nend\n\nwhen I receive [upgrade flash v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\nwait (0.5) seconds\nrepeat (5)\n change [brightness v] effect by (10)\nend\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\n\n@X1 - Armor\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [level loop v]\nforever\n if <(Upgrade: Armor) = [1]> then\n show\n go to (player v)\n set x to (([x position v] of [player v]) + (X Sprite Off X))\n set y to (([y position v] of [player v]) + (X Sprite Off Y))\n point in direction ([direction v] of [player v])\n if <([abs v] of (x position) ) > [230]> then\n hide\n else\n if <([abs v] of (y position) ) > [160]> then\n hide\n else\n show\n end\n end\n Switch Costume (Global X Costume NO.)\n else\n hide\n end\nend\n\nwhen I receive [upgrade flash v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\nwait (0.5) seconds\nrepeat (5)\n change [brightness v] effect by (10)\nend\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\n@X1 - Arms\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [level loop v]\nforever\n if <(Upgrade: Arms) = [1]> then\n show\n go to (player v)\n set x to (([x position v] of [player v]) + (X Sprite Off X))\n set y to (([y position v] of [player v]) + (X Sprite Off Y))\n point in direction ([direction v] of [player v])\n if <([abs v] of (x position) ) > [230]> then\n hide\n else\n if <([abs v] of (y position) ) > [160]> then\n hide\n else\n show\n end\n end\n Switch Costume (Global X Costume NO.)\n else\n hide\n end\nend\n\nwhen I receive [upgrade flash v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\nwait (0.5) seconds\nrepeat (5)\n change [brightness v] effect by (10)\nend\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\n@X1 - Helmet\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [level loop v]\nforever\n if <(Upgrade: Helmet) = [1]> then\n show\n go to (player v)\n set x to (([x position v] of [player v]) + (X Sprite Off X))\n set y to (([y position v] of [player v]) + (X Sprite Off Y))\n point in direction ([direction v] of [player v])\n if <([abs v] of (x position) ) > [230]> then\n hide\n else\n if <([abs v] of (y position) ) > [160]> then\n hide\n else\n show\n end\n end\n Switch Costume (Global X Costume NO.)\n else\n hide\n end\nend\n\nwhen I receive [upgrade flash v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\nwait (0.5) seconds\nrepeat (5)\n change [brightness v] effect by (10)\nend\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\n\n@Highway_Level\n\nwhen I receive [setup v]\nif <(Level NO.) = [1]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n set [level_x v] to [0]\n set [level_y v] to [0]\n switch costume to (hwy_0_0 v)\n Create\n hide\nend\n\ndefine Create\nif <(Level NO.) = [1]> then\n repeat (32)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\n end\n set [level_x v] to [0]\n set [level_y v] to [360]\n repeat (32)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\n end\n switch costume to (null v)\nend\n\nwhen I receive [level loop v]\nif <(Level NO.) = [1]> then\n forever\n if <(Pause) = [0]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <([abs v] of ((Level_X) - (Scroll X)) ) > [480]> then\n hide\n else\n if <([abs v] of ((Level_Y) - (Scroll Y)) ) > [360]> then\n hide\n else\n show\n end\n end\n end\n end\nend\n\nwhen I receive [clear v]\nhide\nset [level_x v] to [0]\nset [level_y v] to [0]\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\n@Highway_Level_Foreground\n\nwhen I receive [setup v]\nif <(Level NO.) = [1]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n set [level_x v] to [12480]\n set [level_y v] to [0]\n switch costume to (hwy_26_0 v)\n Create\n hide\nend\n\ndefine Create\nif <(Level NO.) = [1]> then\n create clone of (_myself_ v)\n change [level_x v] by (480)\n switch costume to (hwy_27_0 v)\n create clone of (_myself_ v)\n set [level_x v] to [960]\n set [level_y v] to [360]\n switch costume to (hwy_2_1 v)\n repeat (8)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\n end\n change [level_x v] by (960)\n create clone of (_myself_ v)\n change [level_x v] by (960)\n next costume\n create clone of (_myself_ v)\n change [level_x v] by (960)\n next costume\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\n create clone of (_myself_ v)\n change [level_x v] by (1920)\n next costume\n create clone of (_myself_ v)\n change [level_x v] by (960)\n next costume\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\n end\n switch costume to (null v)\nend\n\nwhen I receive [level loop v]\nif <(Level NO.) = [1]> then\n forever\n if <(Pause) = [0]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <([abs v] of ((Level_X) - (Scroll X)) ) > [480]> then\n hide\n else\n if <([abs v] of ((Level_Y) - (Scroll Y)) ) > [360]> then\n hide\n else\n show\n end\n end\n end\n end\nend\n\nwhen I receive [clear v]\nhide\nset [level_x v] to [0]\nset [level_y v] to [0]\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\n@Level_Collision\n\ndefine Create\nwait (1) seconds\nCheck Level\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nset [level_y v] to [0]\nCreate\nhide\n\ndefine Check Level\nif <(Level NO.) = [1]> then\n Level: Intro Stage\nend\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [level loop v]\nforever\n if <(Pause) = [0]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <([abs v] of ((Level_X) - (Scroll X)) ) > [480]> then\n hide\n else\n if <([abs v] of ((Level_Y) - (Scroll Y)) ) > [360]> then\n hide\n else\n show\n end\n end\n set [ghost v] effect to (100)\n end\nend\n\ndefine Level: Intro Stage\nswitch costume to (hwy_hit_1 v)\nset [level_x v] to [12480]\nset [level_y v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (480)\nend\nswitch costume to (hwy_hit_2 v)\nset [level_x v] to [0]\nset [level_y v] to [360]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\nend\nswitch costume to (hwy_hit_3 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_4 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_5 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_6 v)\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\nend\nswitch costume to (hwy_hit_7 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_6 v)\nrepeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (480)\nend\nswitch costume to (hwy_hit_8 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_9 v)\nrepeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (480)\nend\nswitch costume to (hwy_hit_10 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_11 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_12 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_13 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_14 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_15 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_9 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_16 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_17 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_9 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (hwy_hit_18 v)\ncreate clone of (_myself_ v)\nchange [level_x v] by (480)\nswitch costume to (null v)\n\nwhen I receive [clear v]\nhide\nset [level_x v] to [0]\nset [level_y v] to [0]\ngo to x: (0) y: (0)\ndelete this clone\n\n@Level_Hazard\n\n@Transition\n\nwhen I receive [transition in v]\ngo to [front v] layer\nswitch costume to (sphere0001 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\ngo to [front v] layer\nswitch costume to (sphere0017 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@HP_Bar\n\nwhen flag clicked\nset [hp max v] to [16]\nset [fill amount v] to [0]\ngo to x: (-200) y: (-4)\nhide\n\nwhen I receive [level loop v]\nforever\n if <(Pause) = [0]> then\n switch costume to (join [HP_] (HP))\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen I receive [setup v]\nset [hp v] to (HP Max)\nswitch costume to (join [HP_] (HP))\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [item: get 2 hp v]\nset [fill amount v] to [2]\nset [pause v] to [1]\nrepeat until <<(Fill Amount) < [1]> or <(HP) = (HP Max)>>\n start sound [Energy_Fill v]\n change [hp v] by (1)\n switch costume to (join [HP_] (HP))\n if <(HP) > (HP Max)> then\n set [hp v] to (HP Max)\n switch costume to (join [HP_] (HP))\n end\n change [fill amount v] by (-1)\n wait (0.1) seconds\nend\nset [fill amount v] to [0]\nset [pause v] to [0]\n\nwhen I receive [item: get 10 hp v]\nset [fill amount v] to [10]\nset [pause v] to [1]\nrepeat until <<(Fill Amount) < [1]> or <(HP) = (HP Max)>>\n start sound [Energy_Fill v]\n change [hp v] by (1)\n switch costume to (join [HP_] (HP))\n if <(HP) > (HP Max)> then\n set [hp v] to (HP Max)\n switch costume to (join [HP_] (HP))\n end\n change [fill amount v] by (-1)\n wait (0.1) seconds\nend\nset [fill amount v] to [0]\nset [pause v] to [0]\n\nwhen I receive [heart tank collected v]\nchange [hp max v] by (2)\nchange [heart tanks v] by (1)\nset [fill amount v] to [2]\nset [pause v] to [1]\nwait (2) seconds\nbroadcast (Heart Tank: Increase Limit v)\nrepeat until <<(Fill Amount) < [1]> or <(HP) = (HP Max)>>\n start sound [Energy_Fill v]\n change [hp v] by (1)\n switch costume to (join [HP_] (HP))\n if <(HP) > (HP Max)> then\n set [hp v] to (HP Max)\n switch costume to (join [HP_] (HP))\n end\n change [fill amount v] by (-1)\n wait (0.1) seconds\nend\nset [fill amount v] to [0]\nset [pause v] to [0]\n\n@HP_Bar_Limit\n\nwhen flag clicked\ngo to x: (-200) y: (-4)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [level loop v]\nforever\n if <(Pause) = [0]> then\n Check Limit\n end\nend\n\ndefine Check Limit\nif <(Heart Tanks) = [0]> then\n Switch Costume [1]\nend\nif <(Heart Tanks) = [1]> then\n Switch Costume [2]\nend\nif <(Heart Tanks) = [2]> then\n Switch Costume [3]\nend\nif <(Heart Tanks) = [3]> then\n Switch Costume [4]\nend\nif <(Heart Tanks) = [4]> then\n Switch Costume [5]\nend\nif <(Heart Tanks) = [5]> then\n Switch Costume [6]\nend\nif <(Heart Tanks) = [6]> then\n Switch Costume [7]\nend\nif <(Heart Tanks) = [7]> then\n Switch Costume [8]\nend\nif <(Heart Tanks) = [8]> then\n Switch Costume [9]\nend\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [setup v]\nCheck Limit\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [heart tank: increase limit v]\nif <(Heart Tanks) = [0]> then\n Switch Costume [1]\nend\nif <(Heart Tanks) = [1]> then\n Switch Costume [2]\nend\nif <(Heart Tanks) = [2]> then\n Switch Costume [3]\nend\nif <(Heart Tanks) = [3]> then\n Switch Costume [4]\nend\nif <(Heart Tanks) = [4]> then\n Switch Costume [5]\nend\nif <(Heart Tanks) = [5]> then\n Switch Costume [6]\nend\nif <(Heart Tanks) = [6]> then\n Switch Costume [7]\nend\nif <(Heart Tanks) = [7]> then\n Switch Costume [8]\nend\nif <(Heart Tanks) = [8]> then\n Switch Costume [9]\nend\n\n@Game\n\ndefine Input\nif <key (up arrow v) pressed?> then\n set [input: up v] to [1]\nelse\n set [input: up v] to [0]\nend\nif <key (down arrow v) pressed?> then\n set [input: down v] to [1]\nelse\n set [input: down v] to [0]\nend\nif <key (left arrow v) pressed?> then\n if <(Input: Left) = [0]> then\n if <([direction v] of [player v]) > [0]> then\n set [tap count v] to [0]\n end\n change [tap count v] by (1)\n set [double tap timer v] to [10]\n if <(Tap Count) > [1]> then\n set [input: dash v] to [1]\n set [double tap timer v] to [0]\n end\n end\n set [input: left v] to [1]\nelse\n set [input: left v] to [0]\nend\nif <key (right arrow v) pressed?> then\n if <(Input: Right) = [0]> then\n if <([direction v] of [player v]) < [0]> then\n set [tap count v] to [0]\n end\n change [tap count v] by (1)\n set [double tap timer v] to [10]\n if <(Tap Count) > [1]> then\n set [input: dash v] to [1]\n set [double tap timer v] to [0]\n end\n end\n set [input: right v] to [1]\nelse\n set [input: right v] to [0]\nend\nif <key (z v) pressed?> then\n set [input: shot v] to [1]\nelse\n set [input: shot v] to [0]\nend\nif <key (x v) pressed?> then\n set [input: jump v] to [1]\nelse\n set [input: jump v] to [0]\nend\nif <<key (c v) pressed?> or <(Tap Count) > [1]>> then\n set [input: dash v] to [1]\nelse\n set [input: dash v] to [0]\nend\nif <key (a v) pressed?> then\n set [input: select_l v] to [1]\nelse\n set [input: select_l v] to [0]\nend\nif <key (d v) pressed?> then\n set [input: select_r v] to [1]\nelse\n set [input: select_r v] to [0]\nend\nif <key (space v) pressed?> then\n set [input: menu v] to [1]\nelse\n set [input: menu v] to [0]\nend\nif <(Tap Count) > [0]> then\n change [double tap timer v] by (-1)\n if <<(Double Tap Timer) < [1]> or <(Input: Dash) = [1]>> then\n set [double tap timer v] to [0]\n set [tap count v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nset [level no. v] to [1]\nset [pause v] to [1]\nset [playable v] to [0]\nset [particle x v] to [0]\nset [particle y v] to [0]\nset [particle direction v] to [0]\nset [enemy item x v] to [0]\nset [enemy item y v] to [0]\nset [enemy direction v] to [0]\nset [upgrade: armor v] to [0]\nset [upgrade: arms v] to [0]\nset [upgrade: helmet v] to [0]\nset [upgrade: legs v] to [0]\nset [heart tanks v] to [0]\nset [got weapon 1 v] to [0]\nset [got weapon 2 v] to [0]\nset [got weapon 3 v] to [0]\nset [got weapon 4 v] to [0]\nset [weapon: ammo 1 v] to [0]\nset [weapon: ammo 2 v] to [0]\nset [weapon: ammo 3 v] to [0]\nset [weapon: ammo 4 v] to [0]\nset [bullet amount v] to [0]\nset [double tap timer v] to [0]\nset [tap count v] to [0]\nhide\n\nwhen I receive [play v]\nset [pause v] to [0]\n\nwhen I receive [pause v]\nset [pause v] to [1]\n\nwhen I receive [go player v]\nset [playable v] to [1]\nbroadcast (Initialize Input v)\nforever\n Level Event\nend\n\nwhen I receive [initialize input v]\nset [input: up v] to [0]\nset [input: down v] to [0]\nset [input: left v] to [0]\nset [input: right v] to [0]\nset [input: shot v] to [0]\nset [input: jump v] to [0]\nset [input: dash v] to [0]\nset [input: select_l v] to [0]\nset [input: select_r v] to [0]\nset [input: menu v] to [0]\nset [double tap timer v] to [0]\nset [tap count v] to [0]\nforever\n if <(Playable) = [1]> then\n Input\n end\nend\n\ndefine Level Event\nif <<(Level NO.) = [1]> and <(Pause) = [0]>> then\nend\n\nwhen I receive [capsule event v]\nset [playable v] to [0]\nset [input: up v] to [0]\nset [input: down v] to [0]\nset [input: left v] to [0]\nset [input: right v] to [0]\nset [input: shot v] to [0]\nset [input: jump v] to [0]\nset [input: dash v] to [0]\nset [input: select_l v] to [0]\nset [input: select_r v] to [0]\nset [input: menu v] to [0]\nset [double tap timer v] to [0]\nset [tap count v] to [0]\n\nwhen I receive [continue playing v]\nset [playable v] to [1]\n\nwhen I receive [get a new weapon v]\nif <(Level NO.) = [Boss1]> then\n set [got weapon 1 v] to [1]\nend\nif <(Level NO.) = [Boss2]> then\n set [got weapon 2 v] to [1]\nend\nif <(Level NO.) = [Boss3]> then\n set [got weapon 3 v] to [1]\nend\nif <(Level NO.) = [Boss4]> then\n set [got weapon 4 v] to [1]\nend\nwait until <key (space v) pressed?>\nbroadcast (Stop Music v) and wait\nbroadcast (Transition In v) and wait\nwait (1) seconds\nif <<(Got Weapon 1) = [1]> and <<(Got Weapon 2) = [1]> and <<(Got Weapon 3) = [1]> and <(Got Weapon 4) = [1]>>>> then\n broadcast (End of Demo Background v)\n wait (0.5) seconds\n broadcast (Transition Out v) and wait\n broadcast (Thank you v)\nelse\n broadcast (Boss Menu Background v)\n broadcast (Transition Out v) and wait\n broadcast (Boss Menu Select v)\nend\n\nset [level no. v] to [1]\nbroadcast (Clear v)\nbroadcast (Setup v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\nbroadcast (Ready Message v) and wait\nbroadcast (Player Intro v)\n\nwhen I receive [initialize input v]\nforever\n if <(Playable) = [1]> then\n if <key (q v) pressed?> then\n start sound [Menu_Cursor v]\n set [player: weapon v] to [0]\n wait until <not <key (q v) pressed?>>\n end\n if <key (w v) pressed?> then\n if <(Got Weapon 1) = [1]> then\n start sound [Menu_Cursor v]\n set [player: weapon v] to [1]\n else\n start sound [Buzzer v]\n end\n wait until <not <key (w v) pressed?>>\n end\n end\nend\n\nwhen I receive [setup v]\nif <(Got Weapon 1) = [1]> then\n set [weapon: ammo 1 v] to [28]\nend\nif <(Got Weapon 2) = [1]> then\n set [weapon: ammo 2 v] to [28]\nend\nif <(Got Weapon 3) = [1]> then\n set [weapon: ammo 3 v] to [28]\nend\nif <(Got Weapon 4) = [1]> then\n set [weapon: ammo 4 v] to [28]\nend\n\nwhen I receive [stop loop v]\nset [input: up v] to [0]\nset [input: down v] to [0]\nset [input: left v] to [0]\nset [input: right v] to [0]\nset [input: shot v] to [0]\nset [input: jump v] to [0]\nset [input: dash v] to [0]\nset [input: select_l v] to [0]\nset [input: select_r v] to [0]\nset [input: menu v] to [0]\nset [double tap timer v] to [0]\nset [tap count v] to [0]\nstop [other scripts in sprite v]\n\n@Music\n\nwhen I receive [play bg music v]\nset volume to (100) %\nforever\n if <(Level NO.) = [1]> then\n play sound [MMX1_Highway v] until done\n end\nend\n\nwhen I receive [stop music v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [dr. light's theme v]\nset volume to (100) %\nforever\n play sound [MMX_DrLight v] until done\nend\n\nwhen I receive [respawn v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [fade out music v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [boss intro fanfare v]\nclear sound effects\nset volume to (100) %\nplay sound [MMX_StageChosen v] until done\n\nwhen I receive [boss appear v]\nset volume to (100) %\nforever\n play sound [MMX_BossIntro v] until done\nend\n\nwhen I receive [boss start v]\nset volume to (100) %\nforever\n play sound [MMX_BossBattle v] until done\nend\n\nwhen I receive [boss defeated v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [stage clear v]\nclear sound effects\nset volume to (100) %\nplay sound [MMX_StageClear v] until done\n\nwhen I receive [get a new weapon v]\nset volume to (100) %\nforever\n play sound [MMX_WeaponGet v] until done\nend\n\nwhen I receive [thank you v]\nset volume to (100) %\nforever\n play sound [MMX_Credits v] until done\nend\n\n@Ready\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (200) %\nswitch costume to (ready0 v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [ready message v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (ready0 v)\ngo to [front v] layer\nwait (0.02) seconds\nrepeat (12)\n next costume\n wait (0.02) seconds\nend\nrepeat (5)\n set [ghost v] effect to (0)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\nend\nset [ghost v] effect to (0)\nrepeat (12)\n switch costume to ((costume [number v]) - (1))\n wait (0.02) seconds\nend\nset [ghost v] effect to (100)\nhide\n\n@X - Death Bubbles\n\ndefine Reset Clone\nclear graphic effects\nset size to (200) %\n\nwhen I start as a clone\nReset Clone\nset rotation style [don't rotate v]\ngo to (player v)\nchange y by (32)\nshow\nrepeat until <touching (_edge_ v)?>\n move (5) steps\n next costume\nend\nrepeat (4)\n move (5) steps\n change size by (1)\n change [ghost v] effect by (25)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nReset Clone\n\nwhen I receive [life lost v]\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (45)\ncreate clone of (_myself_ v)\npoint in direction (0)\ncreate clone of (_myself_ v)\npoint in direction (-45)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (-135)\ncreate clone of (_myself_ v)\npoint in direction (180)\ncreate clone of (_myself_ v)\npoint in direction (135)\ncreate clone of (_myself_ v)\n\n@Charge Effect\n\nwhen flag clicked\nset [x - buster charge lvl v] to [0]\nset rotation style [don't rotate v]\nswitch costume to (charge_lv1_1 v)\nhide\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [go player v]\nif <(Pause) = [0]> then\n forever\n go to (player v)\n change y by (32)\n if <(Player: Weapon) = [0]> then\n if <(X - Buster Charge LVL) = [1]> then\n show\n change [@anim v] by (1)\n if <(@Anim) > [0]> then\n Switch Costume [1]\n end\n if <(@Anim) > [3]> then\n Switch Costume [2]\n end\n if <(@Anim) > [6]> then\n Switch Costume [3]\n end\n if <(@Anim) > [9]> then\n Switch Costume [1]\n set [@anim v] to [1]\n end\n else\n if <(X - Buster Charge LVL) = [2]> then\n show\n change [@anim v] by (1)\n if <(@Anim) > [0]> then\n Switch Costume [4]\n end\n if <(@Anim) > [3]> then\n Switch Costume [5]\n end\n if <(@Anim) > [6]> then\n Switch Costume [6]\n end\n if <(@Anim) > [9]> then\n Switch Costume [4]\n set [@anim v] to [1]\n end\n else\n if <(X - Buster Charge LVL) = [3]> then\n show\n change [@anim v] by (1)\n if <(@Anim) > [0]> then\n Switch Costume [7]\n end\n if <(@Anim) > [3]> then\n Switch Costume [8]\n end\n if <(@Anim) > [6]> then\n Switch Costume [9]\n end\n if <(@Anim) > [9]> then\n Switch Costume [7]\n set [@anim v] to [1]\n end\n else\n hide\n set [@anim v] to [0]\n end\n end\n end\n else\n hide\n set [@anim v] to [0]\n end\n end\nend\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\n\n@Buster_LV0\n\nwhen flag clicked\nset [@hit v] to [0]\nset [hit v] to [0]\nset [life v] to [4]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nswitch costume to (buster_lv0 v)\nset size to (200) %\nhide\n\nwhen I start as a clone\nset [@hit v] to [0]\nset [hit v] to [0]\nset [life v] to [4]\npoint in direction ([direction v] of [player v])\nif <([wall slide v] of [player v]) = [1]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\nelse\n if <([wall jump v] of [player v]) > [0]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n else\n if <([climbing v] of [player v]) = [1]> then\n if <([climb fire direction v] of [player v]) = [R]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n if <([climb fire direction v] of [player v]) = [L]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n else\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n end\n end\nend\nshow\nforever\n if <(Pause) = [0]> then\n change [x v] by (([sin v] of (direction) ) * (16))\n change [y v] by (([cos v] of (direction) ) * (16))\n if <(Hit) = [1]> then\n change [@hit v] by (1)\n change [life v] by (-1)\n if <(@Hit) > [0]> then\n Switch Costume [2]\n end\n if <(@Hit) > [1]> then\n Switch Costume [3]\n end\n if <(@Hit) > [2]> then\n Switch Costume [4]\n end\n if <(Life) < [1]> then\n delete this clone\n end\n else\n Switch Costume [1]\n set [@hit v] to [0]\n end\n if <touching (enemies v)?> then\n if <(Hit) = [0]> then\n set [hit v] to [1]\n end\n change [x v] by (([sin v] of (direction) ) * (-16))\n change [y v] by (([cos v] of (direction) ) * (-16))\n end\n if <touching (flame mammoth v)?> then\n if <(Hit) = [0]> then\n set [hit v] to [1]\n end\n change [x v] by (([sin v] of (direction) ) * (-16))\n change [y v] by (([cos v] of (direction) ) * (-16))\n end\n if <touching (armored armadillo v)?> then\n if <(Hit) = [0]> then\n set [hit v] to [1]\n end\n change [x v] by (([sin v] of (direction) ) * (-16))\n change [y v] by (([cos v] of (direction) ) * (-16))\n end\n if <touching (sonic boss v)?> then\n if <(Hit) = [0]> then\n set [hit v] to [1]\n end\n change [x v] by (([sin v] of (direction) ) * (-16))\n change [y v] by (([cos v] of (direction) ) * (-16))\n end\n if <touching (shadow boss v)?> then\n if <(Hit) = [0]> then\n set [hit v] to [1]\n end\n change [x v] by (([sin v] of (direction) ) * (-16))\n change [y v] by (([cos v] of (direction) ) * (-16))\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n end\nend\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\n@Buster_LV1\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [@fire v] to [0]\nset [@hit v] to [0]\nset [life v] to [6]\nset [hit v] to [0]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nswitch costume to (buster_lv1_fire1 v)\nset size to (200) %\nhide\n\nwhen I start as a clone\nset [@fire v] to [0]\nset [@hit v] to [0]\nset [hit v] to [0]\nset [life v] to [6]\npoint in direction ([direction v] of [player v])\nif <([wall slide v] of [player v]) = [1]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\nelse\n if <([wall jump v] of [player v]) > [0]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n else\n if <([climbing v] of [player v]) = [1]> then\n if <([climb fire direction v] of [player v]) = [R]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n if <([climb fire direction v] of [player v]) = [L]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n else\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n end\n end\nend\nshow\nforever\n if <(Pause) = [0]> then\n if <(Hit) = [1]> then\n set [@fire v] to [0]\n change [@hit v] by (1)\n if <(@Hit) > [0]> then\n Switch Costume [1]\n end\n if <(@Hit) > [2]> then\n Switch Costume [2]\n end\n if <(@Hit) > [6]> then\n Switch Costume [2]\n delete this clone\n end\n else\n set [@hit v] to [0]\n change [@fire v] by (1)\n if <(@Fire) > [0]> then\n Switch Costume [1]\n end\n if <(@Fire) > [2]> then\n Switch Costume [2]\n end\n if <(@Fire) > [4]> then\n Switch Costume [3]\n change [x v] by (([sin v] of (direction) ) * (18))\n change [y v] by (([cos v] of (direction) ) * (18))\n end\n if <(@Fire) > [5]> then\n Switch Costume [4]\n end\n if <(@Fire) > [6]> then\n Switch Costume [5]\n end\n if <(@Fire) > [7]> then\n Switch Costume [6]\n end\n if <(@Fire) > [8]> then\n Switch Costume [7]\n end\n if <(@Fire) > [9]> then\n Switch Costume [8]\n end\n if <(@Fire) > [10]> then\n Switch Costume [3]\n set [@fire v] to [5]\n end\n end\n if <touching (enemies v)?> then\n change [life v] by (-1)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (flame mammoth v)?> then\n change [life v] by (-4)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (armored armadillo v)?> then\n change [life v] by (-4)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (sonic boss v)?> then\n change [life v] by (-4)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (shadow boss v)?> then\n change [life v] by (-4)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n end\nend\n\n@Buster_LV2\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [@fire v] to [0]\nset [@hit v] to [0]\nset [life v] to [6]\nset [hit v] to [0]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nswitch costume to (buster_lv2_fire1 v)\nset size to (200) %\nhide\n\nwhen I start as a clone\nset [@fire v] to [0]\nset [@hit v] to [0]\nset [hit v] to [0]\nset [life v] to [12]\npoint in direction ([direction v] of [player v])\nif <([wall slide v] of [player v]) = [1]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\nelse\n if <([wall jump v] of [player v]) > [0]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n else\n if <([climbing v] of [player v]) = [1]> then\n if <([climb fire direction v] of [player v]) = [R]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n if <([climb fire direction v] of [player v]) = [L]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n else\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (90)\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (32)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (38)))\n point in direction (-90)\n end\n end\n end\nend\nshow\nforever\n if <(Pause) = [0]> then\n if <(Hit) = [1]> then\n set [@fire v] to [0]\n change [@hit v] by (1)\n if <(@Hit) > [0]> then\n Switch Costume [6]\n end\n if <(@Hit) > [3]> then\n Switch Costume [7]\n end\n if <(@Hit) > [6]> then\n Switch Costume [7]\n delete this clone\n end\n else\n set [@hit v] to [0]\n change [@fire v] by (1)\n if <(@Fire) > [0]> then\n Switch Costume [1]\n end\n if <(@Fire) > [2]> then\n Switch Costume [2]\n end\n if <(@Fire) > [4]> then\n Switch Costume [3]\n change [x v] by (([sin v] of (direction) ) * (20))\n change [y v] by (([cos v] of (direction) ) * (20))\n end\n if <(@Fire) > [5]> then\n Switch Costume [4]\n end\n if <(@Fire) > [6]> then\n Switch Costume [5]\n end\n if <(@Fire) > [7]> then\n Switch Costume [3]\n set [@fire v] to [5]\n end\n end\n if <touching (enemies v)?> then\n change [life v] by (-1)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (flame mammoth v)?> then\n change [life v] by (-6)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (armored armadillo v)?> then\n change [life v] by (-6)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (sonic boss v)?> then\n change [life v] by (-6)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (shadow boss v)?> then\n change [life v] by (-6)\n if <<(Life) < [1]> and <(Hit) = [0]>> then\n set [hit v] to [1]\n end\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n end\nend\n\n@Smoke_Effect\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen flag clicked\nset [@effect v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nswitch costume to (smoke1 v)\nset size to (200) %\nhide\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [@effect v] to [0]\nif <([dashing v] of [player v]) = [1]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (28)))\n set [y v] to ((Scroll Y) + ([y position v] of [player v]))\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (28)))\n set [y v] to ((Scroll Y) + ([y position v] of [player v]))\n end\nelse\n if <([wall slide v] of [player v]) = [1]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (28)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (32)))\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (28)))\n set [y v] to ((Scroll Y) + (([y position v] of [player v]) + (32)))\n end\n end\nend\nshow\nforever\n if <(Pause) = [0]> then\n change [@effect v] by (1)\n change [y v] by (2)\n if <(@Effect) > [0]> then\n Switch Costume [1]\n end\n if <(@Effect) > [2]> then\n Switch Costume [2]\n end\n if <(@Effect) > [4]> then\n Switch Costume [3]\n end\n if <(@Effect) > [6]> then\n Switch Costume [4]\n end\n if <(@Effect) > [8]> then\n Switch Costume [5]\n end\n if <(@Effect) > [10]> then\n Switch Costume [6]\n end\n if <(@Effect) > [12]> then\n Switch Costume [6]\n delete this clone\n end\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n end\nend\n\n@Wall_Kick_Effect\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen flag clicked\nset [@effect v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nswitch costume to (buster_lv0_hit1 v)\nset size to (200) %\nhide\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [@effect v] to [0]\nif <([wall jump v] of [player v]) > [0]> then\n if <([direction v] of [player v]) > [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) - (28)))\n set [y v] to ((Scroll Y) + ([y position v] of [player v]))\n end\n if <([direction v] of [player v]) < [0]> then\n set [x v] to ((Scroll X) + (([x position v] of [player v]) + (28)))\n set [y v] to ((Scroll Y) + ([y position v] of [player v]))\n end\nend\nshow\nforever\n if <(Pause) = [0]> then\n change [@effect v] by (1)\n if <(@Effect) > [0]> then\n Switch Costume [1]\n end\n if <(@Effect) > [2]> then\n Switch Costume [1]\n delete this clone\n end\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n end\nend\n\n@Enemy Explosion\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen flag clicked\nset [@effect v] to [0]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nswitch costume to (explosion1 v)\nset size to (200) %\nhide\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [@effect v] to [0]\nset [x v] to (Particle X)\nset [y v] to (Particle Y)\nshow\nforever\n if <(Pause) = [0]> then\n change [@effect v] by (1)\n if <(@Effect) > [0]> then\n Switch Costume [1]\n end\n if <(@Effect) > [2]> then\n Switch Costume [2]\n end\n if <(@Effect) > [4]> then\n Switch Costume [3]\n end\n if <(@Effect) > [6]> then\n Switch Costume [4]\n end\n if <(@Effect) > [8]> then\n Switch Costume [5]\n end\n if <(@Effect) > [10]> then\n Switch Costume [6]\n end\n if <(@Effect) > [12]> then\n Switch Costume [7]\n end\n if <(@Effect) > [14]> then\n Switch Costume [7]\n delete this clone\n end\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n end\nend\n\nwhen I receive [create explosion v]\nset [x v] to (Particle X)\nset [y v] to (Particle Y)\ncreate clone of (_myself_ v)\n\n@Enemies\n\ndefine Create Enemy (x) (y) (dir) (hp) (type) (damage)\nhide\nset [x v] to (x)\nset [y v] to (y)\npoint in direction (dir)\nset [health v] to (hp)\nset [type v] to (type)\nset [contact power v] to (damage)\nset [anim v] to [0]\nset [timer v] to [0]\nif <(direction) > [0]> then\n set [movement v] to [1]\nelse\n if <(direction) < [0]> then\n set [movement v] to [2]\n end\nend\ncreate clone of (_myself_ v)\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen I receive [setup v]\nset [enemies max v] to [0]\nset [enemy killed v] to [0]\nif <(Level NO.) = [1]> then\n Create Enemy [600] [285] [-90] [4] [1] [2]\n Create Enemy [1000] [285] [-90] [8] [1] [2]\n Create Enemy [1920] [350] [-90] [4] [1] [2]\n Create Enemy [2020] [350] [-90] [4] [1] [2]\n Create Enemy [2660] [320] [-90] [4] [1] [2]\n Create Enemy [3000] [320] [-90] [4] [1] [2]\n Create Enemy [3500] [320] [-90] [8] [1] [2]\n Create Enemy [4000] [320] [-90] [8] [1] [2]\n Create Enemy [5000] [320] [-90] [4] [1] [2]\n Create Enemy [5100] [320] [-90] [4] [1] [2]\n Create Enemy [5200] [320] [-90] [4] [1] [2]\n Create Enemy [5800] [250] [-90] [4] [1] [2]\n Create Enemy [6200] [250] [-90] [4] [1] [2]\n Create Enemy [6300] [250] [-90] [4] [1] [2]\n Create Enemy [6400] [250] [-90] [4] [1] [2]\n Create Enemy [7600] [320] [-90] [4] [1] [2]\n Create Enemy [8000] [320] [-90] [4] [1] [2]\n Create Enemy [8600] [370] [-90] [4] [1] [2]\n Create Enemy [9000] [370] [-90] [4] [1] [2]\n Create Enemy [10200] [260] [-90] [4] [1] [2]\n Create Enemy [11000] [320] [-90] [4] [1] [2]\n Create Enemy [11800] [260] [-90] [4] [1] [2]\n Create Enemy [12600] [150] [-90] [4] [1] [2]\n Create Enemy [15000] [150] [-90] [4] [1] [2]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nset size to (200) %\nswitch costume to (null v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nset [contact damage v] to [0]\nset [anim v] to [0]\nset [timer v] to [0]\nset [movement v] to [0]\nset [state v] to [0]\nset [hit timer v] to [0]\nset [enemies max v] to [0]\nset [enemy killed v] to [0]\nset [drop x v] to [0]\nset [drop y v] to [0]\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\nset [enemies max v] to [0]\nset [enemy killed v] to [0]\ndelete this clone\n\nwhen I start as a clone\nchange [enemies max v] by (1)\nif <(Type) = [1]> then\n forever\n if <(Pause) = [0]> then\n Enemy: Reploid Foe\n end\n end\nend\n\ndefine Enemy: Reploid Foe\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\nif <([abs v] of ((X) - (Scroll X)) ) > [280]> then\n hide\n set [hit timer v] to [1]\nelse\n if <([abs v] of ((Y) - (Scroll Y)) ) > [307]> then\n hide\n set [hit timer v] to [1]\n else\n show\n if <(state) = [1]> then\n change [anim v] by (1)\n if <(anim) > [0]> then\n Switch Costume [2]\n end\n if <(anim) > [2]> then\n Switch Costume [3]\n end\n if <(anim) > [4]> then\n Switch Costume [4]\n end\n if <(anim) = [5]> then\n start sound [Enemy_Fire v]\n set [enemy direction v] to (direction)\n if <(direction) > [0]> then\n set [enemy item x v] to ((x position) + ((Scroll X) + (32)))\n end\n if <(direction) < [0]> then\n set [enemy item x v] to ((x position) + ((Scroll X) - (32)))\n end\n set [enemy item y v] to ((y position) + ((Scroll Y) + (40)))\n create clone of (reploid enemy shot v)\n end\n if <(anim) > [6]> then\n Switch Costume [5]\n end\n if <(anim) > [8]> then\n Switch Costume [4]\n end\n if <(anim) > [10]> then\n Switch Costume [3]\n end\n if <(anim) > [12]> then\n Switch Costume [2]\n end\n if <(anim) > [30]> then\n Switch Costume [2]\n set [state v] to [0]\n end\n else\n set [anim v] to [0]\n Switch Costume [2]\n point towards (player v)\n if <<(distance to [player v]) < [200]> and <(state) = [0]>> then\n set [state v] to [1]\n end\n end\n end\nend\nif <(Hit Timer) < [1]> then\n set [hit timer v] to [0]\nelse\n change [hit timer v] by (-1)\nend\nif <touching (player v)?> then\n set [contact damage v] to (Contact Power)\n broadcast (Contact Player v)\nend\nif <<touching (buster_lv0 v)?> and <(Hit Timer) = [0]>> then\n change [health v] by (-1)\n set [hit timer v] to [10]\n if <(Health) < [1]> then\n start sound [Enemy_Explode v]\n change [enemy killed v] by (1)\n set [health v] to [0]\n set [particle x v] to ((x position) + (Scroll X))\n set [particle y v] to ((y position) + ((Scroll Y) + (28)))\n create clone of (enemy explosion v)\n set [item drop v] to (pick random (0) to (1))\n if <(Item Drop) = [1]> then\n set [drop x v] to ((x position) + (Scroll X))\n set [drop y v] to ((y position) + (Scroll Y))\n create clone of (dropped items v)\n end\n delete this clone\n else\n start sound [Buster_Hit v]\n end\nend\nif <<touching (buster_lv1 v)?> and <(Hit Timer) = [0]>> then\n change [health v] by (-2)\n set [hit timer v] to [10]\n if <(Health) < [1]> then\n start sound [Enemy_Explode v]\n change [enemy killed v] by (1)\n set [health v] to [0]\n set [particle x v] to ((x position) + (Scroll X))\n set [particle y v] to ((y position) + ((Scroll Y) + (28)))\n create clone of (enemy explosion v)\n set [item drop v] to (pick random (0) to (1))\n if <(Item Drop) = [1]> then\n set [drop x v] to ((x position) + (Scroll X))\n set [drop y v] to ((y position) + (Scroll Y))\n create clone of (dropped items v)\n end\n delete this clone\n else\n start sound [Buster_Hit v]\n end\nend\nif <<touching (buster_lv2 v)?> and <(Hit Timer) = [0]>> then\n change [health v] by (-3)\n set [hit timer v] to [10]\n if <(Health) < [1]> then\n start sound [Enemy_Explode v]\n change [enemy killed v] by (1)\n set [health v] to [0]\n set [particle x v] to ((x position) + (Scroll X))\n set [particle y v] to ((y position) + ((Scroll Y) + (28)))\n create clone of (enemy explosion v)\n set [item drop v] to (pick random (0) to (1))\n if <(Item Drop) = [1]> then\n set [drop x v] to ((x position) + (Scroll X))\n set [drop y v] to ((y position) + (Scroll Y))\n create clone of (dropped items v)\n end\n delete this clone\n else\n start sound [Buster_Hit v]\n end\nend\n\n@Items\n\nwhen flag clicked\nswitch costume to (null v)\nset size to (200) %\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset [anim v] to [0]\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\ndefine Create Item (x) (y) (type)\nhide\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (type)\nset [anim v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nif <(Level NO.) = [1]> then\nend\n\nwhen I start as a clone\nforever\n if <(Pause) = [0]> then\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n if <([abs v] of ((X) - (Scroll X)) ) > [240]> then\n hide\n else\n if <([abs v] of ((Y) - (Scroll Y)) ) > [200]> then\n hide\n else\n show\n if <(Type) = [1]> then\n Item: HP 2\n end\n if <(Type) = [2]> then\n Item: HP 10\n end\n if <(Type) = [3]> then\n Item: Ammo 2\n end\n if <(Type) = [4]> then\n Item: Ammo 10\n end\n if <(Type) = [5]> then\n Item: 1 UP\n end\n end\n end\n if <touching (player v)?> then\n if <(Type) = [1]> then\n if <(HP) = (HP Max)> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 HP v)\n end\n end\n if <(Type) = [2]> then\n if <(HP) = (HP Max)> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 HP v)\n end\n end\n if <(Type) = [3]> then\n if <(Player: Weapon) > [0]> then\n if <(Player: Weapon) = [1]> then\n if <(Weapon: Ammo 1) = [28]> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 Ammo v)\n end\n end\n if <(Player: Weapon) = [2]> then\n if <(Weapon: Ammo 2) = [28]> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 Ammo v)\n end\n end\n if <(Player: Weapon) = [3]> then\n if <(Weapon: Ammo 3) = [28]> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 Ammo v)\n end\n end\n if <(Player: Weapon) = [4]> then\n if <(Weapon: Ammo 4) = [28]> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 Ammo v)\n end\n end\n else\n start sound [Subtank_Fill v]\n change [weapon: ammo 1 v] by (2)\n change [weapon: ammo 2 v] by (2)\n if <(Weapon: Ammo 1) > [28]> then\n set [weapon: ammo 1 v] to [28]\n end\n if <(Weapon: Ammo 2) > [28]> then\n set [weapon: ammo 2 v] to [28]\n end\n end\n end\n if <(Type) = [4]> then\n if <(Player: Weapon) > [0]> then\n if <(Player: Weapon) = [1]> then\n if <(Weapon: Ammo 1) = [28]> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 Ammo v)\n end\n end\n if <(Player: Weapon) = [2]> then\n if <(Weapon: Ammo 2) = [28]> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 Ammo v)\n end\n end\n if <(Player: Weapon) = [3]> then\n if <(Weapon: Ammo 3) = [28]> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 Ammo v)\n end\n end\n if <(Player: Weapon) = [4]> then\n if <(Weapon: Ammo 4) = [28]> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 Ammo v)\n end\n end\n else\n start sound [Subtank_Full v]\n change [weapon: ammo 1 v] by (10)\n change [weapon: ammo 2 v] by (10)\n if <(Weapon: Ammo 1) > [28]> then\n set [weapon: ammo 1 v] to [28]\n end\n if <(Weapon: Ammo 2) > [28]> then\n set [weapon: ammo 2 v] to [28]\n end\n end\n end\n if <(Type) = [5]> then\n start sound [1_Up v]\n end\n delete this clone\n end\n end\nend\n\ndefine Item: HP 2\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [2]\nend\nif <(anim) > [2]> then\n Switch Costume [3]\nend\nif <(anim) > [4]> then\n Switch Costume [4]\nend\nif <(anim) > [6]> then\n Switch Costume [3]\nend\nif <(anim) > [8]> then\n Switch Costume [2]\n set [anim v] to [0]\nend\n\ndefine Item: HP 10\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [5]\nend\nif <(anim) > [2]> then\n Switch Costume [6]\nend\nif <(anim) > [4]> then\n Switch Costume [7]\nend\nif <(anim) > [6]> then\n Switch Costume [6]\nend\nif <(anim) > [8]> then\n Switch Costume [5]\n set [anim v] to [0]\nend\n\ndefine Item: Ammo 2\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [8]\nend\nif <(anim) > [2]> then\n Switch Costume [9]\nend\nif <(anim) > [4]> then\n Switch Costume [10]\nend\nif <(anim) > [6]> then\n Switch Costume [9]\nend\nif <(anim) > [8]> then\n Switch Costume [8]\n set [anim v] to [0]\nend\n\ndefine Item: Ammo 10\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [11]\nend\nif <(anim) > [2]> then\n Switch Costume [12]\nend\nif <(anim) > [4]> then\n Switch Costume [13]\nend\nif <(anim) > [6]> then\n Switch Costume [12]\nend\nif <(anim) > [8]> then\n Switch Costume [11]\n set [anim v] to [0]\nend\n\ndefine Item: 1 UP\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [14]\nend\nif <(anim) > [3]> then\n Switch Costume [15]\nend\nif <(anim) > [6]> then\n Switch Costume [14]\n set [anim v] to [0]\nend\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\n@Dropped Items\n\nwhen flag clicked\nswitch costume to (null v)\nset size to (200) %\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset [anim v] to [0]\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\ndefine Create Item (x) (y) (type)\nhide\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (type)\nset [anim v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [x v] to (Drop X)\nset [y v] to (Drop Y)\nset [drop id v] to (pick random (1) to (5))\nset [type v] to (Drop ID)\nset [anim v] to [0]\nforever\n if <(Pause) = [0]> then\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n if <([abs v] of ((X) - (Scroll X)) ) > [240]> then\n hide\n else\n if <([abs v] of ((Y) - (Scroll Y)) ) > [200]> then\n hide\n else\n show\n if <(Type) = [1]> then\n Item: HP 2\n end\n if <(Type) = [2]> then\n Item: HP 10\n end\n if <(Type) = [3]> then\n Item: Ammo 2\n end\n if <(Type) = [4]> then\n Item: Ammo 10\n end\n if <(Type) = [5]> then\n Item: 1 UP\n end\n end\n end\n if <touching (player v)?> then\n if <(Type) = [1]> then\n if <(HP) = (HP Max)> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 HP v)\n end\n end\n if <(Type) = [2]> then\n if <(HP) = (HP Max)> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 HP v)\n end\n end\n if <(Type) = [3]> then\n if <(Player: Weapon) > [0]> then\n if <(Player: Weapon) = [1]> then\n if <(Weapon: Ammo 1) = [28]> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 Ammo v)\n end\n end\n if <(Player: Weapon) = [2]> then\n if <(Weapon: Ammo 2) = [28]> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 Ammo v)\n end\n end\n if <(Player: Weapon) = [3]> then\n if <(Weapon: Ammo 3) = [28]> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 Ammo v)\n end\n end\n if <(Player: Weapon) = [4]> then\n if <(Weapon: Ammo 4) = [28]> then\n start sound [Subtank_Fill v]\n else\n broadcast (Item: Get 2 Ammo v)\n end\n end\n else\n start sound [Subtank_Fill v]\n change [weapon: ammo 1 v] by (2)\n change [weapon: ammo 2 v] by (2)\n if <(Weapon: Ammo 1) > [28]> then\n set [weapon: ammo 1 v] to [28]\n end\n if <(Weapon: Ammo 2) > [28]> then\n set [weapon: ammo 2 v] to [28]\n end\n end\n end\n if <(Type) = [4]> then\n if <(Player: Weapon) > [0]> then\n if <(Player: Weapon) = [1]> then\n if <(Weapon: Ammo 1) = [28]> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 Ammo v)\n end\n end\n if <(Player: Weapon) = [2]> then\n if <(Weapon: Ammo 2) = [28]> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 Ammo v)\n end\n end\n if <(Player: Weapon) = [3]> then\n if <(Weapon: Ammo 3) = [28]> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 Ammo v)\n end\n end\n if <(Player: Weapon) = [4]> then\n if <(Weapon: Ammo 4) = [28]> then\n start sound [Subtank_Full v]\n else\n broadcast (Item: Get 10 Ammo v)\n end\n end\n else\n start sound [Subtank_Full v]\n change [weapon: ammo 1 v] by (10)\n change [weapon: ammo 2 v] by (10)\n if <(Weapon: Ammo 1) > [28]> then\n set [weapon: ammo 1 v] to [28]\n end\n if <(Weapon: Ammo 2) > [28]> then\n set [weapon: ammo 2 v] to [28]\n end\n end\n end\n if <(Type) = [5]> then\n start sound [1_Up v]\n end\n delete this clone\n end\n end\nend\n\ndefine Item: HP 2\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [2]\nend\nif <(anim) > [2]> then\n Switch Costume [3]\nend\nif <(anim) > [4]> then\n Switch Costume [4]\nend\nif <(anim) > [6]> then\n Switch Costume [3]\nend\nif <(anim) > [8]> then\n Switch Costume [2]\n set [anim v] to [0]\nend\n\ndefine Item: HP 10\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [5]\nend\nif <(anim) > [2]> then\n Switch Costume [6]\nend\nif <(anim) > [4]> then\n Switch Costume [7]\nend\nif <(anim) > [6]> then\n Switch Costume [6]\nend\nif <(anim) > [8]> then\n Switch Costume [5]\n set [anim v] to [0]\nend\n\ndefine Item: Ammo 2\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [8]\nend\nif <(anim) > [2]> then\n Switch Costume [9]\nend\nif <(anim) > [4]> then\n Switch Costume [10]\nend\nif <(anim) > [6]> then\n Switch Costume [9]\nend\nif <(anim) > [8]> then\n Switch Costume [8]\n set [anim v] to [0]\nend\n\ndefine Item: Ammo 10\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [11]\nend\nif <(anim) > [2]> then\n Switch Costume [12]\nend\nif <(anim) > [4]> then\n Switch Costume [13]\nend\nif <(anim) > [6]> then\n Switch Costume [12]\nend\nif <(anim) > [8]> then\n Switch Costume [11]\n set [anim v] to [0]\nend\n\ndefine Item: 1 UP\nchange [anim v] by (1)\nif <(anim) > [0]> then\n Switch Costume [14]\nend\nif <(anim) > [3]> then\n Switch Costume [15]\nend\nif <(anim) > [6]> then\n Switch Costume [14]\n set [anim v] to [0]\nend\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\n@Reploid Enemy Shot\n\ndefine Switch Costume (#costume)\nif <not <(costume [number v]) = (#costume)>> then\n switch costume to (#costume)\nend\n\nwhen flag clicked\nset [@fire v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nswitch costume to (reploid_shot v)\nset size to (200) %\nhide\n\nwhen I receive [stop loop v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [@fire v] to [0]\nset [x v] to (Enemy Item X)\nset [y v] to (Enemy Item Y)\nset [can contact? v] to [no]\npoint in direction (Enemy Direction)\nif <(direction) > [0]> then\n point in direction (90)\nend\nif <(direction) < [0]> then\n point in direction (-90)\nend\nshow\nforever\n if <(Pause) = [0]> then\n change [@fire v] by (1)\n if <(@Fire) > [2]> then\n set [can contact? v] to [yes]\n end\n if <(@Fire) > [10]> then\n set [@fire v] to [7]\n end\n change [x v] by (([sin v] of (direction) ) * (8))\n change [y v] by (([cos v] of (direction) ) * (8))\n Switch Costume [1]\n if <<touching (player v)?> and <(Can Contact?) = [yes]>> then\n set [@fire v] to [0]\n set [contact damage v] to [2]\n broadcast (Contact Player v)\n delete this clone\n end\n if <touching (_edge_ v)?> then\n set [@fire v] to [0]\n delete this clone\n end\n go to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n end\nend\n\n@Border\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
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Left and Right key - Move\nZ Key - Fire X-Buster (Hold Z to charge for bigger shot)\nX Key - Jump (Wall jump when wall clinging)\nThe game will end at 24 kills
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Classic Platformer: Griffpatch e5
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@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jumpforce v] to [12]\nset [jumpduration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\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)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [player - tick v]\nsay [Wrong message] for (2) seconds\n\nwhen I receive [tick - player v]\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 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) < (JumpDuration)>> then\n change [jumping v] by (1)\n set [speed y v] to (JumpForce)\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 [keyx v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KeyX) = [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 ((KeyX) * (Acceleration))\n point in direction ((KeyX) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (Resistance))\n\ndefine Reset and Begin Level\nset [scene# v] to [1]\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]\ngo to x: (-150) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First 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]\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\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix collision in direction [0]\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 (400)\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]\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\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#))\n\n
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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\n\nBackstory: The year is 3050 and Scratch Cat has been assigned a 'suit-less' spacewalk; that's how far fetched humans were, dreaming of being in space without a space suit. Anyways, Scratchy gets out of the spaceship, and witnesses the crashing of two satellites. This creates an 'astronomical electric disaster' which gives birth to a black hole. Since the number of satellites were abundant compared to now, electricity related phenomena was very common. The only choice is for Scratch Cat to get back to the spaceship before the electricity turns black
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Biomes || A 360° Platformer
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@Stage\n\nwhen I receive [flag clicked v]\nswitch backdrop to (1 v)\nforever\n if <(level) = [3]> then\n switch backdrop to (2 v)\n end\n if <(level) = [4]> then\n switch backdrop to (3 v)\n end\n if <(level) = [6]> then\n switch backdrop to (4 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\n@platform\n\nwhen I receive [flag clicked v]\ngo to [front v] layer\nshow\nbroadcast (Respawn v)\nSet size to [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.3)\n end\n if <<key (left arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n change [d vel v] by (0.3)\n end\n set [d vel v] to ((D vel) * (0.8))\n turn right (D vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((D vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching (player v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\ndefine Set size to (size)\nswitch costume to (size v)\nset size to (size) %\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-14) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nbroadcast (Flag Clicked v)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen I receive [new level v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nnext costume\nbroadcast (Respawn v)\n\nwhen flag clicked\n\nchange [level v] by (1)\n\nwhen I receive [flag clicked v]\nif <(costume [number v]) = [6]> then\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [flag clicked v]\nshow\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (costume v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (cosutme4 v)\n end\n if then\n switch costume to (costume5 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume6 v)\n end\nend\n\nwhen I receive [flag clicked v]\nforever\n change y by (-5)\n if <touching color (#9c8e8e)?> then\n set [y vel v] to [-20]\n play sound [boing v] until done\n end\n if <touching color (#ff0000)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#800000)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#ff6666)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#55d600)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#00ff5e)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#affbff)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#d6d6d6)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#00f0e4)?> then\n change [d vel v] by (0.8)\n change [y vel v] by (0.8)\n end\n if <touching color (#ffe154)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#fdd308)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#aaaaaa)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#cecece)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#ff5454)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#fc0808)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#ffad00)?> then\n broadcast (Respawn v)\n play sound [crunch v] until done\n end\n if <touching color (#5500ff)?> then\n broadcast (new level v)\n change [level v] by (1)\n end\n change y by (5)\nend\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nchange [level v] by (1)\n\n@Thumbnail\n\nwhen [timer v] > (0)\ngo to [front v] layer\nset [color v] effect to (0)\nshow\nset [color v] effect to (0)\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nforever\n reset timer\nend\n\n@Flash\n\nwhen flag clicked\nhide\n\nwhen I receive [respawn v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n
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>>Welcome to BIomes my first 360° platformer\n>>Arrow keys<<\n>>Mobile<<\n>>Like and Fav<<\n Should I make more platformers comment yes or no
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Candy Land- Scrolling platformer
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@Stage\n\n@Player\n\nwhen I receive [engine_tick v]\nswitch costume to (PlayerLastC)\nif <(PlayerY) > [0]> then\n switch costume to (jump v)\nelse\n if <(PlayerY) < [0]> then\n switch costume to (fall v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<[1] < (costume [number v])> and <[10] > (costume [number v])>> then\n next costume\n else\n switch costume to (walk1 v)\n end\n else\n switch costume to (stand v)\n end\n end\nend\nset [playerlastc v] to (costume [number v])\n\nwhen I receive [engine_start v]\nshow\npoint in direction (90)\ngo to x: (0) y: (180)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (80) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n switch costume to (hitbox v)\n change [playery v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [playerx v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [playerx v] by (1)\n end\n set [playerx v] to ((PlayerX) * (0.9))\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playery v] to [15]\n if <([abs v] of (PlayerX) ) = (PlayerX)> then\n set [playerx v] to [-10]\n else\n set [playerx v] to [10]\n end\n else\n set [playerx v] to [0]\n end\n end\n change y by (PlayerY)\n if <touching (ground v)?> then\n change y by ((PlayerY) - ((PlayerY) * (2)))\n set [playery v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [playery v] to [15]\n end\n change y by (1)\n set x to (0)\n set [all_sprite v] to (PlayerX)\n if <<<touching (_edge_ v)?> and <[-10] > (y position)>> or <key (r v) pressed?>> then\n switch costume to (stand v)\n wait until <not <key (r v) pressed?>>\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all_sprite v] to [-300]\n point in direction (90)\n set y to (180)\n end\n broadcast (Engine_Tick v) and wait\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nbroadcast (engine_start v)\n\n@Border\n\nwhen I receive [engine_start v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Ground\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [19]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [music 1 v] until done\nend\n\n
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Hi, Welcome to my first platformer- Candy Land.\n\n☆Instructions☆\n➽ Use arrow keys or wasd to move\n➽ Try to go to end and win.\n\n☆Remix Ideas☆\n➽ Make it mobile friendly\n➽ Make it multiplayer\n➽ Add more levels\n➽ Make it time based\n\nThese are just suggestions, possibilities are endless\n\n☆Credits☆\n➽ Art- @jask82006\n➽ Idea- @jask82006\n➽ Platformer engine- @-Rocket- changed a bit by me.\n\n☆ Love, Favorite and Follow☆
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Jungle Platformer!
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@Stage\n\nwhen flag clicked\nset [ghost v] effect to (20)\n\n@主人公\n\nwhen flag clicked\ngo to [front v] layer\nset size to (20) %\npoint in direction (90)\ngo to x: (-196) y: (-46)\nshow\nset [xのやつ v] to [0]\nset [yのやつ v] to [0]\nforever\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xのやつ v] by (0.9)\n point in direction (90)\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のやつ v] by (-0.9)\n point in direction (-90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching color (#0d2b0f)?> then\n change y by (1)\n if <touching color (#0d2b0f)?> then\n change y by (1)\n if <touching color (#0d2b0f)?> then\n change y by (1)\n if <touching color (#0d2b0f)?> then\n change y by (1)\n if <touching color (#0d2b0f)?> then\n change y by (1)\n if <touching color (#0d2b0f)?> then\n change y by (1)\n if <touching color (#0d2b0f)?> then\n change x by ((0) - (xのやつ))\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のやつ)> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yのやつ v] to [10]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [yのやつ v] by (-1)\n change y by (yのやつ)\n if <touching color (#0d2b0f)?> then\n change y by ((0) - (yのやつ))\n set [yのやつ v] to [0]\n end\n change y by (-2)\n if <<<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <touching color (#0d2b0f)?>> then\n change [yのやつ v] by (15)\n start sound [ジャンプ v]\n else\n if <touching (バネ v)?> then\n set [yのやつ v] to [23]\n end\n end\n change y by (1)\n if <<<mouse down?> and <(y position) > (mouse y)>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <touching color (#0d2b0f)?>>> then\n switch costume to (しゃがみ v)\n else\n switch costume to (普通 v)\n end\n if <<touching color (#ffffff)?> or <[-175] > (y position)>> then\n point in direction (90)\n go to x: (-196) y: (-46)\n end\n if <[235] < (x position)> then\n broadcast (Next Stage v)\n hide\n point in direction (90)\n go to x: (-196) y: (-46)\n end\nend\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by (5)\n change size by (-1)\n change [color v] effect by (2.2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [次どぞ v]\nshow\ngo to x: (-196) y: (-46)\n\nwhen [timer v] > (0)\nhide\n\n@地面\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nset drag mode [not draggable v]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next stage v]\nwait (1) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n set [ヴァネ v] to [1]\n else\n set [ヴァネ v] to [0]\n end\n if <(costume [number v]) = [10]> then\n broadcast (Games Clear‼ v)\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0)\nswitch costume to (2 v)\n\n@Next Stage\n\nwhen I receive [next stage v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nshow\nrepeat (3)\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nswitch costume to (コスチューム3 v)\nwait (0.1) seconds\nswitch costume to (コスチューム2 v)\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\nwait (0.1) seconds\nhide\nchange [color v] effect by (25)\nbroadcast (次どぞ v)\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@バネ\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to x: (-149) y: (-92)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <(ヴァネ) = [1]> then\n show\n if <touching (主人公 v)?> then\n switch costume to (コスチューム1 v)\n wait (0.1) seconds\n switch costume to (コスチューム2 v)\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (20) y: (-92)\nforever\n if <(ヴァネ) = [1]> then\n show\n if <touching (主人公 v)?> then\n switch costume to (コスチューム1 v)\n wait (0.1) seconds\n switch costume to (コスチューム2 v)\n end\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [time v]\nset [終わり? v] to [0]\nhide variable [☁ best time v]\nhide\n\nwhen [timer v] > (0)\nshow\nhide variable [☁ best time v]\nhide variable [time v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nrepeat until <(終わり?) = [1]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [games clear‼ v]\nset [終わり? v] to [1]\n\nwhen I receive [games clear‼ v]\nshow variable [☁ best time v]\nforever\n if <(終わり?) = [1]> then\n if <(☁ best time) > (time)> then\n set [☁ best time v] to (time)\n broadcast (best time! v)\n stop [this script v]\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (4) y: (161)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (-2)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (2)\nend\nhide\n\nwhen flag clicked\nforever\n play sound [Different Heaven v] until done\nend\n\nwhen I receive [games clear‼ v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (-2)\nend\n\nwhen [timer v] > (0)\nhide\n\n@スプライト3\n\nwhen I receive [best time! v]\nshow\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\n
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タップor矢印キーorWASDキーで移動!\nTap or arrow keys or WASD keys to move!
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Daylight 4 A Platformer #games #all #trending
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [intro ended v]\nswitch backdrop to (level 1 v)\n\nwhen I receive [intro ended v]\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [738335_Canonblade---Debug.mp2 v] until done\n end\n if <(pick random (1) to (3)) = [2]> then\n play sound [Super World v] until done\n end\n if <(pick random (1) to (3)) = [3]> then\n play sound [Marshmello_-_Moving_On_Official_Music_Video\[Mp3Converter.net\].mp2 v] until done\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Player\n\nwhen flag clicked\nhide\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\nwhen I receive [intro ended v]\ngo to [front v] layer\nshow\ngo to x: (-216) y: (0)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n 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 (#ff8500)?> then\n set [yv v] to [22]\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\n@Clouds\n\nwhen I receive [intro ended v]\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\nwhen I start as a clone\nset [ghost v] effect to (pick random (5) to (30))\nswitch costume to (cloud v)\nset size to (pick random (60) to (100)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (120) to (20))\nrepeat until <[290] < (x position)>\n change x by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Like fav follow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go [forward v] (1000000) layers\nend\n\nwhen I receive [intro ended v]\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Intro\n\ndefine Clone ID: (id) Quantity: (quantity)\nset [intro: clone id v] to (id)\nrepeat (quantity)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nstart sound [Night Core v]\nset [colour \(intro\) v] to [0]\nhide\nClone ID: [Wheel] Quantity: [1]\nrepeat (20)\n Clone ID: [Letters] Quantity: [5]\n wait (0.1) seconds\nend\nwait (0.2) seconds\nrepeat (50)\n Clone ID: [Stars] Quantity: [1]\n wait (0.1) seconds\n if <(pick random (1) to (20)) = [1]> then\n Clone ID: [Circle1] Quantity: [1]\n Clone ID: [Circle2] Quantity: [1]\n Clone ID: [Circle3] Quantity: [1]\n Clone ID: [Circle4] Quantity: [1]\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Wheel]> then\n go to x: (0) y: (0)\n set size to (20) %\n switch costume to (backdrop \(5\) v)\n set [brightness v] effect to (100)\n show\n repeat (19)\n change size by (1)\n set [brightness v] effect to (100)\n wait (0.1) seconds\n end\n repeat (10)\n change size by (1)\n change [brightness v] effect by (-10)\n end\n repeat (7)\n switch costume to (blank v)\n change size by ((680) / (7))\n switch costume to (backdrop \(5\) v)\n end\n Clone ID: [Flash Screen] Quantity: [1]\n Clone ID: [Name] Quantity: [1]\n Clone ID: [Diamond] Quantity: [1]\n Clone ID: [Wave] Quantity: [1]\n Clone ID: [Grid] Quantity: [1]\n repeat (230)\n turn right (3) degrees\n if <(Colour \(intro\)) > [0]> then\n set [color v] effect to ((Colour \(intro\)) + (20))\n else\n set [color v] effect to (0)\n end\n end\n Clone ID: [End] Quantity: [1]\n repeat (20)\n turn right (3) degrees\n if <(Colour \(intro\)) > [0]> then\n set [color v] effect to ((Colour \(intro\)) + (20))\n else\n set [color v] effect to (0)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Letters]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (join [Letters ] (pick random (1) to (6)))\n point in direction (pick random (-180) to (180))\n move (300) steps\n go to [back v] layer\n show\n repeat (10)\n change size by (-7)\n change x by (((0) - (x position)) / (4))\n change y by (((0) - (y position)) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Flash Screen]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (flash screen v)\n point in direction (90)\n go to [front v] layer\n show\n set [brightness v] effect to (100)\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 <(Intro: Clone ID) = [Grid]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (grid v)\n point in direction (90)\n go to [back v] layer\n go [forward v] (1) layers\n show\n wait (0.2) seconds\n repeat (5)\n set [color v] effect to (Colour \(intro\))\n set [hv1 v] to [0]\n repeat (45)\n change [hv1 v] by (0.05)\n set [color v] effect to (Colour \(intro\))\n point in direction ((([tan v] of ((HV1) * (100)) ) * (-5)) + (90))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Name]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (invisity v)\n point in direction (90)\n go to [front v] layer\n go [forward v] (1) layers\n show\n wait (0.3) seconds\n set [colour \(intro\) v] to [0]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [70]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [100]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [70]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [0]\n Shake\n wait (0.3) seconds\n set [colour \(intro\) v] to [100]\n Shake\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Wave]> then\n go to x: (0) y: (0)\n set size to (30) %\n switch costume to (wave v)\n point in direction (90)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [color v] effect to (Colour \(intro\))\n repeat (10)\n change size by (10)\n end\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Diamond]> then\n go to x: (0) y: (0)\n set size to (30) %\n switch costume to (diamond v)\n point in direction (90)\n go to [front v] layer\n go [backward v] (2) layers\n set [color v] effect to (Colour \(intro\))\n show\n repeat (30)\n switch costume to (blank v)\n change size by (((700) - (size)) / (10))\n switch costume to (diamond v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [End]> then\n clear graphic effects\n go to x: (500) y: (500)\n switch costume to (blank v)\n point in direction (135)\n go to [front v] layer\n set size to (150) %\n switch costume to (end v)\n go [forward v] (2) layers\n show\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 go [forward v] (2) layers\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 go [forward v] (2) layers\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Shake\nset size to (150) %\nEffect [1]\nClone ID: [Diamond] Quantity: [1]\nClone ID: [Wave] Quantity: [1]\nClone ID: [Flash Screen] Quantity: [1]\nset [color v] effect to (Colour \(intro\))\ngo to x: (0) y: (0)\nrepeat (30)\n go to [front v] layer\n go [forward v] (2) layers\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) * (1000)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Stars]> then\n set size to (100) %\n switch costume to (star v)\n set [brightness v] effect to (100)\n go to (random position v)\n point in direction (90)\n show\n repeat (10)\n go to [front v] layer\n go [forward v] (3) layers\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (Intro: Clone ID) contains [Circle]?> then\n if < (Intro: Clone ID) contains [1]?> then\n go to x: (200) y: (140)\n else\n if < (Intro: Clone ID) contains [2]?> then\n go to x: (-200) y: (140)\n else\n if < (Intro: Clone ID) contains [3]?> then\n go to x: (-200) y: (-140)\n else\n if < (Intro: Clone ID) contains [4]?> then\n go to x: (200) y: (-140)\n else\n delete this clone\n end\n end\n end\n end\n set size to (300) %\n switch costume to (bubble v)\n set [brightness v] effect to (100)\n point in direction (90)\n show\n repeat (10)\n go to [front v] layer\n go [forward v] (3) layers\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Effect (mode)\nif <(mode) = [1]> then\n repeat (7)\n turn right ((360) / (7)) degrees\n Clone ID: [Line] Quantity: [1]\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Line]> then\n show\n go to x: (0) y: (0)\n move (50) steps\n clear graphic effects\n go to [front v] layer\n switch costume to (line effect 1 v)\n set size to (300) %\n set [color v] effect to (Colour \(intro\))\n repeat (8)\n move (30) steps\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (14.3) seconds\nbroadcast (INTRO ENDED v)\n\n@Lightning\n\nwhen flag clicked\nhide\n\nwhen I receive [intro ended v]\nforever\n wait (pick random (5) to (10)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (0.5) seconds\n hide\nend\n\n@Lightning2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro ended v]\nwait (4) seconds\nforever\n wait (pick random (4) to (9)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (0.5) seconds\n hide\nend\n\n@Rain\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (pick random (0) to (30))\ngo to x: (pick random (-250) to (250)) y: (200)\nshow\nrepeat until <(y position) < [-170]>\n change y by (-5)\n change [ghost v] effect by (.2)\nend\ndelete this clone\n\nwhen I receive [intro ended v]\nforever\n wait (0.2) seconds\n create clone of (_myself_ v)\nend\n\n
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✦ Daylight 4 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
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On Our Way to Spring! || A multiplayer platformer #all #trending #games #art
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@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\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 (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\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 (8)\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@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 (8)\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)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
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#20 on trending!\n_________________________________________\n\nHello everyone! It's been a while since I posted, but today I finally got time to finish off my platformer. Spring is on its way, and this would be a great time to post a project like this! \n_____________________________________________\nPlease like and fav, and leave a comment if you are excited for spring too. \n--------------------------------------------------------------------------------\nTags: #games #all #trending\n_________________________\n_________ @Jona690 _______\nCredits: \n- @JTHEJET for the engine. \n- @Jona690 for art and some coding.
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日の出…sunrise…scroll platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nhide variable [音量 v]\nset [音量 v] to [50]\nforever\n if <key (1 v) pressed?> then\n if <<[100] < (音量)> or <(音量) = [100]>> then\n show variable [音量 v]\n set [音量 v] to [0]\n wait until <not <key (1 v) pressed?>>\n hide variable [音量 v]\n else\n set [音量 v] to [100]\n show variable [音量 v]\n wait until <not <key (1 v) pressed?>>\n hide variable [音量 v]\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [魔王魂 8bit26 v] until done\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n change [音量 v] by (-5)\n show variable [音量 v]\n wait (0.5) seconds\n hide variable [音量 v]\n end\n if <key (3 v) pressed?> then\n change [音量 v] by (5)\n show variable [音量 v]\n wait (1) seconds\n hide variable [音量 v]\n end\nend\n\nset [☁ アプデまたはメンテ中? v] to [1]\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen I receive [k v]\nforever\n stop all sounds\nend\n\nwhen [4 v] key pressed\nset [音量 v] to [0]\nshow variable [音量 v]\nwait until <not <key (4 v) pressed?>>\nhide variable [音量 v]\n\nwhen flag clicked\nset [タイム v] to [0]\nset [タイム進めぇ v] to [OK]\nforever\n if <(タイム進めぇ) = [OK]> then\n wait (1) seconds\n change [タイム v] by (1)\n end\nend\n\n@地面\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [地面y v]\ndelete all of [コスチューム v]\ndelete all of [地面x v]\nswitch costume to (コスチューム1 v)\n配置 [0] [-100] [1]\n配置 [470] [-100] [2]\n配置 [940] [-100] [3]\n配置 [1380] [-107] [4]\n配置 [1786] [-100] [5]\n配置 [2250] [-100] [6]\n配置 [3200] [-100] [6]\n配置 [3600] [-100] [7]\n配置 [4100] [-99] [6]\n配置 [4600] [100] [9]\n配置 [4580] [680] [10]\n配置 [4100] [690] [11]\n配置 [3570] [690] [12]\n配置 [3220] [700] [13]\n配置 [2670] [600] [14]\n配置 [2170] [600] [15]\n配置 [1690] [770] [16]\n配置 [1180] [870] [17]\n配置 [710] [771] [18]\n\nwhen I start as a clone\ngo to [front v] layer\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen [loudness v] > (10)\n\nwhen I start as a clone\nwait until <(clear?) = [1]>\ndelete this clone\n\nwhen I start as a clone\nif <(地獄のステージ) = [0]> then\n wait until <(地獄のステージ) = [1]>\n delete this clone\nend\n\n配置 [1380] [-107] [4]\n\n配置 [1786] [-100] [5]\n配置 [2250] [-100] [6]\n配置 [3200] [-100] [6]\n配置 [3600] [-100] [7]\n配置 [4100] [-99] [6]\n配置 [4600] [100] [9]\n配置 [4580] [680] [10]\n配置 [3285] [95] [8]\n配置 [3760] [95] [9]\n配置 [4230] [88] [10]\n配置 [4695] [45] [11]\n配置 [4970] [85] [12]\n配置 [5450] [85] [13]\n配置 [5920] [110] [14]\n配置 [6395] [95] [15]\n配置 [6800] [95] [16]\n配置 [7240] [85] [17]\n配置 [7800] [290] [18]\n配置 [8350] [395] [19]\n配置 [8900] [368] [20]\n配置 [4100] [690] [11]\n配置 [3570] [690] [12]\n配置 [3220] [700] [13]\n配置 [2670] [600] [14]\n配置 [2205] [600] [15]\n\nwhen flag clicked\nforever\n if <<(username) = [KOMA7]> and <key (9 v) pressed?>> then\n set [視点x v] to [650]\n set [視点y v] to [900]\n end\nend\n\n@Puレイヤー\n\nwhen flag clicked\nset [死んだ回あす v] to [0]\nswitch costume to (あれ v)\nshow\nset [ghost v] effect to (-300)\nset size to (100) %\ngo to [back v] layer\npoint in direction (1)\nset [どーさ v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [30]\nset [視点x v] to [0]\nset [復活するとこのx v] to [0]\nset [復活するとこのy v] to [30]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n どーさ\nend\n\ndefine どーさ\nif <(どーさ) = [0]> then\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (1)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-1)\n end\n set [加速速度 v] to [0.9]\n set [x v] to ((x) * (加速速度))\n change x by (x)\n repeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n set [重力 v] to [-1]\n change [y v] by (重力)\n change y by (y)\n if <touching (地面 v)?> then\n 床\n end\n change y by (重力)\n if <touching (地面 v)?> then\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 [15]\n end\n end\n change y by (() - (重力))\n if <<touching (障害物 v)?> or <(視点y) < [-300]>> then\n broadcast (もう一回 v)\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n end\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((((0) - (y)) / ([abs v] of (y) )) * ([abs v] of (重力) ))\nend\nset [y v] to [0]\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <touching (地面 v)?>>\n change x by (([floor v] of (((0) - (x)) / ([abs v] of (x) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n set [x v] to ((((0) - (x)) / ([abs v] of (x) )) * (7))\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[0] < (x)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset [どーさ v] to [1]\nswitch costume to (あれ2 v)\nset [ghost v] effect to (-300)\nrepeat (10)\n change y by (10)\n change [ghost v] effect by (10)\nend\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to (復活するとこのY)\nset [視点x v] to (復活するとこのX)\nset [どーさ v] to [0]\nshow\nset [ghost v] effect to (-300)\nswitch costume to (あれ v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\n@障害物\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [910] [-25] [1]\n配置 [4300] [-20] [2]\n配置 [4300] [0] [2]\n配置 [4300] [20] [2]\n配置 [4300] [40] [2]\n配置 [4300] [60] [2]\n配置 [4300] [80] [2]\n配置 [4300] [100] [2]\n配置 [2830] [670] [3]\n配置 [2650] [600] [3]\n配置 [2470] [660] [3]\n配置 [2205] [626] [1]\n配置 [2073] [709] [1]\n配置 [1940] [793] [1]\n配置 [1240] [820] [4]\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nhide\n\n配置 [4180] [130] [2]\n配置 [4600] [-80] [4]\n配置 [3750] [-50] [1]\n配置 [5030] [28] [5]\n配置 [5395] [118] [2]\n配置 [6450] [35] [6]\n配置 [6770] [35] [7]\n配置 [7800] [330] [8]\n配置 [8350] [330] [9]\n\n@チェックポイント\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <(item (a) of [到達 v]) = [1]> then\n switch costume to (コスチューム)\nelse\n switch costume to ((コスチューム) + (-1))\nend\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [チェックポイントx v]\ndelete all of [チェックポイントy v]\ndelete all of [コスチューム v]\ndelete all of [到達 v]\nswitch costume to (コスチューム1 v)\n配置 [2000] [35] [2]\n配置 [5720] [40] [2]\n配置 [3400] [690] [2]\n\nwhen I start as a clone\nforever\n 動き (item (a) of [チェックポイントx v]) (item (a) of [チェックポイントy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nrepeat (2)\n add (x) to [チェックポイントx v]\n add (y) to [チェックポイントy v]\n add [0] to [到達 v]\nend\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd ((コスチューム) + (2)) to [コスチューム v]\n\nwhen I start as a clone\nforever\n if <touching (puレイヤー v)?> then\n if <(item (a) of [到達 v]) = [0]> then\n set [復活するとこのx v] to (item (a) of [チェックポイントx v])\n set [復活するとこのy v] to (item (a) of [チェックポイントy v])\n replace item (a) of [到達 v] with [1]\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine ブロック名\nset [a v] to [0]\nrepeat ((length of [コスチューム v]) / (2))\n change [a v] by (2)\n create clone of (_myself_ v)\nend\n\nhide\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\n@木(コスチューム1)\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (百円スティック v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [木x v]\ndelete all of [木y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [200] [50] [1]\n配置 [620] [50] [2]\n配置 [1760] [60] [3]\n配置 [2300] [50] [1]\n配置 [3200] [50] [1]\n配置 [3650] [50] [5]\n配置 [4100] [50] [1]\n配置 [4500] [250] [1]\n配置 [4530] [810] [1]\n配置 [2310] [750] [1]\n\nwhen I start as a clone\n動き (item (a) of [木x v]) (item (a) of [木y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [木x v]\nadd (y) to [木y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen [loudness v] > (10)\n\n配置 [3600] [50] [4]\n\n@敵\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nset rotation style [left-right v]\nif <<([abs v] of ((item (a) of [モンスターy v]) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of (((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <([ceiling v] of (([cos v] of (((timer) - (0.1)) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) ) < ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )> then\n point in direction (1)\nelse\n point in direction (-1)\nend\nswitch costume to (コスチューム)\nif <<touching (puレイヤー v)?> and <not <(y) < [0]>>> then\n if <(item (a) of [表示 v]) = [1]> then\n broadcast (もう一回 v)\n end\nend\nif <(item (a) of [表示 v]) = [0]> then\n hide\nend\n\nwhen flag clicked\ndelete all of [モンスター移動範囲 v]\ndelete all of [モンスターx v]\ndelete all of [モンスターy v]\ndelete all of [コスチューム v]\ndelete all of [表示 v]\nswitch costume to (コスチューム1 v)\n配置 [2200] [10] [1] [270]\n配置 [1380] [10] [1] [200]\nhide\n\nwhen I start as a clone\nhide\ngo to [back v] layer\nif <(item (a) of [表示 v]) = [1]> then\n 動き ((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) (item (a) of [モンスターy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム) (移動範囲)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [モンスターx v]\nadd (y) to [モンスターy v]\nadd (移動範囲) to [モンスター移動範囲 v]\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd [1] to [表示 v]\n\nwhen I receive [もう一回 v]\nモンスター復活\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\n 動き ((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) (item (a) of [モンスターy v]) (item (a) of [コスチューム v])\n if <<touching (puレイヤー v)?> and <[0] > (y)>> then\n replace item (a) of [表示 v] with [0]\n set [y v] to [15]\n end\n hide\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine モンスター復活\ndelete all of [表示 v]\nrepeat (length of [コスチューム v])\n add [1] to [表示 v]\nend\n\n@バネ\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [バネx v]\ndelete all of [バネy v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n配置 [2470] [0] [1]\n配置 [2600] [200] [1]\n配置 [4800] [200] [1]\n配置 [4800] [220] [1]\n配置 [4800] [450] [1]\n\nhide\n\nwhen I start as a clone\n動き (item (a) of [バネx v]) (item (a) of [バネy v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [バネx v]\nadd (y) to [バネy v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n@動くバネ。ひぃぃぃぃ\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nset rotation style [left-right v]\nif <<([abs v] of ((item (a) of [モンスターy v]) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of (((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <([ceiling v] of (([cos v] of (((timer) - (0.1)) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) ) < ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )> then\n point in direction (1)\nelse\n point in direction (-1)\nend\nswitch costume to (コスチューム)\nif <(item (a) of [表示 v]) = [0]> then\n hide\nend\n\nif <<touching (puレイヤー v)?> and <not <(y) < [0]>>> then\n if <(item (a) of [表示 v]) = [1]> then\n broadcast (もう一回 v)\n end\nend\n\nwhen flag clicked\ndelete all of [モンスター移動範囲 v]\ndelete all of [モンスターx v]\ndelete all of [モンスターy v]\ndelete all of [コスチューム v]\ndelete all of [表示 v]\nswitch costume to (コスチューム1 v)\n配置 [4100] [0] [1] [220]\nhide\n\nwhen I start as a clone\nhide\ngo to [back v] layer\nif <(item (a) of [表示 v]) = [1]> then\n 動き ((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) (item (a) of [モンスターy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム) (移動範囲)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [モンスターx v]\nadd (y) to [モンスターy v]\nadd (移動範囲) to [モンスター移動範囲 v]\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd [1] to [表示 v]\n\nwhen I receive [もう一回 v]\nモンスター復活\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\n 動き ((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) (item (a) of [モンスターy v]) (item (a) of [コスチューム v])\n if <touching (puレイヤー v)?> then\n set [y v] to [20]\n end\n hide\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine モンスター復活\ndelete all of [表示 v]\nrepeat (length of [コスチューム v])\n add [1] to [表示 v]\nend\n\n@F1D58129-2654-47C0-8C7C-F1F543C81ABD\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nset [☁ アプデまたはメンテ中? v] to [0]\n\n@ゴール\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消去しないで下さい。 v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\n動き (item (a) of [ゴールx v]) (item (a) of [ゴールy v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [ゴールx v]\nadd (y) to [ゴールy v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (puレイヤー v)?> then\n set [どーさ v] to [1]\n next costume\n set [clear? v] to [1]\n end\nend\n\nwhen flag clicked\ndelete all of [ゴールx v]\ndelete all of [ゴールy v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [600] [910] [1]\nhide\n\nwhen flag clicked\nset [clear? v] to [0]\nforever\n ブロック名\nend\n\nwhen flag clicked\nset [どーさ v] to [0]\nforever\n if <(clear?) = [1]> then\n broadcast (クリア v)\n stop [this script v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (999)\nrepeat until <(y position) < [3]>\n change y by ((() - (y position)) / (10))\nend\nbroadcast (サムネ v)\nbroadcast (き v)\ngo to [front v] layer\nwait (0.1) seconds\n\ngo to [front v] layer\nrepeat until <[348] < (y position)>\n change y by (((364) - (y position)) / (10))\nend\nhide\n\n@スプライト2\n\nwhen flag clicked\nif <(username) = [KOMA7]> then\n hide\nelse\n if <(☁ アプデまたはメンテ中?) = [1]> then\n go to x: (36) y: (28)\n show\n stop [all v]\n else\n hide\n end\nend\n\nset [☁ アプデまたはメンテ中? v] to [0]\n\n@0\n\nwhen flag clicked\nset [スコア 。 v] to [0]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n if <(桁) = [1]> then\n 1桁\n else\n if <(桁) = [2]> then\n 2桁\n else\n if <(桁) = [3]> then\n 3桁\n else\n if <(桁) = [4]> then\n 4桁\n else\n if <(桁) = [5]> then\n 5桁\n else\n if <(桁) = [6]> then\n 6桁\n else\n if <(桁) = [7]> then\n 7桁\n else\n if <(桁) = [8]> then\n 8桁\n else\n 9桁\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 1桁\nif <[9] < (スコア 。)> then\n if <[99] < (スコア 。)> then\n if <[999] < (スコア 。)> then\n if <[9999] < (スコア 。)> then\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (9) of (スコア 。))\n else\n switch costume to (letter (8) of (スコア 。))\n end\n else\n switch costume to (letter (7) of (スコア 。))\n end\n else\n switch costume to (letter (6) of (スコア 。))\n end\n else\n switch costume to (letter (5) of (スコア 。))\n end\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\nelse\n switch costume to (letter (1) of (スコア 。))\nend\n\ndefine 2桁\nif <[9] < (スコア 。)> then\n show\n if <[99] < (スコア 。)> then\n if <[999] < (スコア 。)> then\n if <[9999] < (スコア 。)> then\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (8) of (スコア 。))\n else\n switch costume to (letter (7) of (スコア 。))\n end\n else\n switch costume to (letter (6) of (スコア 。))\n end\n else\n switch costume to (letter (5) of (スコア 。))\n end\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 3桁\nif <[99] < (スコア 。)> then\n show\n if <[999] < (スコア 。)> then\n if <[9999] < (スコア 。)> then\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (7) of (スコア 。))\n else\n switch costume to (letter (6) of (スコア 。))\n end\n else\n switch costume to (letter (5) of (スコア 。))\n end\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 4桁\nif <[999] < (スコア 。)> then\n show\n if <[9999] < (スコア 。)> then\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (6) of (スコア 。))\n else\n switch costume to (letter (5) of (スコア 。))\n end\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 5桁\nif <[9999] < (スコア 。)> then\n show\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (5) of (スコア 。))\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 6桁\nif <[99999] < (スコア 。)> then\n show\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (4) of (スコア 。))\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 7桁\nif <[999999] < (スコア 。)> then\n show\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (3) of (スコア 。))\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 8桁\nif <[9999999] < (スコア 。)> then\n show\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (2) of (スコア 。))\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 9桁\nif <[99999999] < (スコア 。)> then\n show\n switch costume to (letter (1) of (スコア 。))\nelse\n hide\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [き v]\nset [スコア 。 v] to (タイム)\ngo to [front v] layer\nclear graphic effects\nhide\nset [桁 v] to [0]\ngo to x: (80) y: (-50)\nrepeat (9)\n change [桁 v] by (1)\n create clone of (_myself_ v)\n change x by (-28)\nend\n\nwhen I receive [クリア v]\nset [タイム進めぇ v] to [NO]\n\n
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https://scratch.mit.edu/projects/587237413\n ☀︎日の出…//sunrise…☀︎\nーーーーーーーーーーー日本語ーーーーーーーーーーー\nマイクが付いてるのは許してください…\n私のiPadはマイクが付いてないと音がならないんです…\nスクロールプラットフォーマーです!\n題名の通り日の出をコンセプトにしたプラットフォーマーです!\nーーーーーーーーーー操作方法ーーーーーーーーーーー\n√矢印キー、WSADキー、マウスで操作してください!\n\n√右(必ずとは限らない)に進んでゴールを目指してください!\n\n√チェックポイントもあります♪\n\nでは、楽しんでください!\nーーーーーーーーーーーEnglishーーーーーーーーーーー\nThis is a scroll platformer!\nAs the title suggests, it is a platformer with the concept of sunset!\n---------- Operation method ----------\n√ Operate with the arrow keys, WSAD keys, and mouse!\n\n√ Go to the right (but not always) and aim for the goal!\n\n√ There is also a checkpoint ♪\n\nHave fun!
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A mushroomy problem 2: Deep into the Woods - Scrolling Platformer
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@Stage\n\nwhen I receive [green flag v]\nset [musicstarted? v] to [0]\nset volume to (100) %\nhide variable [mouse v]\n\nwhen I receive [play game v]\nrepeat until <(LEVEL) = [4]>\n play sound [Lower Woods v] until done\nend\n\nwhen I receive [green flag v]\nrepeat until <(LEVEL) = [1]>\n play sound [Intro v] until done\nend\n\nwhen I receive [glide v]\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [glide v]\nrepeat (50)\n change [brightness v] effect by (0.5)\nend\n\nwhen I receive [setup v]\nclear graphic effects\nset volume to (100) %\nif <<<(LEVEL) > [3]> and <(LEVEL) < [6]>> and <(musicstarted?) = [0]>> then\n set [musicstarted? v] to [1]\n stop all sounds\n set [brightness v] effect to (15)\n broadcast (music v)\nend\nif <<(LEVEL) > [5]> and <(musicstarted?) = [1]>> then\n set [musicstarted? v] to [2]\n stop all sounds\n set [brightness v] effect to (15)\n broadcast (music v)\nend\n\nwhen I receive [music v]\nif <(LEVEL) > [5]> then\n repeat until <(LEVEL) > [8]>\n play sound [Upper Woods v] until done\n end\nelse\n repeat until <(LEVEL) > [5]>\n play sound [Mountainview v] until done\n end\nend\n\nwhen I receive [cutscene 2 v]\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [replay v]\nrepeat (50)\n change volume by (2)\nend\n\nwhen I receive [endcutscene v]\nstop [other scripts in sprite v]\nforever\n play sound [Ending v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [0]\nbroadcast (Green Flag v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nwait until <(LEVEL) > [8]>\nbroadcast (endcutscene v)\nstop [other scripts in sprite v]\n\nwhen I receive [play game v]\nset [canmove v] to [1]\nset [brightness v] effect to (-20)\nshow\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [bounce2 v] to [0]\nset [beeg mushroom 😳 v] to [0]\nset [canmove v] to [1]\nset [climbing v] to [0]\nset [attack? v] to [0]\nset [bounce? v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset rotation style [left-right v]\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<(attack?) = [0]> and <(canmove) = [1]>> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n if <(bounce?) = [2]> then\n change [sx v] by (-0.1)\n else\n change [sx v] by (-2)\n end\n if <(CLIMBING) = [0]> then\n change [frame v] by (0.5)\n end\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n if <(bounce?) = [2]> then\n change [sx v] by (0.1)\n else\n change [sx v] by (2)\n end\n if <(CLIMBING) = [0]> then\n change [frame v] by (0.5)\n end\n else\n set [frame v] to [0]\n end\n end\nend\nif <(bounce?) < [2]> then\n set [sx v] to ((sx) * (0.8))\nelse\n set [sx v] to ((sx) * (0.99))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <touching (mushrooms v)?> then\n if <(bounce?) < [2]> then\n broadcast (jump v)\n if <<(beeg mushroom 😳) = [1]> and <(no more beeg mushrooms) = [0]>> then\n set [sy v] to [70]\n broadcast (jump2 v)\n else\n set [sy v] to [30]\n end\n else\n broadcast (jump3 v)\n set [sy v] to [30]\n set [bounce2 v] to [1]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(in air) < [4]> or <<touching (mushrooms v)?> and <(beeg mushroom 😳) = [0]>>> then\n set [sy v] to [16]\n end\nend\nif <(bounce?) = [2]> then\n if <(bounce2) = [1]> then\n change [sy v] by (-2)\n else\n set [sy v] to [-0.7]\n end\nelse\n change [sy v] by (-2)\nend\nif <(sy) < [-16]> then\n set [sy v] to [-16]\nend\nif <<key (space v) pressed?> and <touching (vines v)?>> then\n set [sy v] to [-2]\n set [climbing v] to [1]\nelse\n set [climbing v] to [0]\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(CLIMBING) = [1]>> then\n Change player y by [5]\nend\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(CLIMBING) = [1]>> then\n Change player y by [-5]\nend\nChange player y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [-400]> then\n set [scroll x v] to [-400]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(bounce?) < [2]> then\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\nelse\n if <(SCROLL Y) < [1260]> then\n set [scroll y v] to [1260]\n end\n if <(y position) < [-200]> then\n set [exit v] to [die]\n end\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nSet costume\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms v)?> or <touching (blockage v)?>>>\n if <<touching (platforms v)?> and <(bounce?) = [2]>> then\n set [beeg mushroom 😳 v] to [0]\n set [bounce? v] to [0]\n end\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)?> or <touching (blockage v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <touching (blockage v)?> then\n if <(direction) = [90]> then\n if <(bounce?) = [2]> then\n set [sx v] to [-7]\n else\n set [sx v] to [-20]\n end\n else\n if <(bounce?) = [2]> then\n set [sx v] to [7]\n else\n set [sx v] to [20]\n end\n end\n broadcast (back v)\n end\n if <not <<touching (platforms v)?> or <touching (blockage v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (platforms v)?> or <touching (blockage 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\nshow\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (toxic stuff v)?>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nshow\nclear graphic effects\n\nwhen I receive [play game v]\nforever\n if <<<<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> and <(in air) < [4]>> and <(attack?) = [0]>> then\n start sound [Step v]\n wait (0.3) seconds\n end\nend\n\ndefine Set costume\nif <(CLIMBING) = [0]> then\n if <(attack?) = [0]> then\n if <(bounce?) = [0]> then\n if <(in air) = [0]> then\n if <(frame) = [0]> then\n switch costume to (idle v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (5))) )\n end\n else\n if <(sy) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\n end\n else\n if <(bounce?) = [2]> then\n switch costume to (glide v)\n else\n if <(bounce?) = [1]> then\n switch costume to (bounce v)\n end\n end\n end\n else\n if <(attack?) = [1]> then\n switch costume to (attack v)\n else\n switch costume to (pre-attack v)\n end\n end\nelse\n switch costume to (climb v)\nend\n\nwhen [0 v] key pressed\nif <not <(LEVEL) = [0]>> then\n if <(canmove) = [1]> then\n wait until <not <key (0 v) pressed?>>\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n end\nend\n\nwhen [m v] key pressed\n\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [jump v]\nrepeat until <(sy) < [1]>\n set [bounce? v] to [1]\nend\nset [bounce? v] to [0]\n\nwhen [space v] key pressed\nif <<not <(LEVEL) = [0]>> or <(canmove) = [0]>> then\n if <(in air) < [4]> then\n set [attack? v] to [2]\n wait until <not <key (space v) pressed?>>\n start sound [High Whoosh v]\n repeat (10)\n set [attack? v] to [1]\n end\n set [attack? v] to [0]\n else\n set [attack? v] to [0]\n end\nend\n\nwhen [r v] key pressed\nif <(canmove) = [1]> then\n broadcast (Reset v)\n broadcast (Setup v)\n Game On\nend\n\nwhen [z v] key pressed\nif <(username) = [zelfen]> then\n set [sy v] to [20]\nend\n\nwhen I receive [jump2 v]\nrepeat until <(sy) < [1]>\n set [bounce? v] to [1]\nend\nset [bounce? v] to [2]\nbroadcast (glide v)\nclear graphic effects\n\nwhen I receive [jump3 v]\nrepeat until <(sy) < [1]>\n set [bounce2 v] to [1]\nend\nset [bounce2 v] to [0]\n\nwhen I receive [setup v]\nif <(LEVEL) < [4]> then\n set [brightness v] effect to (-20)\nelse\n clear graphic effects\nend\n\nwhen I receive [music v]\nwait (1) seconds\nwait until <(SCROLL X) > [1100]>\nif <(LEVEL) = [4]> then\n set [canmove v] to [0]\n broadcast (cutscene 2 v)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (1-2 v)\n Clone at x [450] y [0]\n switch costume to (1-3 v)\n Clone at x [450] y [0]\n switch costume to (1-4 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x [0] y [0]\n Clone at x [1462] y [2555]\n switch costume to (2-2 v)\n Clone at x [-450] y [0]\n switch costume to (2-3 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (3-2 v)\n Clone at x [450] y [0]\n switch costume to (3-3 v)\n Clone at x [450] y [375]\n switch costume to (3-4 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (4-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (4-2 v)\n Clone at x [450] y [0]\n switch costume to (4-3 v)\n Clone at x [450] y [0]\n switch costume to (4-4 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (5-1 v)\n Clone at x [0] y [0]\n Clone at x [2449] y [1512]\n switch costume to (5-2 v)\n else\n if <(LEVEL) = [6]> then\n switch costume to (6-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (6-2 v)\n Clone at x [450] y [0]\n switch costume to (6-3 v)\n Clone at x [450] y [0]\n switch costume to (6-4 v)\n else\n if <(LEVEL) = [7]> then\n switch costume to (7-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (7-2 v)\n Clone at x [450] y [0]\n switch costume to (7-3 v)\n else\n if <(LEVEL) = [8]> then\n switch costume to (8-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (8-2 v)\n Clone at x [450] y [0]\n switch costume to (8-3 v)\n else\n set [x v] to [99999]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [boss v]\nhide\nstop [other scripts in sprite v]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nswitch costume to (closed v)\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x [1827] y [272]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [733] y [2799]\n else\n if <(LEVEL) = [3]> then\n Clone at x [1457] y [460]\n else\n if <(LEVEL) = [4]> then\n Clone at x [1396] y [302]\n else\n if <(LEVEL) = [5]> then\n Clone at x [2814] y [1769]\n else\n if <(LEVEL) = [6]> then\n Clone at x [1498] y [295]\n else\n if <(LEVEL) = [7]> then\n Clone at x [1298] y [277]\n else\n if <(LEVEL) = [8]> then\n Clone at x [1589] y [730]\n else\n set [x v] to [9999]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\nturn right (15) degrees\n\n@Overlay\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (1-2 v)\n Clone at x [450] y [0]\n switch costume to (1-3 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x [0] y [0]\n Clone at x [100] y [1300]\n switch costume to (2-2 v)\n Clone at x [450] y [0]\n switch costume to (2-3 v)\n Clone at x [450] y [0]\n switch costume to (2-4 v)\n Clone at x [450] y [375]\n switch costume to (2-5 v)\n Clone at x [450] y [0]\n switch costume to (2-6 v)\n Clone at x [0] y [375]\n switch costume to (2-7 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (3-2 v)\n Clone at x [450] y [0]\n switch costume to (3-3 v)\n Clone at x [450] y [375]\n switch costume to (3-4 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (4-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (4-2 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (5-1 v)\n Clone at x [0] y [0]\n Clone at x [100] y [1311]\n switch costume to (5-2 v)\n Clone at x [450] y [0]\n switch costume to (5-3 v)\n Clone at x [450] y [0]\n switch costume to (5-5 v)\n Clone at x [450] y [0]\n switch costume to (5-6 v)\n Clone at x [450] y [0]\n switch costume to (5-7 v)\n Clone at x [450] y [0]\n switch costume to (5-8 v)\n else\n if <(LEVEL) = [6]> then\n switch costume to (6-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (6-2 v)\n Clone at x [450] y [0]\n switch costume to (6-3 v)\n else\n if <(LEVEL) = [7]> then\n switch costume to (7-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (8-1 v)\n Clone at x [0] y [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\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]\nclear graphic effects\nhide\nif <(LEVEL) = [1]> then\n go to [front v] layer\n go [backward v] (21) layers\n set [xchange v] to [0]\n repeat (8)\n Clone at x ((182) + (xchange)) y [-148]\n change [xchange v] by (36)\n end\n Clone at x [798] y [60]\n Clone at x [1095] y [-111]\n Clone at x [1420] y [151]\n set [x v] to [99999999999]\nelse\n if <(LEVEL) = [3]> then\n go to [front v] layer\n go [backward v] (22) layers\n Clone at x [127] y [167]\n Clone at x [193] y [167]\n Clone at x [473] y [98]\n Clone at x [904] y [136]\n Clone at x [1001] y [97]\n Clone at x [1086] y [97]\n set [x v] to [99999999999]\n else\n if <(LEVEL) = [4]> then\n go to [front v] layer\n go [backward v] (17) layers\n Clone at x [443] y [44]\n Clone at x [997] y [309]\n set [x v] to [99999999999]\n else\n if <(LEVEL) = [5]> then\n go to [front v] layer\n go [backward v] (26) layers\n Clone at x [1277] y [1341]\n Clone at x [1468] y [1243]\n Clone at x [1887] y [1400]\n Clone at x [1931] y [1400]\n Clone at x [2099] y [1382]\n Clone at x [2245] y [1626]\n set [x v] to [99999999999]\n else\n if <(LEVEL) = [6]> then\n go to [front v] layer\n go [backward v] (17) layers\n Clone at x [57] y [-9]\n Clone at x [499] y [104]\n Clone at x [586] y [104]\n set [x v] to [99999999999]\n else\n if <(LEVEL) = [7]> then\n go to [front v] layer\n go [backward v] (15) layers\n Clone at x [358] y [226]\n Clone at x [436] y [226]\n Clone at x [531] y [228]\n set [x v] to [99999999999]\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Mushrooms\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 set [no more beeg mushrooms v] to [1]\n switch costume to (mushroom1 v)\n Clone at x [117] y [-46] is beeg mushroom?/?/ [0]\n Clone at x [934] y [-230] is beeg mushroom?/?/ [0]\n Clone at x [1442] y [-160] is beeg mushroom?/?/ [0]\n Clone at x [1673] y [-88] is beeg mushroom?/?/ [0]\n set [x v] to [9999999999]\nelse\n if <(LEVEL) = [2]> then\n set [no more beeg mushrooms v] to [0]\n switch costume to (mushroom7 v)\n Clone at x [227] y [80] is beeg mushroom?/?/ [1]\n switch costume to (mushroom1 v)\n Clone at x [1238] y [1193] is beeg mushroom?/?/ [0]\n switch costume to (mushroom1 v)\n Clone at x [1129] y [1504] is beeg mushroom?/?/ [0]\n switch costume to (mushroom1 v)\n Clone at x [2082] y [1513] is beeg mushroom?/?/ [0]\n switch costume to (mushroom1 v)\n Clone at x [2177] y [1843] is beeg mushroom?/?/ [0]\n switch costume to (mushroom1 v)\n Clone at x [1777] y [1992] is beeg mushroom?/?/ [0]\n switch costume to (mushroom1 v)\n Clone at x [1415] y [2128] is beeg mushroom?/?/ [0]\n switch costume to (mushroom1 v)\n Clone at x [1044] y [2414] is beeg mushroom?/?/ [0]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [3]> then\n set [no more beeg mushrooms v] to [1]\n switch costume to (mushroom1 v)\n Clone at x [-241] y [54] is beeg mushroom?/?/ [0]\n else\n if <(LEVEL) = [4]> then\n set [no more beeg mushrooms v] to [1]\n switch costume to (mushroom1 v)\n Clone at x [899] y [44] is beeg mushroom?/?/ [0]\n else\n if <(LEVEL) = [5]> then\n set [no more beeg mushrooms v] to [0]\n switch costume to (mushroom7 v)\n Clone at x [320] y [100] is beeg mushroom?/?/ [1]\n switch costume to (mushroom1 v)\n Clone at x [732] y [1248] is beeg mushroom?/?/ [0]\n switch costume to (mushroom1 v)\n Clone at x [1748] y [1156] is beeg mushroom?/?/ [0]\n switch costume to (mushroom1 v)\n Clone at x [2209] y [1304] is beeg mushroom?/?/ [0]\n else\n if <(LEVEL) = [6]> then\n set [no more beeg mushrooms v] to [1]\n switch costume to (mushroom1 v)\n Clone at x [704] y [4] is beeg mushroom?/?/ [0]\n else\n if <(LEVEL) = [7]> then\n set [no more beeg mushrooms v] to [1]\n switch costume to (mushroom1 v)\n Clone at x [135] y [-16] is beeg mushroom?/?/ [0]\n else\n if <(LEVEL) = [8]> then\n set [no more beeg mushrooms v] to [1]\n switch costume to (mushroom1 v)\n Clone at x [198] y [113] is beeg mushroom?/?/ [0]\n Clone at x [470] y [-180] is beeg mushroom?/?/ [0]\n else\n set [x v] to [99999]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y) is beeg mushroom?/?/ (beeg mushroom)\nset [mushroom v] to (beeg mushroom)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [jump v]\nif <(mushroom) = [1]> then\n if <(no more beeg mushrooms) = [0]> then\n set [beeg mushroom 😳 v] to [1]\n start sound [sm64_impact \(1\) v]\n switch costume to (mushroom7 v)\n repeat (5)\n next costume\n end\n switch costume to (mushroom7 v)\n set [no more beeg mushrooms v] to [1]\n else\n set [beeg mushroom 😳 v] to [0]\n start sound [sm64_impact v]\n switch costume to (mushroom1 v)\n repeat (5)\n next costume\n end\n switch costume to (mushroom1 v)\n end\nelse\n set [beeg mushroom 😳 v] to [0]\n start sound [sm64_impact v]\n switch costume to (mushroom1 v)\n repeat (5)\n next costume\n end\n switch costume to (mushroom1 v)\nend\n\nwhen I receive [jump3 v]\nset [beeg mushroom 😳 v] to [0]\nstart sound [sm64_impact v]\nswitch costume to (mushroom1 v)\nrepeat (5)\n next costume\nend\nswitch costume to (mushroom1 v)\n\n@Blockage\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <([costume # v] of [player v]) = [12]>> then\n start sound [sm64_kill_enemy2 v]\n repeat (10)\n change size by (-10)\n turn right (5) degrees\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n point in direction (90)\n Clone at x [1224] y [-58]\n set [x v] to [9999999999]\nelse\n if <(LEVEL) = [2]> then\n point in direction (90)\n Clone at x [493] y [1393]\n point in direction (90)\n Clone at x [1344] y [1565]\n point in direction (90)\n Clone at x [1877] y [1727]\n point in direction (-90)\n Clone at x [1871] y [2198]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [3]> then\n point in direction (90)\n Clone at x [573] y [146]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [4]> then\n point in direction (90)\n Clone at x [576] y [102]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [5]> then\n point in direction (90)\n Clone at x [459] y [1223]\n point in direction (90)\n Clone at x [1017] y [1322]\n point in direction (90)\n Clone at x [1553] y [1346]\n set [x v] to [9999999999]\n else\n set [x v] to [9999999999]\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\nstart sound [sm64_impact v]\nswitch costume to (blockage1 v)\nrepeat (6)\n next costume\nend\nswitch costume to (blockage6 v)\n\nwhen [q v] key pressed\nif <(username) = [Zelfen]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\nend\n\n@Parallax fore\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (2)) (((y) - (SCROLL Y)) / (2))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [4]> then\n switch costume to (1-1 v)\nelse\n if <(LEVEL) < [6]> then\n switch costume to (1-2 v)\n else\n switch costume to (1-3 v)\n end\nend\nrepeat (10)\n Clone at x [1000] 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)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\n\n@Parallax mid\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (3)) (((y) - (SCROLL Y)) / (3))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [4]> then\n switch costume to (1-1 v)\nelse\n if <(LEVEL) < [6]> then\n switch costume to (1-2 v)\n else\n switch costume to (1-3 v)\n end\nend\nrepeat (10)\n Clone at x [1000] 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)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\n\n@Parallax Back\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (6)) (((y) - (SCROLL Y)) / (6))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [4]> then\n switch costume to (1-1 v)\nelse\n if <(LEVEL) < [6]> then\n switch costume to (1-2 v)\n else\n switch costume to (1-3 v)\n end\nend\nrepeat (10)\n Clone at x [1000] 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)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\n\n@Parallax Far Back\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (12)) (((y) - (SCROLL Y)) / (12))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\nrepeat (10)\n Clone at x [5000] 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)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\n\n@Vines\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\npoint in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [x v] to [9999999999]\nif <(LEVEL) = [1]> then\n Clone at x [836] y [59]\n set [x v] to [9999999999]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [26] y [216]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [3]> then\n Clone at x [689] y [105]\n Clone at x [831] y [130]\n Clone at x [1099] y [434]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [5]> then\n Clone at x [-67] y [310]\n Clone at x [54] y [456]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [8]> then\n Clone at x [66] y [231]\n set [x v] to [9999999999]\n else\n set [x v] to [9999999999]\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\n\n@Intro\n\nwhen I receive [green flag v]\nshow\nswitch costume to (costume1 v)\nwait until <(costume [number v]) = [7]>\nhide\nbroadcast (Play Game v)\nstop all sounds\n\nwhen [space v] key pressed\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nnext costume\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\n@item\n\nwhen I receive [green flag v]\nhide\nset [messageread? v] to [0]\nset [messageread? 2 v] to [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(LEVEL) = [2]> then\n broadcast (message v)\n set [canmove v] to [0]\n set [x v] to [9999999]\n else\n if <(LEVEL) = [3]> then\n broadcast (message2 v)\n set [canmove v] to [0]\n set [x v] to [9999999]\n else\n if <(LEVEL) = [7]> then\n broadcast (message3 v)\n set [canmove v] to [0]\n set [x v] to [9999999]\n end\n end\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nif <<(LEVEL) = [2]> and <(has parachute?) = [0]>> then\n switch costume to (1 v)\n Clone at x [140] y [122]\nelse\n if <<(LEVEL) = [3]> and <(messageread?) = [0]>> then\n switch costume to (2 v)\n Clone at x [392] y [138]\n else\n if <<(LEVEL) = [7]> and <(messageread? 2) = [0]>> then\n switch costume to (2 v)\n Clone at x [688] y [233]\n else\n set [x v] to [99999999]\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\n\n@message\n\nwhen I receive [green flag v]\nhide\nset [has parachute? v] to [0]\n\nwhen I receive [message v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nhide\nset [has parachute? v] to [1]\nset [canmove v] to [1]\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nhide\nset [messageread? v] to [1]\nset [canmove v] to [1]\n\nwhen I receive [message3 v]\nswitch costume to (costume3 v)\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nhide\nset [messageread? 2 v] to [1]\nset [canmove v] to [1]\n\n@glidemusic\n\nwhen I receive [glide v]\nset volume to (0) %\nrepeat (50)\n change volume by (2)\nend\n\nwhen I receive [glide v]\nif <(LEVEL) = [2]> then\n repeat until <(LEVEL) > [2]>\n play sound [06 v] until done\n end\nelse\n repeat until <(LEVEL) > [5]>\n play sound [06 v] until done\n end\nend\n\nwhen I receive [setup v]\nset volume to (0) %\n\nwhen I receive [cutscene 2 v]\nrepeat until \n play sound [128 v] until done\nend\n\nwhen I receive [cutscene 2 v]\nwait (2) seconds\nstop all sounds\nset volume to (0) %\nrepeat (50)\n change volume by (2)\nend\n\nwhen I receive [replay v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\n\n@cutscene2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [cutscene 2 v]\nwait (1) seconds\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait until <(costume [number v]) = [20]>\nbroadcast (replay v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nset [canmove v] to [1]\n\nwhen [space v] key pressed\nif <(costume [number v]) < [20]> then\n next costume\nend\n\n@ending\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [endcutscene v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n\nwhen [space v] key pressed\nif <(costume [number v]) < [14]> then\n next costume\nend\n\n
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Among Us Platformer! ?mode=trending
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@Stage\n\n@Sprite12\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [forward v] (100) layers\ngo to x: (36) y: (28)\nwait (3) seconds\nglide (0.2) secs to x: (36) y: (-300)\nset [ghost v] effect to (100)\nforever\n switch costume to (costume1 v)\n go to x: (36) y: (28)\n go to [front v] layer\n go [forward v] (100) layers\nend\n\nwhen flag clicked\n\nwait (1) seconds\n\nshow\n\n@main charectar\n\nwhen flag clicked\nhide\nset [fast? v] to [0]\nset [fast speed v] to [5]\nset size to (50) %\nset [level v] to [1]\nwait (2.2) seconds\nReset\nbroadcast (Start Game v)\nbroadcast (StartNewLevel v)\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [g_isplayerdead v] to [false]\nset [g_velocity v] to [0]\nset [g_onground v] to [0]\nset [g_gravity v] to [-1]\nset [jumping v] to [0]\n\nwhen I receive [start game v]\nchange [ghost v] effect by (100)\nshow\nrepeat until <(G_isPlayerDead) = [true]>\n broadcast (StartAllControl v)\n broadcast (CheckPlatformDetection v)\n broadcast (CheckPlayerPosition v)\nend\n\nwhen I receive [startallcontrol v]\nMovementControl\nJumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [g_velocity v] by (G_gravity)\nelse\n change [g_velocity v] by ((G_gravity) * (2))\nend\nchange y by (G_velocity)\n\ndefine MoveHitBox (speedx)\nchange x by (speedx)\nset [deviation v] to [0]\nrepeat until <<(deviation) = [5]> or <not <touching (ground v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(deviation) = [5]> then\n change x by ((0) - (speedx))\n change y by ((0) - (deviation))\nend\n\nwhen I receive [checkplatformdetection v]\nCheckHitGround <(G_velocity) > [0]>\nMoveHitBox (G_speedX)\n\ndefine JumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [15]\n end\nend\nif <<mouse down?> and <(mouse y) > (y position)>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [20]\n end\nend\n\ndefine CheckHitGround <isjumping>\nrepeat until <not <touching (ground v)?>>\n if <isjumping> then\n change y by (-1)\n set [g_velocity v] to [0]\n else\n change y by (1)\n set [g_velocity v] to [0]\n set [g_onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n end\n end\nend\n\nwhen I receive [startnewlevel v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [bounce v]\nset [jumping v] to [1]\nset [g_velocity v] to [25]\n\nwhen I receive [checkplayerposition v]\nforever\n if <(y position) < [-150]> then\n broadcast (Die v)\n end\n if <<touching color (#e46634)?> and <(invisible) = [0]>> then\n broadcast (Die v)\n end\n if <(x position) > [218]> then\n change [level v] by (1)\n broadcast (StartNewLevel v)\n end\n if <(G_isPlayerDead) = [true]> then\n wait (0.1) seconds\n Reset\n broadcast (Start Game v)\n end\nend\n\nwhen I receive [startnewlevel v]\nReset\nbroadcast (Start Game v)\n\nwhen I receive [die v]\nset [g_isplayerdead v] to [true]\n\ndefine MovementControl\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [g_speedx v] to (fast speed)\nelse\n if <<mouse down?> and <(mouse x) > (x position)>> then\n set [g_speedx v] to [8]\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [g_speedx v] to ((fast speed) * (-1))\n else\n if <<mouse down?> and <(mouse x) < (x position)>> then\n set [g_speedx v] to [-8]\n else\n set [g_speedx v] to [0]\n end\n end\n end\nend\n\nif <(invisible) = [0]> then\n\nwhen I receive [fast speed v]\nset [fast? v] to [1]\nset [fast speed v] to [10]\nwait (3) seconds\nset [fast speed v] to [5]\nset [fast? v] to [0]\n\nrepeat (10)\n set [faved v] to [0]\n set [loved v] to [0]\nend\n\n@Sprite9\n\nwhen flag clicked\nset volume to (50) %\nset size to (70) %\ngo to x: (-193) y: (54)\nswitch costume to (sound v)\nwait (3) seconds\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nwhen this sprite clicked\nset volume to (50) %\nset size to (70) %\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (not sound v)\n set volume to (0) %\nelse\n switch costume to (sound v)\n set volume to (50) %\nend\n\nstop all sounds\n\nrepeat (1000)\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nrepeat until <(costume [number v]) = [2]>\nend\n\n@Sprite11\n\nwhen flag clicked\nset [all powers activate v] to [0]\nset size to (100) %\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (182) y: (-149)\nset [ghost v] effect to (0)\nforever\n if <<key (x v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume3 v)\n set [timer power speed v] to [3]\n broadcast (Fast speed v)\n repeat until <(timer power speed) < [0]>\n wait (0.1) seconds\n change [timer power speed v] by (-0.1)\n end\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [powers v]\nforever\n if <<key (z v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume3 v)\n broadcast (Invisible v)\n set [timer power invisible v] to [3]\n repeat until <(timer power invisible) < [0]>\n wait (0.1) seconds\n change [timer power invisible v] by (-0.1)\n end\n switch costume to (costume1 v)\n end\nend\n\nwait (3) seconds\n\n\n\nbroadcast (Fast speed v)\nbroadcast (powers v)\n\nwhen I receive [show power v]\n\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (102) y: (-149)\ncreate clone of (_myself_ v)\n\nwhen I receive [powers v]\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (102) y: (-149)\ncreate clone of (_myself_ v)\n\nrepeat (10)\n set [faved v] to [0]\n set [loved v] to [0]\nend\n\n@Sprite8\n\nwhen flag clicked\nset [canuseskipbutton v] to [0]\nwait (1) seconds\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <<mouse down?> and <(CanUseSkipButton) = [1]>> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n if <<mouse down?> and <(CanUseSkipButton) = [0]>> then\n broadcast (FavedandLikedforskip v)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\n@detector2\n\nwhen flag clicked\nhide\nwait (2.2) seconds\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED) = [1]> and <(FAVED) = [1]>>\nset [canuseskipbutton v] to [1]\nbroadcast (powers v)\nset [faved v] to [0]\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved v] to [1]\n end\n end\n end\nend\ndelete this clone\n\nswitch costume to (1 v)\n\nbroadcast (show power v)\n\n@detector4\n\nwhen I receive [favedandlikedforskip v]\nshow\nswitch costume to (2 v)\nreset timer\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-118) y: (157)\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((-126) + ((digits) * (12))) y: (159)\nforever\n if <(digits) > (length of (Level))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Level))\n end\nend\n\n@AnimatedCharectar4\n\nwait (2) seconds\n\nwait (1) seconds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [invisible v] to [0]\nset [clone # v] to [0]\n\nset [death v] to ((Death) + (1))\n\nwhen I receive [invisible v]\nset [invisible v] to [1]\nrepeat (3)\n change [ghost v] effect by (15)\nend\nwait (1.8) seconds\nset [invisible v] to [0]\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [powers v]\nforever\n if then\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nset rotation style [left-right v]\ngo to [front v] layer\nwait (3) seconds\nshow\nforever\n go to (main charectar v)\n if <<not <key (any v) pressed?>> and <(G_onGround) = [1]>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (walkcolor0001 v)\n end\nend\n\nwhen flag clicked\nset [death v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n if <(costume [number v]) = [6]> then\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n play sound [jump v] until done\n end\nend\n\nwhen I receive [die v]\nwait (0.2) seconds\nplay sound [Alien Creak1 v] until done\nwait (0.3) seconds\nchange [death v] by (1)\n\nplay sound [The among us walking sound effect2 v] until done\n\nwhen I receive [fast speed v]\nrepeat (90)\n create clone of (_myself_ v)\nend\n\nrepeat until \nend\n\n@Sprite7\n\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\nwhen flag clicked\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((205) + ((digits) * (12))) y: (158)\nforever\n if <(digits) > (length of (Death))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Death))\n end\nend\n\n@Sprite3\n\ngo to x: (-185) y: (160)\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (138) y: (160)\n\n@Sprite2\n\ngo to x: (-185) y: (160)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (join [costume] (Level))\nend\n\nif <(Level) < [11]> then\n switch costume to (Level)\nend\n\n
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Welcome to Among Us Platformer!\nEVERY level is possible.\nCan you make it?\n---------------------------------------------------------------------------------\nAlso, i'm having a Free Raffle Contest, if you want to join, you can click on the link down below. \n---> https://scratch.mit.edu/studios/29807009 <---\n >>>>>>>>>> Ends JUNE 10 !! <<<<<<<<<<\n\n
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Rainbow-Platformer 20 NIVEAUX
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@Stage\n\nwhen flag clicked\nforever\n play sound [\[Drumstep\] - Tristam \[Mpgun v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n@Player\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (droit v)\ngo to x: (-208) y: (58)\nset size to (75) %\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((X) * (0.9))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (droit v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (gauche v)\n change [x v] by (-1)\n end\n change x by (X)\n if <touching (niveaux v)?> then\n change y by (1)\n end\n if <touching (niveaux v)?> then\n change y by (1)\n end\n if <touching (niveaux v)?> then\n change y by (1)\n end\n if <touching (niveaux v)?> then\n change y by (1)\n end\n if <touching (niveaux v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (niveaux v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (niveaux v)?>> then\n change [y v] by (14)\n end\n change y by (1)\n end\nend\n\nwhen I receive [mort v]\ngo to x: (-183) y: (-64)\n\nwhen I receive [niveau v]\ngo to x: (-183) y: (-64)\n\nwhen flag clicked\nswitch costume to (droit v)\n\nwhen I receive [mort v]\ngo to x: (-208) y: (58)\nchange [mort v] by (1)\n\nwhen flag clicked\nset [mort v] to [0]\n\nwhen flag clicked\nwait (2) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (droit v)\nrepeat (16)\n change size by (-5)\n change [color v] effect by (8)\n change [ghost v] effect by (6.25)\nend\ndelete this clone\n\n@Niveaux\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\n\nwhen flag clicked\nset [niveau v] to [1]\ngo to x: (0) y: (-10)\nswitch costume to (niveau 1 v)\n\nwhen I receive [niveau v]\nchange [niveau v] by (1)\nnext costume\n\n@Pièges\n\nwhen flag clicked\nhide\n\nwhen I receive [niveau v]\nnext costume\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (niveau1 v)\ngo to x: (-45) y: (-24)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n glide (1) secs to x: (-45) y: (-9)\n wait (0.5) seconds\n glide (1) secs to x: (-45) y: (27)\n wait (0.5) seconds\n glide (1) secs to x: (-45) y: (-9)\n wait (0.5) seconds\n glide (1) secs to x: (-45) y: (-24)\n wait (0.5) seconds\n end\nend\n\n@End\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (Niveau v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset size to (90) %\nhide\ngo to x: (-162) y: (-147)\nwait (2) seconds\nshow\n\nwhen flag clicked\nforever\n change [color v] effect by (8)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Niveau v)\n\n
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⬇️ English⬇️\n⬇️Italiano⬇️\n❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️\nSalut ! Voici ma PREMIÈRE plateformes !! J'espère qu'elle vous plaira ! 24# !!!!\n\n-Instructions-\nFlèche droite pour aller a droite et flèche gauche pour aller a gauche!\nATTENTION à ne pas toucher les pièges et à ne pas tomber !\n\n-Notes-\nN'hésitez pas à ⭐ et à ❤️ !! Si sa vous à plus !!\nBye !!\nTout les niveaux sont possible !! Tout est fait ENTIEREMENT par moi !! Vous voulez une partie 2 ??\n\n????????????????????\nHola ! ¡Aquí está mi PRIMERA plataforma! ¡Espero que te guste!\n\n-Instrucciones-\nFlecha derecha para ir a la derecha y flecha izquierda para ir a la izquierda.\n¡TENGA CUIDADO de no tocar las trampas y de no caer!\n\n-Notas-\nNo dudes en ⭐ y ❤️ !! Si eres mas tu !!\nAdiós !!\n¡¡Todos los niveles son posibles !! ¡Todo lo hago TOTALMENTE por mí! ¿Quieres una parte 2?
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Platform #Platformer #Plays #Berries
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@Stage\n\nwhen I receive [intro end animation v]\nwait (1.7) seconds\nforever\n play sound [If Only - Dove Cameron, Descendants Audio Only Hd -\[ mymp3download v] until done\n play sound [What's my name v] until done\nend\n\nwhen backdrop switches to [backdrop6 v]\nwait (2) seconds\nstop all sounds\n\n@Girly Play\n\nwhen I receive [alright girlys let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nbroadcast (alright girlys let's go v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [intro end animation v]\ngo to [front v] layer\nwait (1.7) seconds\nshow\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 (costume1 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 (#b1ffb0)?> then\n change y by (1)\n if <touching color (#b1ffb0)?> then\n change y by (1)\n if <touching color (#b1ffb0)?> then\n change y by (1)\n if <touching color (#b1ffb0)?> then\n change y by (1)\n if <touching color (#b1ffb0)?> 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 (#b1ffb0)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#b1ffb0)?> 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 (#f5ffb0)?> then\n set [yv v] to [15]\n end\n if <<touching color (#b1ffb0)?> or <touching color (#ffb0b0)?>> 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 backdrop switches to [backdrop6 v]\nwait (2) seconds\nhide\nbroadcast (DonePlaying v)\n\nwhen flag clicked\nhide\ngo to x: (-216) y: (0)\nswitch backdrop to (backdrop1 v)\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@MalAndEvie\n\nwhen flag clicked\nhide\n\nwhen I receive [doneplaying v]\ngo to [front v] layer\nshow\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen I receive [doneplaying v]\nwait (2) seconds\npoint in direction (90)\nclear graphic effects\nstart sound [It's Goin' Down v]\nswitch backdrop to (backdrop15 v)\nset [clonennumber v] to [0]\ncreate clone of (_myself_ v)\nset [clonennumber v] to [1]\ncreate clone of (_myself_ v)\nset [clonennumber v] to [3]\ncreate clone of (_myself_ v)\nshow\nswitch costume to (logo v)\npoint in direction (90)\nset [sin v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (150)\nset size to (50) %\nforever\n turn right (4) degrees\n move (10) steps\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [doneplaying v]\nwait (2.1) seconds\nforever\n set [clonennumber v] to [2]\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nif <(clonennumber) = [3]> then\n show\n switch costume to (blank v)\n set size to (1000) %\n switch costume to (-tic- v)\n go to [front v] layer\n go to x: (0) y: (0)\n repeat until <(round (size)) = [150]>\n switch costume to (blank v)\n change size by (((150) - (size)) / (5))\n switch costume to (-tic- v)\n end\n forever\n point in direction ((([sin v] of (sin) ) * (8)) + (90))\n go to x: (0) y: (([sin v] of ((sin) / (2)) ) * (15))\n change [sin v] by (10)\n end\nend\n\nwhen I start as a clone\nif <(clonennumber) = [2]> then\n show\n switch costume to (dot v)\n set size to (100) %\n repeat (20)\n move (-5) steps\n set [clonennumber v] to [2]\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonennumber) = [1]> then\n switch costume to (oc v)\n go to x: (0) y: (0)\n show\n forever\n set size to (200) %\n go to x: (0) y: (([sin v] of ((sin) * (2)) ) * (3))\n change [sin v] by (10)\n end\nend\n\nwhen I start as a clone\nif <(clonennumber) = [0]> then\n show\n switch costume to (picture v)\n set [sin v] to [0]\n go to [back v] layer\n set size to (100) %\n forever\n go to x: (([sin v] of (sin) ) * (12)) y: (([sin v] of ((sin) / (2)) ) * (20))\n change [sin v] by (10)\n end\nend\n\n@Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\n
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Hey guys, to play press the green flag. Then do the Platform. Use Left, Right, Up, and Down to move.\nCreated by: @Hermione456654\nUpdates: Intro and Outro\nComing soon: Harder Levels\nCredit goes to @-TIC- for the intro
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—[ Rotate ]— A Platformer #games #Capt_Boanerges #all
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@Stage\n\n@Assests\n\nwhen flag clicked\nhide\n\n@Character\n\n@Ground\n\nif <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\nend\n\nswitch costume to (costume1 v)\n\nset [arg v] to [0]\n\nturn right (90) degrees\n\nwhen I receive [new level v]\npoint in direction (90)\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\nwait (0.04) seconds\nset [pause v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@Character2\n\nwhen flag clicked\ngo to x: (20) y: (-15)\nset size to (100) %\nhide\nshow\nset [ghost v] effect to (0)\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\nforever\n if <(pause) = [0]> then\n change [fallspeed v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [runspeed v] to [-5]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [runspeed v] to [5]\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [runspeed v] to [0]\n end\n change x by (runspeed)\n if <<touching (ground v)?> or <<touching (lazer cannon1 v)?> or <touching (lazer cannon 2 v)?>>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <<touching (lazer cannon1 v)?> or <touching (lazer cannon 2 v)?>>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <<touching (lazer cannon1 v)?> or <touching (lazer cannon 2 v)?>>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <<touching (lazer cannon1 v)?> or <touching (lazer cannon 2 v)?>>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <<touching (lazer cannon1 v)?> or <touching (lazer cannon 2 v)?>>> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n end\n change y by (fallspeed)\n if <<touching (ground v)?> or <<touching (lazer cannon1 v)?> or <touching (lazer cannon 2 v)?>>> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (ground v)?> or <<touching (lazer cannon1 v)?> or <touching (lazer cannon 2 v)?>>>> then\n set [fallspeed v] to [10]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <touching (spikes v)?> then\n starting position\n end\n if <touching (trampoline v)?> then\n set [fallspeed v] to [15]\n end\n if <touching (portal2 v)?> then\n change [level v] by (1)\n start sound [Collect v]\n broadcast (NEW LEVEL v)\n end\n if <<key (n v) pressed?> and <(tutorial) = [0]>> then\n change [level v] by (1)\n broadcast (NEW LEVEL v)\n wait until <not <key (n v) pressed?>>\n end\n if <touching (_edge_ v)?> then\n starting position\n end\n if <touching (lazer v)?> then\n starting position\n end\n if <key (r v) pressed?> then\n starting position\n end\n if <<<key (space v) pressed?> and <not <touching (shadow ground v)?>>> and <(dont rotate) = [0]>> then\n set [pause v] to [1]\n broadcast (turn v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\ndefine starting position\nbroadcast (NEW LEVEL v)\nstart sound [A Elec Guitar v]\ngo to x: (0) y: (0)\n\nwhen I receive [new level v]\nif <(level) = [1]> then\n go to x: (0) y: (0)\nend\nif <(level) = [2]> then\n go to x: (-100) y: (-100)\nend\nif <(level) = [3]> then\n go to x: (-100) y: (-80)\nend\nif <(level) = [4]> then\n go to x: (-100) y: (-80)\nend\nif <(level) = [5]> then\n go to x: (-100) y: (-100)\nend\nif <(level) = [6]> then\n go to x: (-100) y: (-100)\nend\nif <(level) = [7]> then\n go to x: (-120) y: (-130)\nend\nif <(level) = [8]> then\n go to x: (-120) y: (0)\nend\nif <(level) = [9]> then\n go to x: (-120) y: (-110)\nend\nif <(level) = [10]> then\n go to x: (-120) y: (-140)\nend\nif <(level) = [11]> then\n hide\n stop [other scripts in sprite v]\n broadcast (END v)\nend\n\nwhen I receive [up v]\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nset [pause v] to [0]\n\n@Shadow Ground\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\n\npoint in direction (90)\n\nturn right (90) degrees\n\nwhen I receive [new level v]\npoint in direction (180)\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [ghost v] effect to (70)\ngo to x: (0) y: (0)\npoint in direction (180)\nforever\n switch costume to (level)\nend\n\n@Trampoline\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\n\nwhen I receive [new level v]\npoint in direction (90)\n\nturn right (90) degrees\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@particles\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to (random position v)\npoint in direction (pick random (0) to (359))\nset size to (50) %\nset [ghost v] effect to (100)\nset [particle speed v] to (pick random (0.1) to (0.5))\nrepeat (50)\n change size by (1)\n move (particle speed) steps\n change [ghost v] effect by (-1)\nend\nrepeat (50)\n change size by (-1)\n move (particle speed) steps\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@Spikes\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\n\nturn right (90) degrees\n\nwhen I receive [new level v]\npoint in direction (90)\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\n@Decor\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nrepeat until <(x position) = [-460]>\n change x by (-1)\nend\nhide\n\nforever\n\nwhen I start as a clone\nset [ghost v] effect to (50)\ngo to [back v] layer\ngo to x: (460) y: (0)\nrepeat until <(x position) = [0]>\n change x by (-1)\nend\ncreate clone of (_myself_ v)\nrepeat until <(x position) = [-460]>\n change x by (-1)\nend\ndelete this clone\n\nhide\n\n@Portal\n\nhide\n\nwhen flag clicked\n\nset [brightness v] effect to (0)\nforever\n next costume\n turn right (5) degrees\n set [brightness v] effect to ((0) + ((10) * ([cos v] of (((timer) - (50)) * (300)) )))\nend\n\npoint in direction (90)\n\nset [color v] effect to (0)\n\nwhen I receive [turn v]\nset [portal x v] to (x position)\nset [portal y v] to (y position)\nif <<[0] > (portal x)> and <(portal y) > [0]>> then\n set y to (portal y)\n set x to ((portal x) * (-1))\nelse\n if <<(portal x) > [0]> and <(portal y) > [0]>> then\n set y to ((portal y) * (-1))\n set x to (portal x)\n else\n if <<(portal x) > [0]> and <[0] > (portal y)>> then\n set y to (portal y)\n set x to ((portal x) * (-1))\n else\n if <<[0] > (portal x)> and <[0] > (portal y)>> then\n set y to ((portal y) * (-1))\n set x to (portal x)\n end\n end\n end\nend\nset [portal x v] to (x position)\nset [portal y v] to (y position)\n\ngo to x: (-50) y: (60)\n\ngo to x: (50) y: (60)\n\nwhen I receive [new level v]\n\nif <(level) = [1]> then\n go to x: (-50) y: (60)\n show\nend\nif <(level) = [2]> then\n go to x: (50) y: (-125)\n show\nend\n\nhide\npoint in direction (90)\ngo to x: (-50) y: (60)\nshow\n\nset [level v] to [2]\n\nwhen flag clicked\n\nwhen I receive [turn v]\nturn right (90) degrees\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Portal2\n\nturn right (90) degrees\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\n\nwhen I receive [new level v]\npoint in direction (90)\n\nwhen flag clicked\nset [level v] to [1]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\n set [brightness v] effect to ((0) + ((10) * ([sin v] of (((timer) - (50)) * (200)) )))\nend\n\n@Tutorial\n\nwhen flag clicked\nforever\n set [brightness v] effect to ((50) + ((10) * ([sin v] of (((timer) - (50)) * (200)) )))\n set [ghost v] effect to ((50) + ((10) * ([sin v] of (((timer) - (50)) * (200)) )))\nend\n\nwhen flag clicked\nhide\nset [tutorial v] to [1]\nshow\nset [pause v] to [1]\nset [dont rotate v] to [0]\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nset [pause v] to [0]\nswitch costume to (costume3 v)\nset [dont rotate v] to [1]\nwait until <touching (character2 v)?>\nswitch costume to (costume4 v)\nset [dont rotate v] to [0]\nset [pause v] to [1]\nwait (0.5) seconds\nset [pause v] to [0]\n\nwait (1) seconds\n\nbroadcast (UP v)\n\nwait until <key (space v) pressed?>\n\nset [pause v] to [0]\n\nset [tutorial v] to [0]\n\nwhen I receive [turn v]\nwait (0.4) seconds\nswitch costume to (costume5 v)\nset [pause v] to [1]\nwait (4) seconds\nhide\nset [tutorial v] to [0]\nset [tutorial v] to [0]\n\n@Lava\n\ndefine spawn lava\nset pen size to (0)\nif <(level) = [3]> then\n erase all\n go to x: (0) y: (0)\n show\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change y by (-5)\n stamp\n end\n go to x: (0) y: (0)\nend\n\nhide\n\nif <(lava clone type) = [0]> then\n repeat (45)\n turn right (2) degrees\n spawn lava\n end\nend\n\nspawn lava\npoint in direction (90)\n\nerase all\nset [level v] to [1]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset [lava clone type v] to [0]\nforever\n switch costume to (level)\nend\n\nerase all\n\nwhen flag clicked\n\nwhen I receive [turn v]\n\nwhen I receive [new level v]\n\n@Lazer Cannon1\n\ndefine up/down\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\nelse\n repeat until <touching (ground v)?>\n change y by (-1)\n end\nend\n\nup/down\n\ngo to x: (64) y: (-115)\nif <(level) = [4]> then\n set [show lazer v] to [1]\n go to x: (-166) y: (65)\nend\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\nwait (0.04) seconds\nset [pause v] to [0]\n\nwhen I receive [new level v]\npoint in direction (90)\nif <(level) = [3]> then\n set [show lazer v] to [1]\nend\n\nwhen flag clicked\nset [show lazer v] to [0]\nset [level v] to [1]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@Lazer Cannon 2\n\ndefine up/down\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\nelse\n repeat until <touching (ground v)?>\n change y by (-1)\n end\nend\n\nup/down\n\nif <(level) = [3]> then\n go to x: (64) y: (141)\nend\nif <(level) = [4]> then\n go to x: (166) y: (64)\nend\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\nwait (0.04) seconds\nset [pause v] to [0]\n\nwhen I receive [new level v]\npoint in direction (90)\n\nwhen flag clicked\nset [level v] to [1]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@lazer\n\nbroadcast (lets go v)\n\nwhen I receive [lets go v]\nshow\n\nwhen I receive [lets hide v]\nhide\n\nwhen flag clicked\nset rotation style [all around v]\n\nwhen I start as a clone\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nforever\n show\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (5)\n end\n hide\n wait (1) seconds\n show\n if <<(costume [number v]) > [2]> and <(costume [number v]) < [10]>> then\n start sound [Electric Shock Zap-SoundBible v]\n end\n repeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-5)\n end\nend\n\nwhen I receive [lazers v]\nforever\n if <(show lazer) = [1]> then\n set pen color to (#860000)\n set pen size to (0.5)\n start sound [sf_desintegration v]\n repeat (30)\n erase all\n change pen size by (0.5)\n pen down\n go to (lazer cannon1 v)\n go to (lazer cannon 2 v)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n start sound [Electric Shock Zap-SoundBible v]\n pen down\n set pen size to (10)\n set pen color to (#ff0000)\n go to (lazer cannon1 v)\n go to (lazer cannon 2 v)\n repeat (50)\n change [arg v] by (2)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n broadcast (lets hide v)\n erase all\n set pen size to (20)\n set pen color to (#860000)\n start sound [sf_desintegration v]\n repeat (30)\n erase all\n change pen size by (-0.5)\n set pen color to (#860000)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n go to (lazer cannon1 v)\n go to (lazer cannon 2 v)\n end\n erase all\n repeat (50)\n change [arg v] by (2)\n if <(show lazer) = [0]> then\n broadcast (lazers v)\n stop [this script v]\n end\n end\n else\n erase all\n end\nend\n\nbroadcast (lazers v)\n\nforever\n hide\nend\n\nwait (1) seconds\n\nhide\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\nwait (0.04) seconds\nset [pause v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen I receive [new level v]\npoint in direction (90)\n\n@Music\n\nwhen flag clicked\nforever\n play sound [01 - 夢追い人の物語 v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [turn v]\nrepeat (45)\n turn right (2) degrees\nend\nwait (0.04) seconds\nset [pause v] to [0]\n\nwhen I receive [new level v]\npoint in direction (90)\n\n
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[][][][]O —[ Rotate ]— O[][][][]\n_________________________________________________\nWelcome to this unique game! Navigate the dungeon by pressing space to turn the level 90 degrees! Make sure you are not touching the ghost outline of the level when you rotate or else it wont work. (Because rotating at that location would put you in a wall… very\n incovenient…) \n____________________\nControls: WASD and arrow keys. Press n to skip levels, r to restart, and space to rotate the level. \nNo lag version https://turbowarp.org/579841121\n\n ✅ Please follow @Capt_Boanerges for \n more cool games!\n Also consider subbing to me on yt https://www.youtube.com/channel/UCNh18K3f8Xii1uf7rqFoOMQ\n\n
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Halloween || A Platformer
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@Stage\n\nwhen I receive [begin early v]\nforever\n play sound [Kevin MacLeod - Not As It Seems v] until done\nend\n\n@Blank\n\n@Blank2\n\n@Blank3\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Speeder\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@ clouds\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (5))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [ready v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (3) to (4)) seconds\nend\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [ready v]\nhide\n\n@Player\n\nwhen flag clicked\nbroadcast (Setup v) and wait\nbroadcast (Start Intro v)\n\nwhen I receive [ready v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nControls Up/Down\nControls Left/Right\nMove - In Steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nExtra Collisions\n\ndefine Controls Up/Down\nswitch costume to (idle v)\nchange [speed y v] by (GRAVITY)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> and <(falling) < [3]>> then\n set [speed y v] to (JUMP HEIGHT)\nend\n\ndefine Controls Left/Right\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n change [speed x v] by ((0) - (SPEED))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> then\n switch costume to (upleft v)\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\n change [speed x v] by (SPEED)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> then\n switch costume to (upright v)\n end\nend\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n switch costume to (crouched v)\n set [speed v] to [0.7]\nelse\n set [speed v] to [1.5]\n Should Crouch?\nend\nset [speed x v] to ((speed x) * (0.8))\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 (levels v)?> then\n set x to (last value)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> then\n set [speed y v] to (JUMP HEIGHT)\n if <(speed x) > [0]> then\n set [speed x v] to ((0) - (WALL JUMP KICK))\n else\n set [speed x v] to (WALL JUMP KICK)\n end\n else\n set [speed x v] to [0]\n end\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching (levels v)?> 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\nwhen I receive [setup v]\ngo to x: (-190) y: (0)\nset [gravity v] to [-1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [10]\nset [level v] to [1]\nset [speed v] to [1.5]\nset [jump height v] to [10]\nset [wall jump kick v] to [15]\n\ndefine Extra Collisions\nif <<touching (danger v)?> or <<touching (lava v)?> or <(y position) < [-174]>>> then\n start sound [Crunch v]\n broadcast (Reset v)\nend\nif <<(x position) > [239]> and <(Level) < [11]>> then\n change [level v] by (1)\n broadcast (Reset v)\n broadcast (Next Level v)\nend\nif <touching (water v)?> then\n if <(IN WATER) = [0]> then\n set [speed y v] to [0]\n set [in water v] to [1]\n end\n set [gravity v] to [-0.2]\n set [jump height v] to [6]\n set [wall jump kick v] to [10]\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n set [speed v] to [0.4]\n else\n set [speed v] to [1]\n end\nelse\n set [in water v] to [0]\n set [gravity v] to [-1]\n set [jump height v] to [10]\n set [wall jump kick v] to [15]\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n set [speed v] to [0.7]\n else\n set [speed v] to [1.5]\n end\nend\nif <touching (speeder v)?> then\n set [speed x v] to [20]\nend\n\nwhen I receive [reset v]\ngo to x: (-190) y: (0)\nset size to (100) %\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [10]\n\nwhen I receive [end intro v]\nbroadcast (Begin Early v)\nbroadcast (Ready v)\n\nwhen I receive [bounce v]\nset [speed y v] to [20]\n\ndefine Should Crouch?\nset [costume v] to (costume [number v])\nif <touching (levels v)?> then\n switch costume to (crouched v)\n if <not <touching (levels v)?>> then\n set [speed v] to [0.7]\n stop [this script v]\n else\n switch costume to (costume)\n end\nend\n\n@Intro\n\ndefine RESET\ndelete all of [duxxsync v]\nadd [100] to [duxxsync v]\nadd [0] to [duxxsync v]\nhide\nreset timer\nstart sound [Skylike - Higher v]\nclear graphic effects\ndelete this clone\n\ndefine 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) contains [Chev]?> then\n show\n clear graphic effects\n set [fisheye v] effect to (80)\n point in direction (90)\n switch costume to (circle v)\n set size to (10) %\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n if < (Clone ID) contains [Black]?> then\n set [brightness v] effect to (-20)\n else\n if < (Clone ID) contains [White]?> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\n end\n repeat until \n if <((size) + (20)) < [105]> then\n switch costume to (hack 2 v)\n change size by (((size) + (20)) / (15))\n switch costume to (circle v)\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n else\n switch costume to (hack 1 v)\n change size by (((size) + (20)) / (15))\n switch costume to (circle v)\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n end\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Clone Chev Pair (1/2)\nif <(1/2) = [1]> then\n Clone [ChevBottomBlack]\n Clone [ChevTopBlack]\nelse\n if <(1/2) = [2]> then\n Clone [ChevBottomPlain]\n Clone [ChevTopPlain]\n else\n if <(1/2) = [3]> then\n Clone [ChevBottomWhite]\n Clone [ChevTopWhite]\n end\n end\nend\n\ndefine Go To (x) (y)\ngo to x: (((x) * ((item (1) of [duxxsync v]) / (100))) * ((item (2) of [duxxsync v]) + (1))) y: ((y) * ((item (1) of [duxxsync v]) / (100)))\n\nwhen I start as a clone\nif < (Clone ID) contains [Name]?> then\n show\n clear graphic effects\n point in direction (90)\n switch costume to (name2 v)\n go to [front v] layer\n repeat until <(timer) > [8.3]>\n set size to (((100) + (item (2) of [duxxsync v])) + (((100) - (item (1) of [duxxsync v])) * (4))) %\n set [brightness v] effect to ((((100) - (item (1) of [duxxsync v])) * (1.2)) + ((item (2) of [duxxsync v]) * (.5)))\n Go To [0] [0]\n turn right ((100) - (item (1) of [duxxsync v])) degrees\n if <([abs v] of ((90) - (direction)) ) < [2]> then\n point in direction (90)\n else\n if <([abs v] of ((-90) - (direction)) ) < [2]> then\n point in direction (-90)\n end\n end\n go to x: (([sin v] of ((timer) * (300)) ) * (10)) y: (([cos v] of ((timer) * (300)) ) * (10))\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Particles]?> then\n show\n clear graphic effects\n point in direction (90)\n go to x: (pick random (-270) to (270)) y: (pick random (-170) to (170))\n switch costume to (circle v)\n go to [front v] layer\n set size to (35) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (60)\n set [velocity v] to (pick random (2) to (6))\n repeat until \n change y by ((Velocity) + ((100) - (item (1) of [duxxsync v])))\n change x by ((Velocity) + ((100) - (item (1) of [duxxsync v])))\n set [ghost v] effect to ((60) - ((100) - (item (1) of [duxxsync v])))\n set size to (((35) + (((100) - (item (1) of [duxxsync v])) / (2))) + (item (2) of [duxxsync v])) %\n if <(y position) > [173]> then\n set y to (-170)\n end\n if <(x position) > [240]> then\n set x to (-250)\n end\n end\nend\n\ndefine Particles (#)\nrepeat (#)\n Clone [Particles]\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Shutters]?> then\n show\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (hack 1 v)\n set size to (110) %\n switch costume to (shutters v)\n repeat until \n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Slice]?> then\n show\n clear graphic effects\n switch costume to (hack 1 v)\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (slice v)\n set [brightness v] effect to (join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID)))))\n if <(join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID))))) = [-100]> then\n start sound [Sword Sound Effect v]\n set [wait? v] to [0]\n else\n set [wait? v] to [.2]\n end\n repeat until \n if <(join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID))))) = [0100]> then\n change x by (((650) - (x position)) / (5))\n else\n change x by (((650) - (x position)) / (5))\n end\n go to [front v] layer\n end\n wait ((1) + (Wait?)) seconds\n add [Delete All] to [duxxsync v]\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <not < (Clone ID) contains [Slice]?>> then\n wait until <[duxxsync v] contains [Delete All]?>\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Shader]?> then\n show\n clear graphic effects\n switch costume to (hack 1 v)\n point in direction (90)\n set size to (100) %\n switch costume to (slice v)\n go to x: (700) y: (0)\n set [brightness v] effect to (-100)\n go to [front v] layer\n repeat (25)\n go to [front v] layer\n wait (.01) seconds\n end\n repeat (15)\n change [ghost v] effect by (7)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I receive [debug v]\nrepeat until <(timer) > [8.3]>\n wait (.5) seconds\n replace item (2) of [duxxsync v] with [30]\nend\nwait (2) seconds\nbroadcast (End Intro v)\n\nwhen I receive [start intro v]\nRESET\nbroadcast (Debug v)\nwait until <(timer) > [2.31]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [2.77]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [6.06]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [6.53]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [7.6]>\nClone [Slice0100]\nwait (.1) seconds\nClone [Slice-100]\n\nwhen I receive [debug v]\nParticles [50]\nClone [Name]\nClone [Shutters]\nClone [Shader]\nrepeat until <(timer) > [8.3]>\n Clone Chev Pair [3]\n wait (0) seconds\n Clone Chev Pair [1]\n wait (.1) seconds\n Clone Chev Pair [2]\n wait (.07) seconds\nend\n\nwhen I receive [debug v]\nrepeat until <(timer) > [8.3]>\n replace item (1) of [duxxsync v] with ((item (1) of [duxxsync v]) + (((100) - (item (1) of [duxxsync v])) / (5)))\n replace item (2) of [duxxsync v] with ((item (2) of [duxxsync v]) + (((0) - (item (2) of [duxxsync v])) / (5)))\n if <(item (1) of [duxxsync v]) < [100]> then\n replace item (1) of [duxxsync v] with ([ceiling v] of (item (1) of [duxxsync v]) )\n else\n replace item (1) of [duxxsync v] with ([floor v] of (item (1) of [duxxsync v]) )\n end\nend\n\n@Levels\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@Texts\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@Danger\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@Lava\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\nif <(Level) = [4]> then\n repeat until <not <(Level) = [4]>>\n set y to ((4) * ([sin v] of ((timer) * (300)) ))\n end\nend\n\n@Water\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\nif <(Level) = [6]> then\n repeat until <not <(Level) = [6]>>\n set y to ((4) * ([sin v] of ((timer) * (300)) ))\n end\nend\n\n@Trampoline\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n broadcast (Bounce v)\nend\n\nwhen I receive [bounce v]\nstart sound [Boing v]\nswitch costume to (bounced v)\nwait (0.5) seconds\nswitch costume to (un-bounced v)\n\nwhen I receive [next level v]\nif <(item (Level) of [positions v]) = [None]> then\n hide\nelse\n go to x: (item (Level) of [x v]) y: (item (Level) of [y v])\n show\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (un-bounced v)\n\n
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Halloween || A Platformer\nFull Screen Recommended\n\nHalloween 2: https://scratch.mit.edu/projects/580455154\n\n--How To Play--\n- Spam Green Flag For Smoother Experience\n- Use Arrow Keys, WASD or Touch (mobile)\n- Avoid Spikes, Lava and Falling off a clift\n- Touching Trampolines make you bounce!\n- You Can Swim in Water!\n\n--Goals--\n10 Likes (Complete!!)\n50 Likes (Complete!!)\nAny more than 50 likes would be crazy!\n\n--Languages--\n- Halloween 2 || A Platformer\n- ハロウィーン2 ||プラットフォーマー\n\n--Other--\nPlease do not advertise your project\nRemixing is Allowed\n\n\nI am working on Part 2 :D\n\n--Credits--\n@-CodingAnimations- for the Contest\n@griffpatch for the physics\n@-duxx for the intro\n@jindalsargun for the art\nKevin MacLeod for The Music "Not As it Seems"\n\n--Tags--\n#all #games #platformers #music #halloween #games #animations #art #all #all #all #all #all #all #games #games #games #games #games #games #games #games #platformer #platformers #mobile #friendly #all #games #games #stories #all #all #all
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Platformer
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@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (1 v)\nset [x v] to [-216]\nset [y v] to [-87]\ngo to x: (x) y: (y)\nset [xy v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xy v] by (1)\n switch costume to (6 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xy v] by (-1)\n switch costume to (4 v)\n end\n change x by (XY)\n set [xy v] to ((XY) * (0.9))\n if <<touching color (#a96200)?> or <touching color (#56be00)?>> then\n change y by (1)\n if <<touching color (#a96200)?> or <touching color (#56be00)?>> then\n change y by (1)\n if <<touching color (#a96200)?> or <touching color (#56be00)?>> then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((XY) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(XY) > [0]> then\n set [xy v] to [-10]\n else\n set [xy v] to [10]\n end\n set [yv v] to [15]\n else\n set [xy 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 then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <<touching (sprite3 v)?> or <touching color (#ff4444)?>> then\n go to x: (x) y: (y)\n end\n if <(y position) = [-179]> then\n go to x: (x) y: (y)\n end\n if <touching (sprite4 v)?> then\n set [yv v] to [17]\n end\n if <(x position) = [243]> then\n change [level v] by (1)\n go to x: (x) y: (y)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (1 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (9 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (7 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (8 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n go to (sprite1 v)\n create clone of (_myself_ v)\n go to [back v] layer\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen [space v] key pressed\nnext costume\n\nswitch costume to (costume6 v)\n\n@Sprite3\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite4\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite6\n\n@Sprite7\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nshow\n\ngo [backward v] (1) layers\n\n@Sprite8\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (message1 v)\n\n@thumbnail2\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\nwhen flag clicked\nforever\n play sound [OnlyMP3 v] until done\nend\n\n
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Use arrow keys or wasd to move.\nDon't touch the spikes and lava. (duh)\nAll levels are possible.\nfullscreen for better experience\nPls ❤️and⭐.
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Winter platformer - Collab with Romain57330 by blue_of_the_ocean
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@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen I receive [start v]\nswitch backdrop to (fond v)\n\nwhen I receive [info v]\nswitch backdrop to (instruction v)\n\nwhen I receive [histoire v]\nswitch backdrop to (histoire v)\n\nwhen I receive [back v]\nswitch backdrop to (menu v)\n\n@Fin\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (Niveau v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@dangers\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (-45) y: (-14)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [niveau v]\nnext costume\n\n@Platforme\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [niveau v]\nchange [niveau v] by (1)\nnext costume\n\nwhen flag clicked\nhide\nset [niveau v] to [1]\n\n@Player\n\nwhen flag clicked\nforever\n play sound [Musique v] until done\nend\n\nwhen I receive [mort v]\ngo to x: (-208) y: (48)\nchange [mort v] by (1)\n\nwhen I receive [mort v]\ngo to x: (-183) y: (-64)\n\nwhen I receive [niveau v]\ngo to x: (-183) y: (-64)\n\nwhen flag clicked\nset [mort v] to [0]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (droite v)\ngo to x: (-208) y: (48)\nset size to (20) %\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((X) * (0.9))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (droite v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (gauche v)\n change [x v] by (-1)\n end\n change x by (X)\n if <touching (platforme v)?> then\n change y by (1)\n end\n if <touching (platforme v)?> then\n change y by (1)\n end\n if <touching (platforme v)?> then\n change y by (1)\n end\n if <touching (platforme v)?> then\n change y by (1)\n end\n if <touching (platforme v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (platforme v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platforme v)?>> then\n change [y v] by (14)\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nset [temps v] to [0]\nhide variable [temps v]\nhide variable [niveau v]\n\nwhen I receive [start v]\nforever\n repeat until <(Niveau) = [23]>\n wait (1) seconds\n change [temps v] by (1)\n if <(Temps) > [100]> then\n switch backdrop to (perdu ! v)\n broadcast (Fini v)\n end\n end\nend\n\n@Piège\n\nwhen flag clicked\nhide\nforever\n if <(Niveau) = [16]> then\n show\n else\n hide\n end\nend\n\n@Lumière personnage\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (25) %\nshow\nforever\n go to [back v] layer\n go to (player v)\n point towards (player v)\nend\n\n@neige\n\nwhen I start as a clone\nshow\nset size to (pick random (50) to (70)) %\nset [ghost v] effect to (pick random (6) to (80))\nglide (pick random (3) to (4)) secs to x: (pick random (224) to (-226)) y: (-173)\ndelete this clone\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n go to x: (pick random (-224) to (226)) y: (173)\n create clone of (_myself_ v)\n wait (0.09) seconds\nend\n\n@Lumière pics2\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [niveau v]\nnext costume\n\n@Nuage\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (-230) y: (pick random (35) to (93))\nshow\nswitch costume to (pick random (1) to (20))\nset [ghost v] effect to (pick random (0) to (15))\nrepeat (130)\n change x by (4)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\ngo to x: (10000000) y: (1000000000000)\nhide\nforever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\n@Back\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (back v)\nset size to (100) %\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Back v)\n\nwhen I receive [back v]\nbroadcast (Menu v)\n\nwhen I receive [histoire v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [info v]\nshow\n\n@Histoire\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (histoire v)\nset size to (100) %\nshow\ngo to x: (-35) y: (-99)\n\nwhen this sprite clicked\nhide\nbroadcast (Histoire v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [info v]\nhide\n\n@Info\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (info v)\nset size to (100) %\ngo to x: (-36) y: (-25)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Info v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [histoire v]\nhide\n\n@Jouer\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (jouer v)\nset size to (100) %\nshow\ngo to x: (-37) y: (47)\n\nwhen this sprite clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [info v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [histoire v]\nhide\n\n@Portail\n\nwhen flag clicked\nhide\nforever\n if <(Niveau) = [19]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (Niveau v)\n end\nend\n\n@Miniature\n\nwhen flag clicked\nshow\nswitch costume to (miniature v)\nhide\n\n@Clic\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (1 v)\nset [clic v] to [0]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [info v]\nhide\n\nwhen I receive [histoire v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nchange [clic v] by (1)\nplay sound [pop v] until done\nif <(Clic) = [7]> then\n switch costume to (2 v)\nend\n\n@Skip\n\nwhen I receive [skip v]\nbroadcast (Niveau v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n switch costume to (skip v)\n if <(Niveau) = [24]> then\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(Niveau) = [17]> then\n go to x: (-8) y: (108)\n show\n else\n hide\n end\nend\n\n
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Winter platformer\n\n~~PRESENTATION~~\nThis new project is a collab with. . . . . \n@romain57330\n\n~~INSTRUCTION~~\nThis new game is for PC and MOBILE!\nArrows keys to move.\nAvoid peaks, holes, finish all levels to win!\n\n~~NOTES:~~\nDon’t forget to ❤️ and ⭐️ this project if you want more collab, a part 2 or if you like!\n@romain57330d did the codes and I did the charts! (Except miniature and menu)!\n\n~~History:~~\nOn Christmas Eve, your parents your guests at dinner\nat home! You’ll take it!\nIn the evening! Do you realize that the date\nwas at 8:00p.m. and it’s already 8:30p.m.!\nYou need to get there quickly before 9:00p.m.\n(You have 100 seconds to join them or else,\nYou’ll have to wait until next Christmas for the reunion\nfamily)!\n\nThank you for reading !
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Platformer Mobile version
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@Stage\n\nwhen flag clicked\nforever\n start sound [MUSIC v]\nend\n\n@スプライト2\n\nwhen flag clicked\nswitch backdrop to (67e04d97-328c-4694-8092-5c6b88ac7fe0 v)\n\n@スプライト3\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (2) y: (-141)\n\nwhen I receive [ristart v]\nnext costume\n\nwhen I receive [撮影 v]\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: ()\n\nif <([costume name v] of [スプライト2 v]) = (join [ステージ] [12])> then\n show\nend\n\ngo to x: (2) y: (-47)\nswitch costume to (コスチューム4 v)\n\nif <([costume name v] of [スプライト2 v]) = (join [ステージ] [10])> then\n show\n go to x: (0) y: (-88)\n switch costume to (コスチューム1 v)\n 普通のはり\n 座標 [10] [15]\nend\n\ndefine 普通のはり\nshow\nswitch costume to (コスチューム1 v)\n\nset [座標 x v] to [-12]\nset [座標 z v] to [-74]\n\ndefine 座標 (x) (z)\ngo to x: (x) y: (z)\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <([costume name v] of [スプライト3 v]) = [4]> then\n 普通のはり\n 座標 [-12] [-74]\n end\n if <([costume name v] of [スプライト3 v]) = [5]> then\n 2つはり\n 座標 [-12] [-74]\n end\n if <([costume name v] of [スプライト3 v]) = [6]> then\n 大きいはり\n 座標 [1] [50]\n end\n if <([costume name v] of [スプライト3 v]) = [7]> then\n hide\n end\n if <([costume name v] of [スプライト3 v]) = [10]> then\n 回る歯車\n 座標 [5] [-102]\n go to [back v] layer\n end\n if <([costume name v] of [スプライト3 v]) = [11]> then\n hide\n end\n if <([costume name v] of [スプライト3 v]) = [14]> then\n point in direction (90)\n 3つのはり\n 座標 [4] [-74]\n end\n if <([costume name v] of [スプライト3 v]) = [15]> then\n 普通のはり\n 座標 [10] [15]\n end\n if <([costume name v] of [スプライト3 v]) = [16]> then\n 長いはり\n 座標 [-2] [-59]\n go [forward v] (1) layers\n end\n if <([costume name v] of [スプライト3 v]) = [17]> then\n go [backward v] (1) layers\n 回る歯車\n 座標 [-59] [180]\n end\n if <([costume name v] of [スプライト3 v]) = [18]> then\n hide\n end\nend\n\ndefine 2つはり\nshow\nswitch costume to (コスチューム2 v)\n\ndefine 大きいはり\nshow\nswitch costume to (コスチューム3 v)\n\ndefine 3つのはり\nshow\nswitch costume to (コスチューム4 v)\n\ndefine 回る歯車\n回る\nshow\nswitch costume to (コスチューム5 v)\n\ndefine 回る\nturn right (3) degrees\n\nhide\n\nhide\n\ndefine 長いはり\nshow\nswitch costume to (コスチューム6 v)\n\nwhen I receive [撮影 v]\nhide\n\n@プレイヤー\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n reset timer\n if <key (down arrow v) pressed?> then\n switch costume to (コスチューム4 v)\n else\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (コスチューム6 v)\n else\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム3 v)\n end\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <<touching (スプライト3 v)?> or <touching color (#d5d5d5)?>> then\n change y by (1)\n if <<touching (スプライト3 v)?> or <touching color (#d5d5d5)?>> then\n change y by (1)\n if <<touching (スプライト3 v)?> or <touching color (#d4d4d4)?>> then\n change y by (1)\n if <<touching (スプライト3 v)?> or <touching color (#d6d6d6)?>> then\n change y by (1)\n if <<touching (スプライト3 v)?> or <touching color (#d6d6d6)?>> then\n change y by (1)\n if <<touching (スプライト3 v)?> or <touching color (#d6d6d6)?>> then\n change y by (1)\n if <<touching (スプライト3 v)?> or <touching color (#d4d4d4)?>> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> 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 (スプライト3 v)?> or <touching color (#d6d6d6)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (スプライト3 v)?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n change y by (1)\n if <<<<<(y position) < [-165]> or <touching color (#fffa5e)?>> or <<touching color (#ff5f5f)?> or <touching (スプライト7 v)?>>> or <touching color (#5ee1ff)?>> or > then\n start sound [Teleport2 v]\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[239] < (x position)> then\n if <not <([costume # v] of [スプライト3 v]) = [19]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n broadcast (ristart v)\n show\n end\n end\nend\n\n@スプライト4\n\nwhen backdrop switches to [67e04d97-328c-4694-8092-5c6b88ac7fe2 v]\nshow\n\nwhen I receive [ristart v]\nsay (join (username) [さん遊んでくれてありがとうございました!⭐️と❤️お願いします!])\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (-5)\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\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n set [判定1 v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n set [判定1 v] to [2]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n set [判定1 v] to [3]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n set [判定1 v] to [4]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n set [判定1 v] to [5]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n set [判定1 v] to [6]\n end\nend\n\nwhen flag clicked\nhide\n\n@サムネだお〜\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n wait (2) seconds\n play sound [ねこくんbgm3 v] until done\nend\n\nwhen [timer v] > (0)\nshow\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\nwhen flag clicked\nwait (10) seconds\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (0.2)\nend\n\n@ばね\n\nwhen flag clicked\ngo to x: (-129) y: (-74)\nswitch costume to (コスチューム1 v)\nhide\nset size to (30) %\nforever\n if <([costume # v] of [スプライト3 v]) = [13]> then\n show\n end\n if <([costume # v] of [スプライト3 v]) = [14]> then\n hide\n end\n if <([costume # v] of [スプライト3 v]) = [16]> then\n go to x: (-102) y: (-74)\n show\n end\n if <([costume # v] of [スプライト3 v]) = [17]> then\n go to x: (-82) y: (-74)\n show\n end\n if <([costume # v] of [スプライト3 v]) = [18]> then\n go to x: (-40) y: (-74)\n show\n end\n if <([costume # v] of [スプライト3 v]) = [19]> then\n hide\n end\nend\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\nstart sound [ボヨヨーン v]\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\nwait (0.01) seconds\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\nwait (0.01) seconds\nswitch costume to (コスチューム4 v)\nwait (0.01) seconds\nswitch costume to (コスチューム5 v)\nwait (0.01) seconds\nswitch costume to (コスチューム6 v)\nwait (0.01) seconds\nswitch costume to (コスチューム7 v)\nwait (0.01) seconds\nswitch costume to (コスチューム8 v)\nwait (0.01) seconds\nswitch costume to (コスチューム9 v)\n\nhide\n\n@スプライト16\n\nwhen flag clicked\nforever\n switch costume to (ban v)\nend\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 (プレイヤー v)\nend\n\nwhen [timer v] > (0)\nhide\n\n@⚡ターボ対策\n\nwhen flag clicked\nforever\n set [⚡秒数記憶 v] to (days since 2000)\n repeat (2)\n change [color v] effect by (0)\n end\n if <((days since 2000) - (⚡秒数記憶)) < [0.0000001]> then\n set [ターボ判定 v] to [1]\n else\n set [ターボ判定 v] to [0]\n end\nend\n\nwhen flag clicked\nset [ターボ判定 v] to [0]\nshow\nforever\n if <(ターボ判定) = [1]> then\n broadcast (ターボモードは使わないでください。 v)\n stop [all v]\n end\nend\n\n
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日本語説明は下です↓(モバイル対応!読んだ方が得です) This game is a scroll platformer. It can be operated with the arrow keys, WAD key, and tap. Please enjoy the game. \nこのゲームはスクロールプラットフォーマーです。 矢印キー、WADキー、タップで操作できます。 クリアを目指して頑張って下さい。(しゃがむことはできません)\n難易度:★☆☆☆☆\n※旗は必ず2回押してください。
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Platformer Assets
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@Stage\n\n@Assets\n\n@Thumbnail\n\n
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Platformer Assets\n\n[] All art by Me (@-AlphaK-)\n[] Give credit to Me if you use this art(s)\n[] No Credit = Reporting =(\n\nNew Version: https://scratch.mit.edu/projects/621510150/
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{~_~} tutorial platformer {~_~}
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@Stage\n\nwhen flag clicked\nforever\n play sound [Time To Leaf v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (90)\nset [out v] to [0]\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\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) < [-180]> then\n hide\n go to x: (-200) y: (0)\n show\n end\n change y by (Y)\n change [y v] by (-1)\n if <[220] < (x position)> then\n broadcast (メッセージ1 v)\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n wait (0.5) seconds\n go to x: (-200) y: (0)\n repeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\n end\n end\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <touching color (#ff0000)?> then\n start sound [Crunch v]\n set [x v] to [0]\n set [y v] to [0]\n hide\n wait (0.2) seconds\n set [x v] to [0]\n set [y v] to [0]\n show\n wait (0.2) seconds\n start sound [Crunch v]\n set [x v] to [0]\n set [y v] to [0]\n hide\n wait (0.2) seconds\n set [x v] to [0]\n set [y v] to [0]\n show\n wait (0.2) seconds\n start sound [Crunch v]\n set [x v] to [0]\n set [y v] to [0]\n hide\n wait (0.5) seconds\n show\n go to x: (-200) y: (0)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [メッセージ1 v]\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\nwait (0.5) seconds\nnext costume\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (188)\nhide\n\nwhen I receive [メッセージ1 v]\nif <<([costume # v] of [スプライト2 v]) = [5]> or <([costume # v] of [スプライト2 v]) = [10]>> then\n 動き\nend\n\ndefine 動き\nshow\nset [y v] to [0]\nstart sound [ポップ v]\nrepeat (10)\n change y by (Y)\n change [y v] by (-1)\nend\nwait (0.5) seconds\nset [y v] to [9]\nrepeat (9)\n change y by (Y)\n change [y v] by (-1)\nend\nhide\n\n@スプライト4\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Champ99\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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\n[操作方法/medhot of operation]\n▶︎十字キー/arrow key\n▶︎WASD\n▶︎モバイル✔︎/Mobile\n\n[クレジット/credit]\n音楽/Music: @-Xaf- 様\n\n[タグ/tag]\n#Games #platformer #tutorial #toyatoya-yamanashi
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Night a Platformer || #Games #Art #All
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [gravity v] to [-1]\nset [jump forcce v] to [12]\nset [acceleration v] to [2]\nset [recistance v] to [0.8]\nset [speed y v] to [0]\ngo to x: (-150) y: (-30)\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 (#584fe0)?> 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 (#584fe0)?> 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\nwhen [up arrow v] key pressed\nswitch costume to (costume2 v)\nwait (.7) seconds\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n if <touching color (#8c8c8c)?> then\n go to x: (-150) y: (-30)\n end\nend\n\nwhen flag clicked\nforever\n if <[-221] > (x position)> then\n go to x: (205) y: (-105)\n set [level v] to ((level) - (1))\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [229]> then\n go to x: (-205) y: (-105)\n set [level v] to ((level) + (1))\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (Jump Forcce)\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change [speed x v] by ((0) - (acceleration))\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume4 v)\n change [speed x v] by (acceleration)\n end\n set [speed x v] to ((speed x) * (Recistance))\n change [speed y v] by (GRAVITY)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (Speed y) ))\nend\n\nwhen flag clicked\nset [timer v] to [0]\nwait (.2) seconds\nforever\n if <(level) = [10]> then\n set [timer v] to (timer)\n else\n change [timer v] by (.1)\n wait (.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume6 v)\nrepeat (5)\n change size by (-10)\n wait (.05) seconds\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@t\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (45)\ngo to x: (12) y: (4)\nforever\n glide (10) secs to x: (173) y: (4)\n wait (1) seconds\n glide (10) secs to x: (-327) y: (4)\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (35)\ngo to x: (-12) y: (4)\nforever\n glide (10) secs to x: (-327) y: (4)\n wait (1) seconds\n glide (10) secs to x: (173) y: (4)\nend\n\n
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----------------------''Night a Platformer''------------------------\n➡Controls - Arrow Keys\n➡Aim - Finish all levels! \n------------------------------------------------------------------------\n
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Galaxy | Scrolling Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Blank\n\ndefine Please\n[Get this on trending]\n[Love & Favourite]\n[Time taken: 36 hours O.O]\n[Propose it to be featured]\n[Don't hack]\n[Follow if you enjoyed]\n[Don't report, read the notes and credits carefully]\n[Honestly no one reported]\n[And I never copied]\n[So idk why I'm saying that]\n[Islands | Pen Platformer \[100% Pen\]]\n[Coming soon!]\n[Follow to stay tuned]\n[Thank you so much for 25+ followers!]\n[Find the secret define block]\n\ndefine (number or text)\n\n@Player\n\nwhen I receive [start game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset Player\n repeat until <(STATUS) > []>\n Tick\n broadcast (Tick v)\n end\n if <(STATUS) = [Win]> then\n broadcast (Win v) and wait\n else\n Player Die\n end\nend\n\ndefine Reset Player\nset [scroll x v] to [0]\nset [scroll y v] to [50]\nset [player x v] to [0]\nset [player y v] to [50]\nset [status v] to []\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [in air? v] to [10]\npoint in direction (90)\nswitch costume to (centre v)\ngo to [front v] layer\nset size to (85) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [speed x v] by (2)\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [speed x v] by (-2)\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 y) > (y position)> and <mouse down?>>> then\n if <(In Air?) < [4]> then\n set [speed y v] to [18]\n end\nend\nchange [speed y v] by (-2)\nChange Player Y by (Speed Y)\nchange [scroll x v] by (round (((Player X) - (SCROLL X)) / (2)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition Player\nif <(Player Y) < [-170]> then\n set [status v] to [Dead]\nend\nchange [scroll y v] by (round (((Player Y) - (SCROLL Y)) / (6)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition Player\nif <(Player Y) < [-170]> then\n set [status v] to [Dead]\nend\nif <touching (danger v)?> then\n set [status v] to [Dead]\nend\nAnimate Player\n\ndefine Change Player X by (speed x)\nchange [player x v] by (speed x)\nchange [in air? v] by (1)\nPosition Player\nif <touching (platforms v)?> then\n repeat (10)\n change [player y v] by (1)\n Position Player\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-10)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(speed x) > [0]> then\n set [speed x v] to [-15]\n else\n set [speed x v] to [15]\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 <(speed x) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n Position Player\n end\nend\n\ndefine Position Player\ngo to x: ((Player X) - (SCROLL X)) y: ((Player Y) - (SCROLL Y))\n\ndefine Change Player Y by (speed y)\nchange [player y v] by (speed y)\nchange [in air? v] by (1)\nPosition Player\nrepeat until <not <touching (platforms v)?>>\n if <(speed y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air? v] to [0]\n end\n Position Player\n set [speed y v] to [0]\nend\nif <touching (semi-solid v)?> then\n switch costume to (semi-solid v)\n if <<(Speed Y) > [0]> or <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n switch costume to (hitbox v)\n stop [this script v]\n end\n repeat until <not <touching (semi-solid v)?>>\n if <(speed y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air? v] to [0]\n end\n Position Player\n set [speed y v] to [0]\n end\nend\nswitch costume to (hitbox v)\n\ndefine Animate Player\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n switch costume to (right-up v)\n end\n stop [this script v]\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n switch costume to (left-up v)\n end\n stop [this script v]\nend\nif <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n stop [this script v]\nend\nswitch costume to (centre v)\n\ndefine Player Die\nrepeat (pick random (20) to (30))\n change [ghost v] effect by (10)\n create clone of (particles v)\nend\nhide\nwait (1) seconds\n\nwhen flag clicked\nbroadcast (Start Game v)\n\n@Platforms\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nCreate Clone at [0] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nset [x v] to [-9999999]\n\ndefine Create Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Semi-Solid\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nCreate Clone at [0] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [360] [150]\nCreate Clone at [0] [100]\nCreate Clone at [0] [100]\nset [x v] to [-9999999]\n\ndefine Create Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@Danger\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nCreate Clone at [0] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nset [x v] to [-9999999]\n\ndefine Create Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Graphics\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nCreate Clone at [0] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [0] [150]\nCreate Clone at [480] [0]\nCreate Clone at [480] [0]\nCreate Clone at [360] [150]\nCreate Clone at [0] [100]\nCreate Clone at [0] [100]\nset [x v] to [-9999999]\n\ndefine Create Clone at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\ngo [forward v] (1) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\n@Particles\n\nwhen flag clicked\nset [x v] to [-99999999]\nhide\n\nwhen I start as a clone\nInitialise Particles\nrepeat (Sequence)\n change [ghost v] effect by ((100) / (Sequence))\n change size by (((Size) / (Sequence)) * (-1))\n change [x v] by (Speed X)\n change [y v] by (Speed Y)\n Position ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nend\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\ndefine Initialise Particles\nset [color v] effect to (pick random (0) to (50))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (75) to (100)) %\nset [x v] to (([player x v] of [player v]) + (pick random (-10) to (10)))\nset [y v] to (([player y v] of [player v]) + (pick random (-10) to (10)))\nset [speed x v] to (pick random (-10) to (10))\nset [speed y v] to (pick random (-10) to (10))\nset [sequence v] to (pick random (10) to (20))\nset [size v] to (size)\nshow\n\n@Exit\n\nwhen I receive [setup v]\nSpawn Exit at [5310] [1050]\n\ndefine Spawn Exit at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <touching (player v)?> then\n set [status 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\n@Notifications\n\nwhen I receive [setup v]\nhide\nswitch costume to (win v)\nset [clone? v] to [0]\nrepeat (2)\n change [clone? v] by (1)\n create clone of (_myself_ v)\n next costume\nend\nset [clone? v] to []\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\nif <<(costume [name v]) = [Notification]> and <(Clone?) > []>> then\n go to x: (0) y: (50)\n set [ghost v] effect to (0)\n forever\n wait (pick random (5) to (10)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (pick random (2) to (3)) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\n end\nend\n\nwhen I receive [win v]\nif <(costume [name v]) = [Win]> then\n if <(Clone?) > []> then\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (4) seconds\n stop [all v]\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Thumbnail\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nset size to (100) %\nshow\n\n
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【モバイル対応】Platformer!!~傾向の歴史~_[Mobile compatible] Platformer !! _ History of trends _
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景6 v)\nwait (11) seconds\nswitch backdrop to (背景1 v)\nforever\n play sound [あおいとりのうた さばの味噌煮と牛乳 v] until done\nend\n\nwhen I receive [感知 v]\nwait (1) seconds\nnext backdrop\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [17]> then\n set [最終ステージか v] to [1]\n end\nend\n\n@harunootozure2020 intro\n\nwhen flag clicked\nclear graphic effects\nhide\nswitch costume to (背景 v)\nset [変数 v] to [0]\nreset timer\nrepeat (4)\n change [変数 v] by (1)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nif <(変数) = [1]> then\n set [ghost v] effect to (100)\n show\n wait until <(タイマー) > [2]>\n go to [back v] layer\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait until <(タイマー) > [11]>\n delete this clone\nelse\n if <(変数) = [2]> then\n go to x: (0) y: (-70)\n wait until <(タイマー) > [3.3]>\n go to [front v] layer\n show\n point in direction (90)\n set [m v] to [0]\n set size to (0) %\n repeat (46)\n set [m v] to (((m) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (m)\n end\n repeat (145)\n set x to ((([sin v] of (((タイマー) - (1)) * (80)) ) * (6)) + (0))\n point in direction ((([sin v] of (((タイマー) - (1)) * (1000)) ) * (4)) + (90))\n end\n point in direction (90)\n wait until <(タイマー) > [11]>\n delete this clone\n else\n if <(変数) = [3]> then\n go to x: (0) y: (60)\n wait until <(タイマー) > [3.3]>\n go to [front v] layer\n show\n point in direction (90)\n set [m v] to [0]\n set size to (0) %\n repeat (46)\n set [m v] to (((m) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (m)\n end\n repeat (3)\n set [m v] to [0]\n set size to (130) %\n point in direction (-90)\n repeat (46)\n set [m v] to (((m) * (0.65)) + (((90) - (direction)) * (0.3)))\n turn right (m) degrees\n end\n end\n wait until <(タイマー) > [11]>\n delete this clone\n else\n if <(変数) = [4]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n wait until <(タイマー) > [10]>\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (1) seconds\n broadcast (始まる v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nplay sound [Starship v] until done\n\nwhen flag clicked\nタイマーをリセット\nforever\n set [タイマー v] to (((days since 2000) - (リセット時の2000年からの日数)) * (86400))\nend\n\ndefine タイマーをリセット\nset [リセット時の2000年からの日数 v] to (days since 2000)\n\n@プレイヤー\n\nwhen flag clicked\nset [最終ステージか v] to [0]\nset [y v] to [0]\nset [x v] to [0]\n初期化\nhide\ngo to x: (-164) y: (-8)\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> 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 <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#0aff00)?> or <touching color (#ab3700)?>> then\n change y by (6)\n end\n if <<touching color (#0aff00)?> or <touching color (#ab3700)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\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 if <<touching color (#0aff00)?> or <touching color (#ab3700)?>> then\n change y by (6)\n end\n if <<touching color (#0aff00)?> or <touching color (#ab3700)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n if <(y position) < [-186]> then\n 初期化\n end\n if <<touching color (#ff0000)?> or <touching color (#ffa2a2)?>> then\n 初期化\n end\n if <(感知変数) = [1]> then\n 初期化\n end\n if <<(x position) > [200]> and <(最終ステージか) = [0]>> then\n 初期化\n broadcast (感知 v)\n end\n change y by (y)\n if <<touching color (#0aff00)?> or <touching color (#ab3700)?>> then\n change y by (() - (y))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n end\n end\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-164) y: (-8)\n\nwhen I receive [始まる v]\nshow\n\nwhen flag clicked\nrepeat until <(タイマー) > [11.8]>\n 初期化\nend\n\n@地面\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [始まる v]\nshow\n\n@NEXT\n\nwhen I receive [感知 v]\nnext costume\nset [感知変数 v] to [1]\nshow\ngo to x: (500) y: (0)\nglide (1) secs to x: (-36) y: (0)\nbroadcast (次のステージ v)\nwait (見せる時間) seconds\nglide (1) secs to x: (-530) y: (33)\nhide\nset [感知変数 v] to [0]\n\nwhen flag clicked\nset [見せる時間 v] to [0]\nset [感知変数 v] to [0]\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [感知 v]\nwait (0.0000000001) seconds\nif <(costume [name v]) = [nekopyon様!!]> then\n set [見せる時間 v] to [7]\nelse\n if <<<(costume [name v]) = [mochimochiG様!!]> or <(costume [name v]) = [teeeeeeen様!!]>> or <(costume [name v]) = [andmanju様!!]>> then\n set [見せる時間 v] to [8.5]\n else\n if <<(costume [name v]) = [Pikurin様!!]> or <(costume [name v]) = [pocopocojohn様!!]>> then\n set [見せる時間 v] to [5]\n else\n if <<<<(costume [name v]) = [harukimann様!!]> or <(costume [name v]) = [meron0gou様!!]>> or <(costume [name v]) = [Google-100様!!]>> or <(costume [name v]) = [1296-cat様!!]>> then\n set [見せる時間 v] to [6.5]\n else\n set [見せる時間 v] to [4.5]\n end\n end\n end\nend\n\n@舞い散る花びら\n\nwhen I start as a clone\nforever\n if <<(タイマー) > [11]> or <[2] > (タイマー)>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nタイマーをリセット2\nwait until <(タイマー) > [2]>\nrepeat until <(タイマー) > [11]>\n if <(タイマー) > [2.8]> then\n go to x: (pick random (0) to (200)) y: (158)\n repeat until <(タイマー) > [11]>\n create clone of (_myself_ v)\n wait (0.1) seconds\n turn right (pick random (5) to (30)) degrees\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (pick random (50) to (200)) y: (pick random (30) to (150))\nrepeat until <(タイマー) > [12]>\n change y by (-10)\n change x by (-10)\n turn right (pick random (5) to (30)) degrees\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\ndefine タイマーをリセット2\nset [リセット時の2000年からの日数 v] to (days since 2000)\n\nwhen flag clicked\nタイマーをリセット2\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.000000001)\nshow\nstop [all v]\n\n
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日本語は下\n<English>\nMove with the arrow keys. It also supports mobile !!The tendency of this work is that of Japan. It may differ from the trends in your country. Please note that. Also, if you can't read Japanese, please enjoy it by thinking that the Japanese behind you is the background. (This description uses Google Translate and may not be accurate.)\n<日本語>\n旗2回押し推奨。矢印キーで操作。モバイルにも対応してるよ!!クリアチェックしてるから安心してね!!\nこれは作者がScratchに参加したときからの傾向の歴史だよ!作者の記憶が改ざんされてたり(え?)傾向を見てなかった時があったから傾向1Pに何回も載ったのに出てない!!という方はコメント欄で優しく教えてね!!\n重い場合はこちら\nhttps://turbowarp.org/581515914
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⚡ Pikachu - A Platformer ⚡
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [next level v]\nif <(backdrop [number v]) = [19]> then\n broadcast (jiglypuf v)\nend\n\nwhen I receive [jiglypuf v]\nwait (3) seconds\nswitch backdrop to (backdrop20 v)\nwait (2) seconds\nbroadcast (like and fav v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\ndefine Initialize\ngo to x: (-210) y: (135)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Platform\nswitch costume to (costume3 v)\nset rotation style [left-right v]\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (-90)\nelse\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (90)\n else\n if <key (up arrow v) pressed?> then\n end\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((0) - (X))\n change y by (-16)\n if <key (up arrow v) pressed?> then\n switch costume to (costume5 v)\n if <(X) > [0]> then\n change [x v] by (-7)\n else\n change [x v] by (7)\n end\n change [y v] by (14)\n else\n change [x v] by (0)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (Y)\nif <touching (level v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [12]\nend\nchange y by (1)\nif on edge, bounce\nif <touching (next level v)?> then\n broadcast (Next level v)\n Initialize\nend\nif <touching (danger v)?> then\n Initialize\nend\nif <touching (trampoline v)?> then\n change [y v] by (22)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nInitialize\nforever\n Platform\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [215]> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (-75)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [oof v]\ngo to x: (-210) y: (-75)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(y position) < [-150]> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [jiglypuf v]\nhide\n\n@Bad\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\n@Pokemon Spirtes\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-210) y: (-85)\nhide\n\nwhen I receive [jiglypuf v]\nswitch costume to (costume1 v)\nshow\nwait (3) seconds\nswitch costume to (costume2 v)\n\n@Sprite2\n\nwhen I receive [jiglypuf v]\nshow\nsay [*sings*] for (3) seconds\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [like and fav v]\nshow\nwait (3) seconds\nstop [all v]\n\n@Sprite4\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n
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I AM EDITING THIS GAME NOW!!!\nHello. I have decided to upgrade this game!!! You guys \ngave me a lot of suggestions in the comments so I used them!!! 100 like- @hockey4lifee\nNew features include-\nNew Pokemon✅\nBetter platform engine✅\nBetter sprites✅\nCONTROLS-\nLike always, the arrow keys.\nPlease ❤+⭐ if you enjoyed! It would make me happy.\nPart 2 https://scratch.mit.edu/projects/620526624/\nCredits-\n@Invisity for asset pack\nPokemon for the idea\nMe @Odd56fiftySixJJ for the code!!\n\nI really hope you enjoy!!! I worked really hard on it!\n\nTags-\n#All #Games #Pokemon #Platformers #Platformer
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